A list of the most prevalent issues with BF6 (Oct 15)
Find below the issues I continously run into:
Main Menu / UI: The menu(s) are incredibly cumbersome to navigate and finding the correct settings is a chore. Probably a major rework / new layout is needed here. As a general suggestion the multiplayer visual settings should be set to the least visual "distortions": while the post processing, HUD shaking and bobbing is an immersive factor it seriously handicaps the player in PvP. Setting the game up to be playable takes almost half an hour, and it takes the player an inappropriate amount of time to find and understand what to set where and how.
The UI itself glitches out at several spots - the table-top map (where you select your next spawn location) tends to "lose" the cursor, which leaves just the option to use button inputs to cycle through the possible spots. When spawned the ticket counter of either team is shown as zero throughout the round.
Crossplay: Although console players are usually not in the majority during rounds the mandatory participation in crossplay for PC players raises another issue. Aim Assist is offered to PC players as well without a need. Proposal: Crossplay optional under the condition that the PC user uses a mouse and keyboard. It is honestly absurd to have Aim Assist for everyone while it is originally meant to support console players on controllers. Make it optional for mouse/keyboard users and segregate these groups to have clearly divided player groups that either use Aim Assist or not.
TTK / TTD / Rubberbanding: Hit and movement detection on the backend appears to suffer from significant delays / lag. While hits are often not correctly counted the additional impact of unrestrained blooming of the bullet spread leads to frustrating situations where an enemy player is apparantly hit with half a clip of bullets but still manages to survive and kill the player even if opening fire later. In sum TTK appears to be profoundly bloated while TTD is often barely existent. Killing behind corners (BF4 déjà vu...) is encountered as well and fits into the overall impression that the netcode is struggling to register hits timely.
Weapon / Gear / Unit balancing: As mentioned above the bullet spread and penalties for movement connected to it appear to need a reduction. Not across the board but certain range values seem to be off. Especially SMGs inflict signifant damage outperforming AR and carbines in range / damage at times while they should be restricted to lethal effect in CQB. Defibrilators need a distinct cool-down as in previous versions. As of now downed players can be resurrected quicker than they can be downed. The RPG visibly does very little splash damage.
The AA is almost unable to challenge / endanger jets with the basic setup. Efficiency against infantry is also very tame. On slightly uneven ground the vehicle often starts to tip and twitch rendering aiming almost impossible. A vehicle on tracks is supposed to stand stable on the ground under almost every circumstance and type of surface.
Audio: Quality is good in general, but certain voicelines of the COs commenting on the progress are triggered repeatedly and borderline on being too "on the nose". Announcing that either team "now has the lead" just as the ticket counters are marginally different quickly turns into a nuisance in tight rounds when the "lead" changes often. Plus some voicelines make it sound like there's a comfortable advantage while in actuality that momentary domination is already being stopped. This is either annoying or even worse misleading for beginners. Proposal: set a bigger margin between ticket counts to trigger these lines plus a limit how often these announcements can be triggered within a timeframe and a minimum amount of time until the next announcement is aired.
Player movement: As already fed back after the open beta player movement is still on the quick side. Players are still able to easily use drop shots or while jumping. Sliding is still much too overpronounced, so much that it is often hard to even stop and not fall down / drop over edges.
To be continued / amended, thank you for your support!