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EA_Rtas's avatar
EA_Rtas
Icon for Community Manager rankCommunity Manager
23 days ago

Weekly Vehicle Debrief - M3A3 Bradley

 

Welcome, everyone, to the Weekly Vehicle Debrief

Each week we will be rotating through each vehicle to discuss everything from Balancing, loadouts, tips and more, YOU drive the discussion.

The vehicle we discussed last week was the M1A2 SEPv3 Tank. This week we're shifting from MBT to Infantry Fighting Vehicle M3A3 Bradley.                                           

Let’s break it down:

Quick take: The M3A3 feels good pushing with squads particularly with Engineer repair support, but can get punished hard if not supported properly. Balanced, too strong or not strong enough?

🔧 Balance

  • How does the M3A3 Bradley feel right now in actual matches?
  • Like with the M1A2 discussion does it feel too strong in open areas, or too vulnerable up close?

⚙️ Loadouts

  • What’s your go-to setup and why?
  • Any attachments or upgrades that feel mandatory or completely useless?

🧠 Playstyle & Tips

  • What separates a good driver from a great one with the M3A3?
  • Best positioning or tactics that consistently work for you?

⚔️ Counterplay

  • What’s the most effective way you’ve found to deal with this IFV?
  • Does it have any clear weaknesses that aren’t being used often enough?

🔥 Hot Take

  • What’s ONE change this IFV needs right now?

Quick vote:

Drop your thoughts, clips, and setups below - let’s see how everyone’s using it.

 

The vehicle up for discussion next week will be the AH-6 Little Bird

8 Replies

  • QcR4ptor's avatar
    QcR4ptor
    Seasoned Veteran
    23 days ago

    I think the M3A3 Bradley is well balanced right now. It’s a very versatile vehicle—very effective against infantry, but also quite dangerous against other vehicles.

    I find it especially well suited for modes like Breakthrough and Rush, where supporting the team and controlling space is key.

    One piece of equipment I find particularly useful is the proximity sensor. It really helps with awareness, especially in urban combat where threats can come from anywhere.

    As for improvements, one thing that could be interesting would be giving the driver access to a secondary machine gun option for more flexibility.

    The best way to counter it is by attacking from the sides or rear, or in close-quarters urban fights—getting close enough to use C4 is still one of the most effective methods.

  • EA_Rtas's avatar
    EA_Rtas
    Icon for Community Manager rankCommunity Manager
    23 days ago

    I like the comments QcR4ptor​ and agreed on the proxi sensor. Something I find useful particularly during objective pushes when theres heavey smoke cover.

  • IFV should be able to carry two different types of ammunition like MBT, so that they are more versatile against either infantry or vehicle

  • I'm not an armor player, so I can't say too much about the actual use of it, just when playing against it as infantry.  

    The IFV feels like it can shoot through all cover and deal damage no matter what's between it and you.  If it shoots a concrete wall, the damage goes through the wall and hurts you, even though the wall is still standing.  If it shoots the nose of an MBT and you're behind it, it still damages you somehow.  When piloted by consoles, the thing will auto headshot you from 300m so long as they were aiming near you and pull the trigger.

    Needs to take more damage from LAW and Jav, though should be more resistant to straight on attacks like from RPG and AT4, or the occasional Stinger or IGLA that hits it.

    Like all armor, the secondary turret needs an auto leveler.  So when your driver hits that pebble that launches one side of the tank 6 feet in the air, your scope doesn't just fly around in a headache inducing jarring fashion.  It should at least try to stay on target unless it gets forced due to angle restrictions.  

    Also, the wonderful glitch to ADS speed needs fixed.  I can't believe it was broken in the first place, then also that it hasn't been fixed in 2 significant patches.  

  • Reapermac's avatar
    Reapermac
    Seasoned Novice
    22 days ago

    Speaking as someone who's extensively used IFVs in Breakthrough, I feel like the HE rounds (for all armor vehicles in general) could use an AoE damage buff because it feels like I have to constantly get direct hits/impacts to kill. There are many instances where Ive shot the ground next to infantry as they are dashing across the road only to see them dip into cover and surviving. Because of how weak HE rounds feel, I also believe that IFVs should replace the MBT on certain breakthrough maps sections (such as Eastwood & Contaminated first section) until then. 

    Other than that I feel like the Bradley & IFVs are pretty balanced in general. Something I would like to see added are thermal sight options for the loadout like what we had in Battlefield 4. 

    The loadouts I feel are mandatory are the Reinforced Plating (for survivability) and Thermal-Blocking Smoke just to conceal yourself and remove launcher lock-ons. 


  • JeeHodJeep's avatar
    JeeHodJeep
    Rising Traveler
    22 days ago

    I think there are much bigger issues to worry about.

    Rampantly abused bugs, tank sniping and out performing the AA.
    PC no being able to disable crossplay.
    Little bird being OP.
    Firestorm tower bug where you can see through it on the top rung when in prone.
    Players camping vehicle spawns or even trolling to keep vehicles from spawning at all.
    Tanks camping in spawn protected by invisible shield, but can still go 30-0 killing things from across the map.


  • Thank you for providing such helpful information each time. I primarily plan my attacks from the flanks, timing them with the accompanying infantry to control the flag.

  • EA_Rtas's avatar
    EA_Rtas
    Icon for Community Manager rankCommunity Manager
    17 days ago

    Some solid thoughts and feedback in here folks. Appreciate you all taking the time to share it with us. Next discussion launches tomorrow.

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