Serious Concerns About Hit Registration, Cheating and Matchmaking
Hello Battlefield Team, I'm writing because I genuinely enjoy Battlefield 6, but there are several recurring issues that are making the multiplayer experience increasingly frustrating. I don't expect to win every match, and I don't expect to be one of the best players. What I do expect is a multiplayer experience where I have a reasonable chance to compete and where I can trust what is happening on my screen. 1. Extremely inconsistent hit registration This is probably the most frustrating issue for me. The feeling of gunplay can change dramatically from one match to another. In one match my shots connect normally and everything feels consistent. In the next match, I can repeatedly miss shots that appear almost identical. This is particularly noticeable when using sniper rifles. I have experienced situations at less than 100 metres where an enemy is standing completely still. I fire and hit him. Without the enemy moving, I fire a second shot at what appears to be exactly the same point and miss. I fire again and miss again. When situations like this happen repeatedly, it becomes difficult to understand whether the problem is my aim or something related to hit registration, latency, server synchronization or desync. After hundreds of hours playing the game, the difference between matches can sometimes be extremely noticeable. Please continue investigating hit registration and client/server synchronization, because consistency is fundamental in a first-person shooter. 2. Cheating and extremely abnormal player statistics Another major concern is the number of players displaying statistics or match results that appear extremely abnormal. I have encountered players with extraordinarily high levels — sometimes in the thousands — and matches where one player achieves around 200 kills with almost no deaths. This becomes particularly suspicious in modes or situations where vehicles cannot explain such an enormous number of kills, especially when even the other strongest players on the same team finish with perhaps 70–80 kills. Of course, I understand that exceptional players exist and that a very high score alone is not proof of cheating. However, extreme statistical outliers should automatically trigger additional anti-cheat analysis. Battlefield already collects a huge amount of player performance data. Combinations of K/D ratio, accuracy, headshot percentage, kills per minute, score per minute, reaction patterns and long-term performance could potentially be used to identify accounts whose statistics are so unusual that they deserve additional investigation. Players should not have to personally identify every cheater before something happens. The game itself should be capable of identifying extremely abnormal behaviour and flagging those accounts for review. 3. Matchmaking and enormous skill gaps This is perhaps the biggest issue for ordinary and casual players. Players with completely different levels of actual skill are frequently placed in the same matches. I believe matchmaking should consider several performance indicators together, including K/D ratio, score per minute, accuracy, win rate, recent performance, total playtime and possibly average daily playtime. Player level alone does not accurately represent skill. For context, I am currently level 227 with 6,955 kills and a K/D ratio of 0.69. I have spent at least 320 hours across my three most-played modes alone: Breakthrough, Conquest and Escalation. I am therefore clearly not a new Battlefield player. At the same time, my statistics clearly show that I am not a highly competitive player either. This is exactly why simply looking at experience or level is not enough. A level 227 player with a 0.69 K/D should not automatically be considered equivalent to another experienced player who has dramatically higher accuracy, K/D, score per minute and overall performance. I am not asking for every casual Battlefield match to become strict skill-based matchmaking. Part of Battlefield is having players of different abilities together. But there should be limits. When the skill difference becomes so extreme that some players spend most of the match spawning and immediately dying against people vastly above their ability, the game stops being enjoyable. More importantly, this does not help less-skilled players improve. You learn when you fight someone slightly better than you. You don't learn much when you are eliminated almost immediately and repeatedly without having a realistic opportunity to react. Eventually, players simply become frustrated and stop playing. Ultimately, my point is very simple I don't mind losing. I don't mind being killed by someone who is better than me. I don't expect Battlefield to make the game easier for me. But I do mind feeling like I never had a realistic chance to compete. And I especially don't want to wonder whether I missed a shot because of my own mistake, because of hit registration or synchronization issues, or because something else was happening. I have invested hundreds of hours into Battlefield 6 because I enjoy the game. That is exactly why these problems are so frustrating. Please continue improving hit registration and server synchronization, strengthen the detection and investigation of statistically abnormal accounts, and consider a matchmaking system that better balances players according to their actual performance rather than simply their experience or level. Battlefield 6 can be an excellent game, but multiplayer needs to feel fair, consistent and competitive for ordinary players too. Thank you for taking the time to read my feedback. [Edit: Header size reduced - ElliotLH]Open Letter to EA – The Oceanic REDSEC Community
Open Letter to EA – The Oceanic REDSEC Community We are writing as members of the Oceanic (OCE) REDSEC community regarding the recent APAC playlist changes announced for Season 4. EA stated that these changes were intended to "improve matchmaking health, queue time, and create the best experience for players across the most popular modes." Unfortunately, for the Oceanic region, the practical outcome has been the exact opposite. Prior to this update, OCE consistently supported multiple Standard Battle Royale (100-player) matches every evening on local Sydney servers. During peak hours, it was common to have two or three active lobbies running, with a healthy, competitive player base. This wasn't a struggling mode—it was the mode that kept the OCE REDSEC community alive. With the removal of Standard Battle Royale from APAC, local players have effectively been left with only two options. The first is Casual Battle Royale, which is limited to a maximum of 32 human players with AI filling the remainder of the lobby. This is an onboarding experience and is fundamentally different from competitive Battle Royale. The second is Ranked Battle Royale on Singapore servers, where Oceanic players typically experience 90–110 ms latency, inconsistent matchmaking, and queue behaviour that appears unpredictable. Players can queue for extended periods without finding a match while others queueing at the same time are placed into games. Unlike Standard matchmaking, Ranked also provides no visibility into whether a lobby is actually filling, making it impossible to know whether to keep waiting or give up. These are not equivalent replacements for the local 100-player experience that previously existed. What makes this even harder to understand is that this playlist reduction appears to have been applied specifically to APAC. Other major regions continue to have access to local Ranked, Standard, and Casual playlists simultaneously. What data demonstrated that APAC—and specifically OCE—required the removal of its only local competitive Battle Royale playlist? From the perspective of the Oceanic community, this change has fragmented, not improved, matchmaking. The result has been players leaving REDSEC altogether, with many in the community now trying other games because the experience they enjoyed no longer exists. The primary competitive local playlist has been removed. Players are being forced onto higher-latency overseas servers. Many cannot reliably access Ranked matches despite active queues. Local Battle Royale has effectively become an onboarding mode dominated by AI. This isn't simply frustration over change. It is a significant reduction in the competitive experience that Oceanic players have supported for months. Many of us purchased Battle Passes and cosmetics because we expected to continue playing the local competitive mode that existed when we made those purchases. We ask EA to explain the data that led to this APAC-specific decision. We ask EA to clarify exactly how Ranked matchmaking currently functions in APAC, including how players are selected into matches. We ask EA to investigate the widespread reports of inconsistent Ranked queue behaviour affecting Oceanic players. We ask EA to reconsider restoring Standard Battle Royale for OCE, or provide an alternative solution that delivers an equivalent local competitive experience. We ask EA to work with the Oceanic community before making further changes that disproportionately affect our region. We appreciate that playlist decisions are difficult and that different regions have different player populations. However, this update has had consequences that do not appear to reflect the reality of the Oceanic player base, nor the intended outcomes EA hoped to achieve. Our goal is not simply to complain. We want REDSEC to succeed in our region. The Oceanic community has remained active, competitive and passionate despite being one of the smallest player bases globally. We believe this decision has unintentionally undermined that community rather than strengthened it. We respectfully ask EA to review the impact this change has had on Oceanic players and engage with the community on a better path forward. If you're an APAC REDSEC player who has been affected by these changes, we encourage you to share your own experience. The more constructive, factual feedback EA receives, the better chance there is of finding a solution that works for everyone. UPDATE INFO FOR EA: The APAC region can confirm singapore ranked servers only start popping around 930pm Australian Eastern Standard Time or 1130pm NZ time. That is the earliest anyone in Aus/NZ can play any form of competitive battle royale, DUE ENTIRELY TO THE FACT that normal quads was removed, which before this playlist update saw us filling multiple concurrent lobbies all late afternoon until around midnight. With ANZ people no longer being able to play before 930pm, people are giving up on this game. Again, please review these comments. These comments are only a small insight into how an entire community is currently feeling after we lost our only 100 person option to play. Playing from 930pm Aus time and 1130pm NZ time on Singapore servers is not a solution for 90% of the player-base here.759Views16likes57CommentsAre We Kidding?
We're playing against AI players aren't we? I'm no novice, I know when I'm getting bested and I know when I'm getting absolutely played. Bots are one thing, Cheaters are usually obvious but these players are adjusting to every move, they teleport back to the same exact spots that make logical sense to them, they get up without having anyone near them to revive, they play routes most people don't bother with and their movesets and damage are way more precise, some games they pile up one one side or another side. They will absolutely target you, especially if you're in some weird spot, there could be 10 people around you, they will kill you and just disappear. I tested it a few times on operation angur to the point where it's like predicting BF4's Levolution. There's also a big influx of PC players which I'm just not going to believe. And I'm also not going to believe a level 30 players is going to have better accuracy with their lower kit guns. I'm also doing a LOT less damage on spots that make sense and I thought it was the new system, I thought maybe it's latency, it's just the players themselves. It's weird and it's killing what little joy I have left for this game. Losing a few times is fine, this is playing against impossible odds. A computer that is going to snap to you each time. This isn't like playing Hardcore mode on previous games, least on HC mode there were consequences and people were more careful with the ticket rate...this is literally a joyless venture. We're being played. These aren't real players.RPG please have option to remove scope
When was there ever a scope on the RPG? it really make it hard to try to shoot down a helicpter with your ANTI AIR weapons when they don't work and you get killed right after your shoot it from the craft you're trying to shoot down. PLEASE HAS AN OPTION TO REMOVE THE SCOPE FROM THE RPG. You can't project with the HYGE SCOPE. Please have option with the left stick to pull it up or not, like some scopes.bf6 player balance
Battlefield 6 Player Balance Battlefield 6 should give players two clear matchmaking choices: an open mode where every skill level can play together, and a competitive mode where players are matched with others who perform at roughly the same level. Competitive matchmaking should consider kill-death ratio, win-loss ratio, recent performance, score per minute, objective participation, accuracy, assists, revives, resupplies, vehicle performance, and how effectively someone plays their chosen role. Battlefield is not a game where skill can be measured by kills alone. A medic, support player, vehicle operator, or objective-focused player may contribute enormously without having the highest K/D ratio. However, K/D should still be one of the strongest measurements. If I have approximately a 1.0 K/D ratio, competitive matchmaking should generally place me with players between about 0.8 and 1.1—not players with ratios dramatically above or below mine. The system should then use the other statistics to determine where within that skill range I truly belong. Win-loss ratio should also matter, but it should not determine everything because one person cannot completely control the outcome of a large Battlefield match. It should be considered alongside individual performance and teamwork. The game should analyze the overall way a player performs and assign them a reasonable skill rating based on multiple forms of evidence. This would create two genuinely different experiences: Open matchmaking for players who want faster searches, mixed skill levels, greater variety, or the ability to play casually with anybody. Competitive matchmaking for players who want balanced teams and opponents generally near their own demonstrated skill level. Players should be allowed to choose. Nobody should be forced into strict skill-based matchmaking, but nobody should be forced into wildly unbalanced matches either. A competitive match should test how well you aim, position yourself, capture objectives, support your squad, operate vehicles, and respond under pressure. It should not be decided before it begins because one team was given far more experienced players. Battlefield 6 has the potential to analyze much more than a player’s K/D ratio. If it combines those measurements intelligently—and allows people to choose between open and competitive matchmaking—it could create fair competition without taking freedom away from casual players.11Views0likes2CommentsDICE, please add third person zoom to Jets and Helis
As the title says, I'm already used to using the third person zooming/aiming from 2042 since it enables me to aim without crashing my jet/helis as often. Even so, I still use the cockpit aim for more precise aiming, especially in dogfights. I really love the new freelook feature. I only hope that the third person aiming returns.I'm asking all playstation users to turn off crossplay.
There are a lot of cheats on the PC side. Even without cheats, many settings exist. For example, PC players set the graphics to the lowest settings. This allows them to see the environment more clearly and increase FPS. PC owners play the game at 150-300fps. You, on the other hand, are competing with them by getting 60fps on your PlayStation. Some players change the lighting settings from the game's notepad, even though there are no in-game settings. This gives them an advantage against console players. My KDA is around 3 with cross-play disabled. When I enable cross-play, my KDA drops to 1. I don't even need to mention mouse and keyboard macros. For these and similar reasons, I invite all PlayStation owners to disable cross-play. Don't worry about not finding games. Games are easily found. If you can't find a game in 2-3 tries (the lobby usually fills up if you wait a bit), search for Tsuru Reef; you can be sure you'll find a full lobby. I've been playing with cross-play disabled for a month now. My enjoyment of the game has tripled compared to before. On PC, there's a dedicated player base, mostly made up of cod players, who exploit every loophole, cheat, and advantage(tryharder) in the game. The enjoyment of the game is exponentially greater when this group(tryharder) isn't around and games more casual. I have 300 hours of gameplay in the game. I definitely think crossplay shouldn't be allowed at all. I previously had 2900 hours in BF1 and 800 hours in BF5, and I played those games on PC. BF6 is my first console FPS experience. The tryhard people wasn't present in bf1-bf5. Games were more casual. You cant see 50-10 kill death see in bf1 and bf5 but it is normal for bf6.Solved202Views1like13CommentsKernel level anticheat and Linux/Ubuntu support
I am fatiguing with windows, the forced ai and bloatware but from googling around it appears kernel level anticheat as a whole is incompatible with linux/ubuntu. so the question to the developers (and the broader gaming community) is how can we get games like bf6/deltaforce and so on, to work on Linux/ubuntu? is it even possible to make it work or am I just doomed to be windows? Question to dice/ea are you able to add support for Linux/Ubuntu?I just came to say goodbye
Many of you may not believe it, but for almost the last 15 years I've only played BF3, BF4 and now BF6. Nothing else. This game has been fun for me all this time. Unfortunately, it's no longer fun, since BF6 failed in many aspects. But instead of writing about the mistakes made in the production of BF6, which are known to everyone, I thought I'd look the other way. No matter what the BF community asked and no matter how hard the BF creators tried, it seems that the Battlefield series has come to an end, like everything in real life. Everything has a beginning and an end. So does Battlefield. So I would like to thank you for creating Battlefield 3, which has left me with so many memories until now. I'm now continuing my gaming experience in the Squad game or maybe somewhere else.