Will you finally introduce Hardcore gamemode?
Every battlefield game had its hardcore mode, in Season 2 we had a Faithwalker's hardcore conquest and it was very good mode, it inroduced another layer of a gameplay and game started to be actually tacticall and interesting because of the different approaches you have to take to win with the enemy. Current and only normal gamemode is some kind of unfunny joke, you just run like an ape around a map to find red diamonds on top of the players heads. Will you dice take this game seriously and add something that was always in that game? That is hardcore mode? Acutal good game mode which makes battlefield, battlefield? I'm not even talkin about helicopters and stuff which are like 20kph, as fast as rickshaws in New Delhi. If you can't handle that just invite me to one of your daily meetings, and I will tell you what this game needs, I've been playing battlfield games since like 2010.Quick & Constructive Feedback on S3 so far: It's ok. 5/10
The good: Map size. A big improvement (literally), however we should've had more of this from the start. The rest of the game feels too small. (Remember, big doesn't mean badly designed or empty). Dagger skins in Battlepass. This is a good idea, as new squads and characters should always be in the passes, not shop bundles. Airspace. Feels bigger but again, lots of work to do for the rest of the game. Music. The S3 theme and the overall compositions are shining through, very well done there. Some new weapons accessed earlier on in the pass. For example, the new sniper. This is good. The bad: Team Balancing. I've played 13 matches of the Golmud mix, and so far each and every one has been a big loss. The teams are still very unbalanced. Unrealistic gun and skin designs. While there's some big improvements with Stryx and some new S3 skins for weapons and characters, there's still lots of wacky decals that are overpriced and too colourful. Jet & anti air balance. The planes have more focus this time, but still have no loadouts and die extremely quickly, added to by matchmaking. There's no modes to train, or focus on aircraft exclusively. Vehicle updates. Have they been updated? They still die very quick and still snipe from afar. I thought we were getting a focus on more frontline tank based balancing? The store. Very overpriced skins, bundles with items we don't want, such as AI stickers or backgrounds. What if we just want skins? At least Fortnite offers variety. Some are more than the entire pass. The whole store and the way items are priced and bundled needs addressing. This is also an issue with the battlepass. There's lots of "filler" rubbish thrown in. We want to earn skins and weapons primarily. The little extras don't feel they are worth the effort. Netcode still feels off, as does footstep audio. Again, it's an ok update, but when S3 sits next to the rest of the game, it still feels a bit flat, as we needed more sooner. Hopefully in time this will change?Restore balanced rooftop access and verticality
Dear Battlefield Studios / EA team, I am writing as a dedicated Battlefield 6 player, Battlefield Labs participant, and long-time fan of the series. I have spent more than 400 hours in Battlefield 6, participated in several Battlefield Labs sessions, and purchased multiple skins and Battle Passes. I am not sending this as a random complaint. I am sending it because I care about the long-term health of the game, and because I still want Battlefield 6 to become better. The recent change to rooftop access on maps such as Manhattan Bridge and New Sobek City is a serious step in the wrong direction. Before the latest update, players could reach certain rooftops through class tools and creative squad play: assault ladders, deployable shields/cover, recon drone interactions, and other traversal methods. This created verticality, flanking routes, defensive counterplay, and the kind of sandbox freedom that makes Battlefield feel like Battlefield. After the update, many of these rooftop areas now trigger the “return to combat area” out-of-bounds timer. As a result, players can no longer meaningfully attack, defend, flank, or counter through these rooftops. The maps become flatter, more linear, and more like a simple wall-vs-wall meat grinder. I understand why the team may have wanted to remove unreachable rooftop abuse or unintended exploit spots. But the correct solution is not to remove verticality. The correct solution is to make rooftop access intentional, readable, balanced, and available to both sides. My request is simple: Reconsider the current out-of-bounds restrictions on rooftops in Manhattan Bridge and New Sobek City. Restore verticality where it improves gameplay. Add official, balanced ways to reach these rooftops: ziplines, rappel ropes, ladders, stair routes, scaffold routes, elevators, or other clear traversal paths. Make rooftop positions contestable for both attackers and defenders. Treat the issue as map-design feedback, not merely as an exploit fix. The problem was never “players can reach rooftops.” The real problem was “some rooftops were reachable in ways that did not give the other side fair counterplay.” If both teams have clear and intentional access routes, rooftops become a gameplay layer instead of an exploit. This is especially important for Battlefield 6 because the game needs retention, depth, and replayability. Players do not stay for long if every match turns into the same flat frontline fight. They stay when maps offer options: flanks, vertical routes, squad creativity, risky pushes, counter-sniper play, and unexpected tactical decisions. I am willing to help. I can provide screenshots, videos, and specific roof locations where ziplines, ladders, ropes, or other traversal tools should be added. I can also explain which roofs are good candidates for playable verticality and which ones should remain restricted for balance reasons. Please forward this feedback to the live gameplay, level design, and map design teams rather than closing it as a generic support issue. I am sending this because I still want to support Battlefield 6. I have already invested hundreds of hours and paid for additional content. But if this design direction continues, and if meaningful sandbox verticality keeps being removed instead of improved, I will eventually stop supporting Battlefield 6 and the broader Battlefield franchise. Battlefield should not become a flat meat grinder. It should remain a sandbox where smart positioning, squad tools, and creative movement matter. Thank you for reading. I am ready to provide specific examples and visual references if the team is willing to review them. Best regards, textyre Platform: PC / Steam Region: Kazakhstan EA ID: textyre22Views0likes0CommentsBattlefield 6 Medic Guide - Share your knowledge!
Introduction Hello everyone! Following on from the incredible guide from our EA Forums Hero ElliotLH I wanted to provide my own guide to help out with an area of the game I play every single day. Namely, the Medic class. Like Elliots guide this will be a quick-start guide with some tips I find useful in every single match I play. Some of you will be well used to the tips I give here while others might find it useful. I think we can all agree a good medic can make or break the push when the team is rallying to PTFO. Below are some things I do when playing medic that I find work well. For the seasoned support players out there, feel free to add your own advice and tips in the thread and they will be highlighted in this post also as well as any loadout screenshots you want to provide. The Role of a Medic It’s easy to fall into the habit of treating every downed teammate as an instant revive. That’s usually where things go wrong. When someone drops, the fight isn’t over, it’s still happening. If you run in without thinking, you’re just following them into the same mistake. A better way to frame it is this: your job isn’t to revive first, it’s to stabilise the situation. Sometimes that means fighting, sometimes creating space, and only then reviving. Best Practices Below we're going to go through some of the best practices you should implement when playing as a Medic. This list isn't exhaustive but these are base level things you should be doing to ensure maximum success when playing as a medic Awareness Many times you will be your squads only medic, in those situations you are the difference between your squad sitting on the respawn screen or getting back in the fight and restoring the momentum of your push. It's important that you take stock of your surroundings to help ensure not only your survival but that of your squads if and when you need to revive them. Getting that tap-revive with the Defib looks great for your stats but it's not going to help you if your squadmate gets mowed down again immediately. Prioritise between clearing the threat, providing cover for others to clear a threat or as the points below will show, breaking line of sight between the enemy and your squad so you can do what you need to do. You need to be thinking: What should I prioritise as a medic when my squad is down? Controlling the fight Clear the immediate threat. (If your squadmate was just dropped by a visible threat and you are able to engage, engage immediately and clear the threat) If you are unable to clear the threat break the enemy's line of sight. Smoke grenades are a medics best friend. They're versatile, fast and not only do they break the enemy's line of sight on your downed squadmate, but also helps reduce their line of sight for the rest of the engagement Reviving the right way Do you have hard cover available? If so then drag your squadmate to safety. They'll revive in a better state to fight and won't be in immediate danger the moment they're able to move. If you don't have hard cover? Determine if you can get a full defibrilator charge revive off. This will give your squadmate the fighting chance they need to get up and move, without comprimsing your momentum by reviving them with low health. Is there more than one squadmate downed in range? If you have multiple squadmates downed this is where the quickfire tap revives with the defribrilator can clutch things up for you. Yes, you're reviving your teammates with lower health, but you're increasing your numbers immediately while the enemies vision is obscured allowing you to increase your concentration of force straight away which when combined with the dropping of supplies can help sway the tide of the battle in your favour. Place out supplies - Get those supplies down, make sure everyones got ammo and full health regen as they're being revived. The fight isn't over yet and it's hard to change the outcome if your squad is low on health and ammo. Communication tips. Elliot spoke a bit about how important communication is when controlling a vehicle. Being a medic is a little different but communication is still important. If someone doesn't know a medic is coming to revive, they're going to release and respawn, which is a ticket lost and a fighter in this battle missing until they manage to get back to the front line. Heres what I find helpful, even if you're not able to talk over the mic. An important thing to remember, your communication doesn't need to be perfect, it just needs to be useful. Acknowledge revive requests! (This one's important.) I always try to acknowledge revive requests when moving into an area under fire where theres a lot of people needing revives. I can't get to everyone at once and believe me I get the impatience of wanting to get back into the fight so I understand that people skip if they think they're being ignored by the medic. Acknowledge those requests and make good on them as long as it's possible. People are more likely to hang on when they know theres a good medic nearby. Use the ping system if the revived person is in your squad to notify them of supplies or that you've smoked an area. Update them on the situation as best you can. Request cover fire. No matter how good you are as a medic, you can't help yourself if you're downed. We've all seen the heroic plays of the medic diving into oncoming fire to pull off the revive but if you've got no cover that heroic action isn't going to last long. So request that cover fire! Use text chat to coordinate cover for large engagements if you don't have a mic. Especially if you're one of only a few medics. When theres only a couple of you it can take some time to get everyone back to fighting shape. If the person is in your squad and you haven't cleared the area before the revive LET THEM KNOW. When you're outnumbered, reviving your squadmate isn't going to be much good if they don't know where the enemy is once they're back on their feet. Alright, next part. What loadout to run? This part is where it becomes a bit subjective. Yes Support class players have a bonus with the LMG's. If you like to provide fire support then thats the best way. You can lay down heavy fire for a prolonged period and with the right positioning, you can help hold the area against multiple enemies. Personally I always play more of a "combat medic" role, prioritising speed and close range fighting strength. On that note Here's some screenshots of what I personally tend to use. Here I opt for the PW5A3 SMG. It's perfect for close quarters. Accurate and has a solid rate of fire for quick run and gun engagements for when I'm darting in and out of cover popping off some revives. As part of that I opt to use the M320A1 SMK smoke grenade launcher along with throwable smoke grenades so that I have maximum capability for line of sight denial while reviving, particularly on the objective. For how I set up my PW5A3 you can view the screenshot below. This isn't something you have to replicate, it's just what I personally like running, the important part when building out a loadout is finding what works for you. What weapon are you comfortable with and what is your particular playstyle. For example, here is what ElliotLH tends to use: Common Mistakes Most issues come down to a few repeat habits: Reviving before dealing with the threat Using smoke too late or not at all Focusing on one teammate and losing awareness Forgetting to stabilise after revives (no supplies, poor positioning) Overcommitting to “hero” plays in bad situations Fixing these alone will noticeably improve your impact. Conclusion And there we have it, this guide is by no means exhaustive and there is absolutely some even more skilled medics in the community who may have different tips than I have laid out here. It's my hope that they will add their own tips within this thread and we will highlight what we can to help any burgeoning support players out there. I hope you find this guide useful and absolutely feel free to provide your own top key advice or share screenshots of your own loadouts that work best and we will highlight them here. If you've got any clips of a time you've made a clutch revive, or where your medic work turned the tide of a match feel free to include them here, we'd love to feature them in future posts. Have other discussion points for the Support class? Post them in the Weekly Class Debrief - Support See you on the Battlefield, PTFO.976Views30likes25CommentsThe 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!864Views11likes41CommentsWeekly Class Debrief - Assault
Welcome everyone to the Weekly Class Debrief. Alright folks you know the drill! Each week we will be rotating through each class to discuss everything from Balancing, best equipment/weapons to use, tips and more, YOU drive the discussion. This week we return once again to discussing the Assault Class. Over the past week we've had some really excellent discussion ongoing within the Weekly Class Debrief - Support Last time we discussed the Assault class we got some excellent thoughts from folks on balancing, gadget suggestions, thoughts on how Assault currently compares to the other classes as well as a large amount of discussion of how the Spawn Beacon tends to be the primary use of the class. Lets keep it going and get back to the discussion. The discussion is driven by you folks, we will be here to jump in with our own thoughts as well as to read your feedback, discussion points or even if you just have some cool screenshots or clips to share. As always I look forward to reading through the thread and going over your feedback, suggestions as well as seeing what drives how you play this class. The class up for discussion next week will be Recon once again233Views5likes9Comments