Reality of Drafts at present
This is not funny any more, yes for past two event (4+4=8 week) i didn't pack any single 119 ovr in darft eventhough trying it until 70 th draft, and today is my 2nd time.. wasted all this 8 weeks for just two 118 ovr player while others are opening and getting 120 ovr in thier third draft, I'm really frustrated 😠. not anymore I'm quitting. UID : 917990091296858113The World Game AI is broken – Unfair Scripting and DDA
Hello EA Team, The AI in The World Game event is completely broken and frustrating to play. It feels heavily scripted due to extreme DDA buffs. The AI players are completely immune to physics. They never lose balance when tackled, while my defenders get thrown away instantly. Even when surrounded by 3 players, the ball stays glued to the AI's feet like a magnet. This is not a fun challenge; it is artificial and unfair. Please fix and tone down the AI difficulty in this event. It makes building a high-OVR squad feel pointless.The Rise from Your Grave Achievement
The "Rise from Your Grave" achievement is currently in an unhealthy state and desperately needs a rework. While achievements are meant to be a challenge, the requirement of 1,988 revives within the limited scope of RedSec has crossed the line. The Math Doesn’t Work! In standard Battlefield Casual, you have 31 other teammates to support. In Gauntlet or BR, your squad size is capped at 4. This means you have at most three people to revive, and in a high-stakes mode, your squad isn't always within range. At the current rate, this single achievement requires upwards of 150–200 hours of play focused only on waiting for teammates to fail. The current meta makes revives even harder to come by: Takedowns The RedSec mechanic allows enemies to perform finishers on downed players to reveal their teammates. Because of this, players are incentivized to "bleed out" immediately to avoid being shaken down, leaving the Medic with no window to actually perform a revive. Because the requirement is so disconnected from natural gameplay, the community has turned to "boosting", where friends repeatedly die and revive in a corner of the map. We want to earn our trophies by playing the game well, not by ignoring the objective to farm numbers. Reduce the Requirement: Lower the number to something more attainable for a squad-based mode like 100 We love the game, but we want to be rewarded for playing it, not punished for trying to complete it. Please consider adjusting this before the next season. Furthermore, with the upcoming multiplayer content and map updates, my focus will be shifting away from RedSec. This makes the achievement feel even more like a chore rather than a rewarding goal. It needs to be adjusted now!1.8KViews16likes63CommentsEA Read This
I Run a community of great electrifying battlefield Veterans. Im talking players who've played battlefield since bad company. The majority agrees the slide should be nerfed or thrown out. The nerfing we're asking for is severe inaccuracy penalties when immediately ADSing after sliding or while sliding and not allowing the jumping to be spammed. The distance and speed of the slide should be nerfed as well. Here's my communities thoughts please go read your loyal fans opinions and thoughts https://www.facebook.com/share/p/1EALmRqu1D/How will the recoil system in Battlefield 6 be modified?
Will adjustments to recoil make it more manageable? The recoil in Battlefield 6 is extremely frustrating when I use traditional burst-fire techniques; I can’t even predict where the second shot will drift. How will the recoil system in Battlefield 6 be revised to improve its controllability? Will the devs revert to the classic recoil mechanics seen in BF4 and BF1, or will they iterate upon the current recoil system? I’d like to know the potential improvement directions.Fundamentals which are broken (IMO)
Hi! Forgive me for a pessimistic view of Battlefield 6. Conquest matches are tremendously unbalanced one-sided dominance vast majority of time. Reason is plain and simple — people dismiss co-operation in all possible levels. Chaos is embraced in game's vision, or lack there of. Chain of command is non-existent and automated. Lack of Commander and resource gameplay leads to surficial level of a gameplay. Grand scheme gameplay of attack-defense-logistic-reconnaissance division off field of combat makes gaming feel alienated and play impulse driven. Players just reacting to their immediate surroundings, instead of building success consciously or sub-consciously as a squad and a team. There's nothing substantial which builds up through gameplay! Attacking and swarming is rewarded over majority control strategy (which wins in Conquest). Unselfish defensive players carries teams by defending capture points from falling to couple a few flanking commandos who decides victory. They get lesser points than zerging flag runners. Scoreboard and (leaderboards) favours trivial factor (K/D ratio) over contributional holistic factors (sector control, squad & team play, class play etc.). Assigning a squad role and preferences for attracting like-minded players are non-existent. There's no point having squads in their current shape! Class responsibilities are overlooked by players and designed to be way too customisable personal messiness. Ego-feeding customisation and personalisation is a goal. Matchmaker over server browser scrambles system entirely. No longevity, nothing glues shards together, at any level!EA hat den Fairplay Gedanken aufgeben
Es gibt in Eafc kein Fairplay mehr! 90% aller Spiele haben NICHTS mehr mit Skill und Fairplay zutun. Spieler geben sogar zu dass die Verbindung manipulieren. Interessiert nur niemanden. Wenn Bugs Spiele entscheiden und nicht der Skill,ist vorbei mit dem Fairplay.252Views2likes13CommentsPilot Luke Kit Concept
Inspiration: Luke Skywalker, as a Pilot in Red Squadron and Rogue Squadron, blew up the Death Star on his first day in the Rebellion He will heavily synergise with Biggs Darklighter and Wedge Antilles, bringing about a Wiggs renaissance (anyone remember when Biggs and Wedge were an incredibly strong duo in the early days of Galaxy of Heroes?) His kit is heavily inspired by the climax of 'A New Hope', as well as the game 'Rogue Squadron: Rebel Strike' on the Nintendo GameCube Unit Name: Pilot Luke Relic Amplifier: Pilots Helmet Affiliation: Light Side, Attacker Tags: Rebel, Rebel Fighter, Unaligned Force User Attacks and Abilities Basic: Rogue Shot Deal Physical damage to Target Enemy once for every Debuffed enemy. If the target enemy is Empire, deal 10% more damage for every Debuff. If Biggs Darklighter and Wedge Antilles are present, this damage is increased to 30%. Special 1: "Your Father's Lightsaber" (Cooldown: 3) Deal Physical damage to Target Enemy. Call Target ally to assist dealing 25% Less Damage. If Target Enemy is Empire, deal 25% damage and call other weakest ally to assist dealing 25% more damage as well. If Biggs Darklighter and Wedge Antilles are present, they are also called to Assist. Special 2: Dead Ahead! (Cooldown: 4) Deal Physical damage to all enemies and inflict Ability Block and Stun for 1 turn. This attack deals double damage to Empire allies, who can't Evade or Resist this attack. Whenever this attack scores a Critical Hit, Pilot Luke gains Tenacity Up and Speed Up for 2 turns. Unique: Rogue Squadron, Form Up! Pilot Luke has +5% Evasion for each defeated Rebel ally and 10% for each living Rebel ally, and recovers 15% of his Max Health whenever he evades an attack. Whenever an Empire enemy is defeated, Pilot Luke gains Foresight for 2 turns and all other Rebel allies gain 15% Turn Meter. If Biggs Darklighter and Wedge Antilles are allies, they also gain Foresight for 2 turns and gain 40% Turn Meter. While in 3v3 Grand Arenas, and there is an allied Biggs Darklighter, Wedge Antilles, and no enemy Galactic Legends: Pilot Luke, Biggs Darklighter and Wedge Antilles gain gains 50% Defense, Max Health, and Tenacity. Whenever Biggs Darklighter or Wedge Antilles drop below 75% Health, they gain Damage Immunity for 2 turns, a bonus turn, and reset their cooldowns. At the start of their bonus turn, they recover 50% Health and Protection. The first time either Pilot Luke, Biggs Darklighter or Wedge Antilles are defeated, they are Revived at 100% Health and Protection, and gain 100% Turn Meter.152Views2likes5CommentsBalance issue
The DRS-IAR feels trapped by the attachment point system. The 60-round magazine costs 55 points, which leaves little room for attachments that support the weapon's intended role. The weapon is categorized as an LMG/automatic rifle, yet equipping the 60-round magazine prevents players from using attachments such as a bipod and other recoil-control options. The result is a weapon that sacrifices mobility and attachment flexibility without gaining enough long-range effectiveness or sustained-fire capability to justify the cost. My suggestion would be to either: Reduce the attachment point cost of the 60-round magazine. Improve the weapon's performance when using the 60-round magazine. Increase the attachment budget available to the DRS-IAR. Allow bipods and key support attachments to be equipped alongside the magazine. Right now the weapon feels like it pays the costs of an LMG without receiving the benefits that should come with that role.