Wide Receiver Run/Pass Tell
In CFB 26 and in the 27 beta, the WR lined up on the line of scrimmage will point to the sidelines if it is a pass play. He will not point if it is a run. Is this in the game on purpose or is it an oversight? It really spoils the game for me now that I know about it. I always wondered why this one particular guy in my dynasty always seemed to 'guess' right whenever I called a pass play 😟. Now I know why 😤Hardcore mode
We need to push for a hardcore mode for multiplayer and a similar system for redsec. If you want to play tactically and you get the drop on another player. It shouldn’t matter what gun you have. Obviously a pistol should take more than one shot but it should not take an entire magazine or more to down someone or kill them. In my opinion it’s a fundamental issue that needs to be addressed. There are few servers that offer a hardcore mode and I think it should be integrated into the game. Perhaps I’m alone in this but I feel I am notCara Dune Player made Touch Up!
So Cara Dune gained 2 new tags recently. Yet there are no synergies to them sadly. I also don't see CG doing anything cause they don't see the money in it. Yet a R9 and or a R10 LS Bundle would help it along nicely. Here is my Suggestion changes in red. These changes are not to major, just something to improve her a bit with these new tags. Bar Room Brawler: Deal Physical damage to target enemy. If there is a Scoundrel or New Republic ally in the leader slot, Cara Dune gains Stealth until the end of her next turn. If there is a Rebel or Constable ally in the leader slot, Cara Dune loses Stealth and gains Taunt for 2 turns. Improvised Strategy: Cara Dune gains Potency Up for 1 turn then deals Physical damage to all enemies and removes 50% of their Turn Meter. Empire and Imperial Remnant enemies are Stunned for 1 turn. Ex-Rebel Shock Trooper: Cara Dune stats the encounter in Stealth for 1 turn, unless there is a Constable in the leader slot, then she gains Taunt and Tenacity Up for 1 turn. Cara Dune gains Critical Hit Immunity for 2 turns and +100% Turn Meter whenever an Empire, Imperial Remnant, or Outlaw enemy is defeated, and half that amount for non-Empire enemies. If Cara Dune has Potency Up when she is defeated, she is revived with 50% of her Max Health and gains Potency Up for 1 turn.0Views0likes0Commentsi got hacked
My This EA account has been hacked and the email address was changed without my permission. I am the original owner of this account. I own multiple EA games on this account and can provide proof of ownership, including my EA ID, original email address, purchase history, and game library. Please help me recover my account and restore my original email address as soon as possible they changed my email be [edit: email address removed] my old email is [edit: email address removed] (this email) THEY CHANGED MY PASSAWORD TOO Please help me. i have alot of games please reply to this email now Thank you. please EA HELP I can provide purchase receipts and original account details to verify my identity1View0likes0CommentsLegacy Pack?
Hey EA Team, I’d really like to see a “Legacy Pack” added for UFC 6 that allows players to use story-mode fighters Danny Lopez and Chris Carter in Fight Now and other modes. These characters already exist in the game with full models and movesets ect, so it feels like a natural addition for players who want to play as them or create custom matchups outside Career Mode. Even a small DLC or update including just these fighters would add a lot of replay value and give players more freedom with existing content. Please consider this as several people would like to play as Danny Lopez like in fight night champion the way we could unlock and play as Andre Bishop and Isaac Frost Please EA teamUFC 6 General Fixes
Alright, the game has released and there are enough consistent complaints floating around here, the EA Forums, and the subreddit that it makes sense to compile them in one place. The striking improvements are genuinely the best the series has had. Fighter differentiation is real this time in ways it hasn't been before, the parry system has teeth, and body work actually matters now. That stuff deserves credit. But there's a legitimate list of bugs and balance issues that need addressing before this cycle ends, so here it is organized by category. If the devs are reading, hopefully this saves time sorting through fifty individual threads. Controls and Input There are actually two separate controller issues getting conflated in a lot of threads so it's worth separating them. The first is that there's no dedicated layout toggle for switch versus orthodox stance assignments. Players who fight southpaw or who switch regularly need a specific option that maps lead and rear hand commands to a consistent layout regardless of stance. The second is that there IS a setting meant to keep lead and rear hand inputs orthodox regardless of stance and it is simply bugged. Right now this new feature isn't available online. It doesn't do what it says. The inputs swap when you switch stances anyway. Multiple people have reported this and it needs a proper fix, not a workaround. On top of both of those, a chunk of the community wants legacy control toggles back. Specifically an option to revert to the UFC 5 body and leg kick input layout and the older button combo for spinning attacks. Not everyone wants to relearn muscle memory they've had baked in for years. Give people the option and let them choose. Leg Damage and Stance Switching This has been a complaint across multiple games now and it still isn't fixed. Landing leg kicks and building damage does nothing if the opponent can switch stances and immediately stop limping. Leg damage should persist through stance switches because the damage happened to the leg, not the stance. It's a small thing but it breaks immersion and removes real strategic value from committing to leg targeting across three rounds. Clinch Strikes Clinch strikes are still inconsistent. There are situations where an opponent blocks low, the strike should land, and the game fires an auto-escape instead. It's been reported in multiple threads and it's not a fringe case. It happens often enough that people are actively avoiding clinch work in competitive play because the outcomes feel random. That's a real problem for a system that's supposed to reward positional control. Grappling and Ground Game Referees in real MMA almost never stand fighters up from back control. It's one of the most dominant positions in the sport and refs give it extended time because there's legitimate danger to the bottom fighter at all times. The game's stand-up timer for back sitting is noticeably short compared to what would happen in an actual fight and the grappling community has been vocal about it. This is a pure value change. The cage seated position was the headline grappling addition for UFC 6. It needs to be a selectable starting position in Practice Mode. It should have been there at launch. Fighter-specific grappling also needs attention. Ken Shamrock should have leg locks available, especially from top full guard. That's his entire identity as a fighter and a pioneer of the sport and it's a glaring omission. Joshua Van's backpack position also needs to be in the game. Anyone who watched his RNC attempt against Tatsuro Taira knows that spot is as signature as it gets for him. These aren't requests for new mechanics across the board. They're asking for accuracy on specific fighters who are already in the game. Flow State Visuals and Hitsparks The Flow State mechanic itself is fine and most people understand the logic behind rewarding offensive momentum. The visual execution is where it falls apart for a big part of the player base. The black and white screen tint, the muffled audio, the impact effects during activation all make sim players feel like they've loaded into Tekken. There's a dedicated thread on the EA Forums with consistent support asking for a toggle to disable this. The mechanic can stay. The visual and audio presentation just needs to be something players can turn off in settings, especially in Simulation mode where it clashes the hardest. The hitspark effect is worth calling out separately because it's a different complaint from the Flow State visuals. The white flash on blocks and regular strikes during normal exchanges, not just during Flow State, is drawing a lot of heat from the sim crowd. A toggle for hitsparks independent of the Flow State settings would address both issues without touching the underlying mechanics. Venue Lighting + Sphere The venue lighting is a separate issue that's not getting talked about as much as it should. A lot of arenas in the game have a uniform blue tint that washes out the visual presentation and ignores how those venues actually look in real life. Each arena has its own lighting character and the game is flattening all of it into the same wash. It's a presentation thing but this series markets itself on realism and the venues are a big part of that. Plus Sphere Arena has been removed. Please add it back it was awesome. PS5 Performance This one is serious enough that it needs to be near the top of the priority list. There are widespread reports of severe frame drops, lag, and actual console overheating occurring in the Main Menu, the Gym, and the Create-A-Fighter screens. Not during gameplay. In the menus. That's not a minor optimization issue, that's something fundamentally wrong with how those screens are rendering and it needs urgent attention before it causes hardware problems for people. Online Issues The white screen crash is the biggest one. Matches load into an empty octagon or a white screen and force you to quit, which hands you a loss penalty in ranked. This has been known long enough now that it needs to be a priority fix. Getting penalized for a crash you had no part in causing is one of the worst experiences you can give players in a competitive mode. The ranked menu also has "Look for Opponent" buried instead of sitting at the top of the list. Small thing but it's unnecessary friction every single time someone finishes a match and wants to queue again. It should be the first option. Post-fight screen music cutting out when you return to the main lobby instead of carrying over is a minor audio thing but it comes up consistently enough to be worth mentioning. Roster The star rating system is getting roasted on the feedback board and honestly it's deserved. Fighters who aren't ranked are showing up as 4.5 stars while ranked contenders sit at 4. The 100-scale overall system every other EA Sports title uses is cleaner, communicates something meaningful, and is what the community is used to. Going back to it would be a straightforward win. There should be more 4 star and below fighers. Several fighters are locked to a single weight class when they competed in multiple in real life. Conor McGregor and Jon Jones are the names coming up the most. Even if it's cosmetic second-division access without creating separate roster slots, the community wants the history represented. The removal of PRIDE and Zuffa-era legends is also generating real frustration. Licensing may be driving some of it but the community deserves some clarity on what happened there rather than just noticing the absences. There are also meaningful gaps in the current ranked roster. Fighters who are active and ranked right now are missing and with how deep the sport's roster has gotten those gaps are more visible than they used to be.REDSEC Helicopters Solos
Helicopters are problematic in duos as well, but are particularly egregious in solos. If a helicopter decides to fly into you in solos there is very little counterplay, especially if you are not full-kitted already. I have died EQUAL times in REDSEC solos to helicopters flying into me as people shooting me. It does not matter if it often screws over the helicopter player as well. It is never good to completely remove all agency from any player, and that's how bad things have gotten in solos. Even if you kill the pilot: 1. The helicopter collision kills you randomly anyways. (most frequent) 2. You are already getting shot while flopping around like a fish because you are more exposed than the helicopter pilot to third parties. 3. You are now in the most obvious position on the map (least problematic and still terribly frustrating for the game). With fast TTKs and frequent third parties there is already very little reason to not be inside in a corner at all times. Please address helicopters in REDSEC solos.Season 3 Strikepoint Debacle
The Battlefield Comms on X stated that they are looking into the “concerns affecting the stability and balance of the mode.” This is a laughable characterization of the situation and the changes they attempted to make. Prior to removal, the season 3 Strikepoint major issues were related to the rule set for the game. Is the architecture around defining the rule set for the win conditions so complex, it takes two weeks to revert the changes? We can’t just revert that portion to pre-season 3? Or is the EA BF6 team insistent on making fundamental changes to that mode? What happened here? Stating it’s a stability/balance issue is a concern because it sounds like you made an intentional change without realizing the ramifications of those changes (or worse you’re not owning up to the fact that the logic behind the changes was fundamentally flawed). Quite honestly, it took two rounds of one game to recognize the new rule set could be utterly abused. If the rule change was intentional, it just shows your team doesn’t playtest the changes OR your playtesting group is not functionally up to the task (I’m not sure which option is more problematic). From what I’ve seen, the rollout of season 3 has thrown a bunch of issues into the mix so I’m sympathetic with the delay; but at least provide a more detailed picture of what your vision is for the mode and state whether or not the rule changes were intentional. Hoping to get back into the game if the mode returns.artificial intelligence increases the reaction time
I don't have a responsive start, my players don't start to attack and it's as if something is holding them back....passes are delayed, the game becomes sluggish and many mistakes occur only happend when i play with 2-3-4 ovr less team opponent more succes all match then me, my goalkeeper stuck everything in..My chance drop back mistakes happend more my attacker slower my defender open space for more chance to get in opponent..6 match play today and all result same 1-1 who accepted this real thing? Help Developer about this gameplay experience and joy dropping down more the last times wery lot…23Views3likes4CommentsEra gear
I don't understand why CG keeps doing the same thing over and over again by not giving you enough gear to level up characters that need earlier tiers?? I tend to level up the characters evenly but EVERYTIME, I will reach a point where for example, some of my toons reach lvl 90 while a couple are left back at 89. I WILL NEVER GET THE GEAR for those toons at 89 because of the idiotic way in which they parse gear. WHY NOT JUST GIVE A PORTION OF EVERYTHING THAT CAME BEFORE just for that reason?... What's the issue? They're most likely going to just have to do what they did last time and give you all of it anyway?42Views0likes1Comment