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cementerydriver's avatar
cementerydriver
Seasoned Ace
2 months ago

Suggestions

I'll start with the support class, the supply bag feels too OP as it heals and restocks supplies a the same time, fire support seems underwhelming so my suggestion are:

1. Supply bags should perform a role oriented task depending on the path you chose. If you pick the combat medic your bag will heal and resupply gatgets (beacon, latter, EOD bot, an so on ....), if you choose fire support your bag will resupply ammo and explosives (including RPG, Stinger, mines, and so on .....)

2. Supply pouches seem pointless as the supply bag is just better. You can heal by touching the medic so whats the point in equipping the pouch. if you guys do my first point it would make pouches a better option (keep the small health and ammo resupply, single use, can place 3 at a time and this gatget recharges on its own) this way support can heal and resupply regardless of which path you chose but better defines their role as it would do what the supply bag doesn't 

3. Fire support seems more like a punching bag, so change steady aim for better suppression (blur vision and more sway for enemies under fire), this would get better use out of the LMG and mortar fire. There are many ways to steady your aim, you can rest your gun in objects, you can also go prone so steady aim seems rather pointless since you need to rest your gun on something. (Its already being done)

4. Add chest plate gadget to assault. it only protect your chest, other parts are still vulnerable. This will help block the sweet spot mechanic, needs to be replaced after a certain amount of dmg and will force snipers be more picky with their targets (recon, support, engineers, or heads)

5. I would like the quick rechambering for snipers to be removed from weapon proficiency as it takes away from DMR. Kill confirmed and sweet spot are already great buffs for assassination, recon shouldn't try to compete in frontal confrontation but pick and choose their targets.

6. Someone else come up with the idea but I loved it. Would like Recon to have 2 phases for glint (stealth and discovered), very faint or no glint on stealth phase but high glint after the first shot or if pinged which is the discovered phase. Discovered phase will last for as long as recon is marked and will slowly fade away once ping is removed or lost. Personally I would prefer not knowing if I been marked but an icon could be included.

7. Better Vehicles handling was added as a vehicle gatget, i wish that was added as a feature for the Engineer, wouldn't mind adding it to signature trait "mechanized infantry"

Gameplay pacing, there were a lot of times when I felt that it was more of a meat grinder when trying to take over objectives

8. increase the respawn delay or delay hp regen activation to avoid having endless waves of enemies. At times it feels more lucrative to just rush in, specially in smaller maps. It would be more immersive for opponents to worry about dying or at least getting shot.

Let me know what you think

12 Replies

  • 3. Here's what suppression looks like  It's just garbage. Even as a sniper you shouldn't have to play like this just because somebody sprays a few bullets in your general direction.

    4. We don't need bad solutions for bad mechanics. The easiest solution would be to remove the sweet spot mechanic.

    7. If your purpose is to prevent people from using their vehicle as disposable, then that's just a matter of rewarding the people who keep their vehicle alive, and punishing people who demonstrably use vehicles in a way that sabotages their team. It's fine to debate the exact details of how that would work though.

    8. That hard swap feature relies on AI being present? It's an interesting idea for a co-op or single player experience. I'd certainly check it out. I don't think it would work as a PvP game mode though. 

  • cementerydriver's avatar
    cementerydriver
    Seasoned Ace
    2 months ago

    3. The idea of that mechanic its to create and opening for your allies and stay alive which would help fire support and the video shows that it does that. The implementation needs work but that would be the idea for crowd control as LMGs are seriously under performing (only adding suppression to fire support as a skill instead of all weapons)

    4. Sweet spot mechanic isn't bad as snipers always go for the chest not for the head (head shots are more of a personal preference or movies/most games) but snipers should should have a slower rate of fire to make up for the 1 hit Ko, just like shotguns can 1 hit Ko at short range (position is also a factor which is very time consuming specially since the beacon was taken)

    7. Agree on this but still not sure what to do except lock heavy vehicles but that would be too much for this game (more of a hard core feature). How would you fix it?

    8. Actually there are multiplayer games that have implemented something similar, like the game squad but I don't want npc pushing for obvious reasons so instead simulate troop movement on a more immersive way. this could open more features on the future but thanks for the feedback back

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