Unbelievable: Closed weapons unconvincing high school essay 🤦♂️
The "// The Battlefield team" wrote an unconvincing piece called "BATTLEFIELD 6 - COMMUNITY UPDATE - PLAY YOUR WAY" (https://www.ea.com/games/battlefield/battlefield-6/news/community-update-play-your-way) today, October 6, akin to a politically biased news piece, clearly trying to use some random numbers (poorly) to spin a narrative and convince us that they reached a verdict.
The argument in favor of open weapons is so weak they are still keeping the closed weapons.
Hey, if that is the case, ditch the closed weapons! Why won't you?🤣
Well the numbers proved the opposite. Longer matches suggest more deliberate, tactical play, where players can't rely on cross-class weapon swaps to cheese every encounter. Higher revives indicate stronger team synergy, as squads lean into class roles ("medics" reviving, "supports" resupplies) rather than everyone turning into a hybrid assault-recon mess, or the all-in-one medic/support with an assault rifle. In a series built on battlefield chaos tempered by strategy, Closed Weapons preserved that balance, preventing the dilution of what makes each class unique.
I could tear all the article and all the numbers apart, but for the sake of time, I won't.
I'm with this PC gamer article "After making Closed Weapons almost invisible in the Battlefield 6 beta, DICE says Open Weapons is 'the right path forward' because it was more popular." (https://www.pcgamer.com/games/fps/after-making-closed-weapons-almost-invisible-in-the-battlefield-6-beta-dice-says-open-weapons-is-the-right-path-forward-because-it-was-more-popular/).
No, I did not play more Open Weapons
The reason why I didn't play more CLOSED WEAPONS was because I couldn't, because it was open for a short period, or it was buried in the menu. It definitely was not as highlighted as the open weapon mode, and the wait times, obviously, was longer. "Closed" was COMPETING against the open weapon mode, and that is not the proper way to gather evidence/data. In research, it would be the same thing as treating the control group with placebo and the new drug at the same time. This is insane!
I noticed it then at the beta, gave the feedback in various channels, predicted that nothing would happen, foresaw this article... and today it came.
The reason why I played with open weapons is because clearly there was an unfair advantage I was taking advantage of, and I did not have to rely on teammates. I went solo, which is the opposite of the squad/team play tactical style, signature of Battlefield games. I went COD in a game called Battlefield .
As a tester I wanted to BREAK the game. I found my own ways of getting in the roofs, etc., tested a lot of stuff as I wanted to cooperate with the development. I NEVER THOUGHT THAT BREAKING THE GAME IN TERMS OF WEAPON USAGE AND CHARACTER BALANCE would be seen as a great thing! I wanted to prove otherwise!!!
I guess everybody did the same. After some matches we all got to a point where we just wanted to beat the opponent, so we went with the sandbox experiment, picked the best guns , and the enemy did so too! They had to resort on that! You don't go into a gun fight with a knife! And that is partially why the game felt like COD. There was a lot of players going solo.
From The Battlefield team:
"more players played with non-signature weapons in Open Weapon playlists. However, Recon players still favored Sniper Rifles over other weapons, and their pick rate was identical between both playlist types"
Yes! Because it was imbalanced! Everyone wanted to even the play field against the all-in-one supersoldiers (except Recon, read the article). That is not a good argument. It is a terrible one! It proves the opposite: In 3 out of 4 possibilities, only one class stuck with the specialized weapon, and probably because Liberation Peak was 1 out of 3 maps! (And I think the article meant Liberation Peak, not Iberian offensive). Larger maps = more snipers. This also highlights a HUGE ISSUE. A core part of the game, weapon specialization (signature weapon) was useless, except MAYBE for the Recon. I can see a lot of effort was put on the signature weapon idea, and all for nothing. It would be much easier to just lock the weapons.
The article is clearly saying players don't see any advantage in the signature weapon "system".
Prove me wrong. Except for the Assault, what percentage of players used the combo of class and specialized weapons?
Is it 90%? 85%? Does the article "Play it your way" suggests that the weapon specialization/signature was a failure?
No one cares about that and now you are saying "yay, they don't give a **bleep** about signature weapons! But we can't say that, so let's say 'we opened up and they can play it their way!' We very happy!'". Clearly not true.
Show me the numbers: In open weapons, which classes actually chose the guns in which they specialized? Was it like 10%? So, specialization is indeed quite useless.
"There was not a single dominant weapon archetype, and we observed a consistent and well-distributed pick rate between them".
What is this distribution? IF YOU DON'T HAVE ~25% PICK OF EACH ARCHETYPE, YOU DON'T HAVE A GOOD DISTRIBUTION. If you want to spin a narrative saying you expected 10% SMGS, 15% sniper rifles, 50% AR and Carbines and 25% LMGs, then, yes, the distribution was "as expected", as from what I saw, weapon pick in the Beta was more or less distributed like that. But that is very different from saying there was a good/even distribution. Again, the article unintentionally says so much about the signature weapons and the imbalance! It is so revealing!
And if you don't have a ~25% pick of each class then there is no class balance either. And as I wrote here before, in my post "a case against class gadgets", the gadgets is should be open. The repair tool is not useful in the Iberian offensive. That slot could be used by a gadget that players can choose according to the map and other factors.
As the PC Gamer article well said:
"The deck was stacked against Closed Weapons from the start.
For example:
- -Open Weapons was presented as the default, "normal" Battlefield 6 mode, while "Closed Weapons" was labeled like an alternate: It wasn't called "Open Weapons Conquest," just "Conquest"
- - For the first few days of the beta, the Closed Weapons playlist was shoved off-screen from the main menu, requiring an unpleasant horizontal scroll to find it
- - DICE did not support Closed Weapons versions of all its modes in the beta, so if you wanted to play Rush, for instance, you had to stick to Open Weapons".
I think this last bullet point there naturally moves the needle towards highest usage of the open weapons, doesn't it?
While I'm convinced closed weapons is the better choice and Battlefield/DICE (God knows who I should blame now... Criterion, pls?") seems undecided, I can actually see the sad truth in all that:
They made a bad design decision in the past and are not humble to admit it. They did not listen to us and instead put too much effort in developing and tunning a, now robust, core feature, the "signature weapon", so much that now they can't afford to abandon. They should have worked on the field upgrades and pathways we wanted. I get that now that the specialization that it has a menu, HUD, text, explanation, everything, it is hard to scrape all that and toss it. So, too late to complain but I have to stress it.
There is no other way to put it: This was a FUP. BF6 could see the light of the day without this one.
Although BF6 is a HUGE step in the right direction compared to 2042, it is great overall and I think it will be an absolute success (Geez the new COD is so bad it will help BF6 a lot!), the key takeaway is this:
DICE, once again, you should have listened to us. You pay a lot of money to people who give you bad advice.