[BF6 - Gauntlet] Bug collection: music loop, Rodeo, Overtake, gas, reward
A quick note up front: I originally posted all of this in the German-speaking forum, but it was simply ignored there - not even a moderator wrote so much as "we've seen it, we've registered it." So I'm now posting it in the English forum in the hope that it actually gets picked up.
Does this only affect me? No - every player I regularly play Gauntlet with has the same problems. Some of it has also been confirmed by strangers' squads.
Platform: PC (Steam)
Playtime: 598 hours
For context: I've been playing Battlefield since Bad Company 2 and have stayed loyal to the series ever since. So I'm not writing this as someone who got frustrated after two weeks - I'm writing it because I actually care about the game.
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Hi everyone,
I play Gauntlet regularly and in a squad, and for a while now several problems have been piling up that make the mode partly unplayable. Since there's been no communication about it at all, I'm collecting the points here in one place.
1. Music bug when joining Gauntlet
When joining a Gauntlet round, the background music hangs. It keeps restarting from the beginning / loops in short intervals instead of playing through normally.
- Reproducible on join
- Affects everyone in the squad, not just individual clients
2. "Rodeo" mode - currently basically unplayable
Several issues here that together break the mode:
2.1 Tanks die way too fast
Tanks are sometimes destroyed with just 2 rockets, in some cases even with a single hit (oneshot). This does not match the previous behavior.
2.2 Tank kills give too few points
Kills with tanks seem to give the same number of points as kills with small arms. Tank kills should give significantly more - right now there's no incentive left to use vehicles at all or to take the risk.
2.3 Combat Engineer no longer repairs tanks
The Combat Engineer's repair function no longer seems to work on tanks. The tank doesn't take repairs / nothing happens.
2.4 Tank vs. tank: oneshots
Even in direct tank-vs-tank duels, oneshot kills occur.
2.5 Tanks can't be pulled out in the last minute
In the last minute it's no longer possible to deploy tanks, even though the tank trailers show as "ready." Whether this is a bug or an uncommunicated change isn't clear from the outside.
Important clarification on point 2:
I've since noticed that the bug apparently only affects the heavy tanks. Right now almost exclusively heavy tanks spawn, light tanks only with very low probability. And that's the key point: the light tanks work completely normally - auto-repair works, a kill gives the regular 3 points, and they take the normal number of rockets to destroy. So all the problems described above (no repair, too few points per kill, oneshots / too little durability) occur exclusively on the heavy tanks. On the light tank everything is as usual. To me this suggests that the update broke something in the values or setup specifically of the heavy tanks, while the light tanks were left untouched.
3. "Overtake" - wrong objective marker after picking up the package
Once you've captured the package, the "objective" / "delivery point" marker still only shows your own package (even right after your own package was just captured) - not the actual delivery point.
Impact: Randoms in particular run around disoriented because it's simply not clear where the package needs to be taken. Some of them end up chasing their own package, since the marker points to it. This regularly costs rounds.
4. Inconsistent visibility in gas
On maps with gas, enemies standing in the gas are sometimes visible as a dark silhouette/outline - and sometimes not. This clearly isn't the same for both sides.
Tested: I checked this together with a stranger's squad (someone I'm friends with on EA) that happened to join at the same time as us, cross-checked over Discord. Result: he could see my dark outline in the gas, while I couldn't see him in the gas at all - in an identical situation.
Expected behavior: either both players can see each other equally well in the gas, or neither can. Right now it's a one-sided advantage that's handed out purely at random.
5. Challenge "100/100 Gauntlet wins" - reward not granted
I completed the challenge for 100/100 Gauntlet wins about two weeks ago (progress shows 100/100). The sticker it's supposed to unlock ("Jack, Queen, King, Ace") was never credited to me.
Doesn't only affect me: a friend from our Discord completed the same challenge and also didn't receive the sticker.
Expected behavior: sticker unlocks after completing the challenge and is available in the sticker/customization overview.
Actual behavior: challenge shows 100/100 as completed, sticker is missing from the inventory.
6. Thermal scope - overexposed / blurry image
With the thermal scope on the sniper (probably on other weapons too), enemies are sometimes (not always) completely blurry and everything around them is overexposed. It looks like you're looking through the scope with terrible eyesight - you can't make out the enemy clearly and can't even aim for the head properly (blurring effect). This defeats the entire purpose of the thermal scope.
7. Gas effects persist across round changes
If you had gas on the map in one round (e.g. round 3) and win that round, the gas effects sometimes incorrectly stay active in the next round (round 4): the distorted/hallucination sounds keep playing, sometimes the coughing too. As a result, in round 4 you can no longer hear footsteps or any other enemy audio, even though there's no gas present anymore. This is a clear audio disadvantage and costs rounds, because you simply can't hear enemies.
Not a bug, but important feedback:
Snipers in Gauntlet
This isn't a bug in my view, but it has massively devalued the mode:
Snipers are basically pointless in Gauntlet right now. In Gauntlet you have 140 HP with the shield - but a hit at 100-150 m only deals 139 damage. So the enemy survives with exactly 1 HP. It looks like the value was balanced for the standard mode and carried over into Gauntlet without being checked.
The Mini Scout is especially affected: even with a headshot it no longer scores a oneshot (not even under 100 m) and has therefore been completely replaced by the SVDM. Anyone playing the sniper class is simply at a disadvantage - an entire playstyle effectively drops out.
Missing consequences for leavers and trolling
Two points that damage the mode in everyday play at least as much as the bugs above:
Leavers mid-round
It regularly happens that random players leave the round for no apparent reason - sometimes even while the team is winning. The rest of the team is effectively punished and plays the remainder of the round short-handed.
Suggestion: a temporary matchmaking ban for repeatedly leaving ongoing rounds, as is common in other modes and games. This isn't about punishing individual disconnects - but anyone who repeatedly bails ruins the fun for three other players.
Missing report option for trolling and AFK
Right now there's no suitable report category for players who deliberately troll their own team or stand AFK in a corner for the whole round, just moving the mouse every 30 seconds to dodge the AFK detection.
Suggestion: a dedicated report category for "trolling / intentional sabotage" and "AFK." In a 4-player squad mode a single such player weighs extremely heavily - that's a quarter of the team that's not just missing but actively disrupting.
In closing
Gauntlet has enormous potential, but it's been getting almost no attention for two seasons now - apart from general nerfs that in this mode often work far worse than in the rest of the game. Normally I wouldn't post this, but since there's been no feedback whatsoever on the points above about whether anyone is even working on them, I'm collecting them here.
I'd appreciate a short update on whether these points are known and being investigated.
Thanks!