Season 3 is here! We want your feedback!
Now that Season 3 has been released we want to hear from you. How does Railway to Golmud feel to play? Do you feel like the map is the right size? Too big? Or not big enough? With Season 3 vehicles were given a big overhaul. How do they feel to play now? Is there more versatility for ground vehicles? Does the Little Bird still feel dominant? Automatic weapon recoil was adjusted with Season 3, how is this feeling? This thread is primarily for feedback and discussion about the new Season. If you are having an in game issue please check to see if a thread has already been made and if not please make a thread reporting the issue.674Views10likes84CommentsRail map = loads of BF cinema moments
I've had more of the classic BF moments on this map, by far, than any other. This map is great for combined arms, chaos and destruction. I've read a lot of gripes about recent nerfs, but honestly, tanks are being busted left and right, choppers falling out of the sky far more often than any other map. I even saw someone land a JET on top of F without destroying the jet. That's a classic BF moment, brought a smile to me. Now, if someone can just jump a tank onto the train to complete the LOL factor.BF6 Cross play.
I’ve seen a post already that PC should be allowed to turn of crass play, makes since you feel console players are coddled to much. I think, you should straight up put PC and Console on different servers. It’s not fun to be waxed by a level 500+ PC player every time I play. And I shouldnt have to turn on cross play to play with other console friends. We all know PC’s can be way more advanced then console, with superior, hardware, faster processing speeds, usually cultivating just over all better aim, controller and faster response time. PC has a huge advantage over console especially with some player running $3000+ PC’s. Instead of putting all this money into balancing, just give them their own server and let console have their own server. The game was great, but the insane amount of spawn trapping and utter embarrassing defeats I’ve had against majority PC teams is really having me reconsider the purchase of the game, and ultimately stopping any further purchases I might have made.Revert changes to AT mines and RPGS as a matter of URGENCY
With the nerf to AT mines and RPG's and the buffing of vehicles health regen and directional attack vehicles are now insanely overpowered and WILL become the metta on vehicle maps. two games in on golmud railway i can already tell its going to be vehicle heavy as infantry play as egineer is extremally difficult and requires at least 3 (THREE) Minimum egineers to deal with one tank, and that's with no one repairing it !!!!!!!!! These changes need to be reverted as soon as possible. at the bare minimum make it so tanks can't just drive away after taking a large hit and nerf the regen health on tanks, it's far too fast right now. either do those two things or dramatically buff rpg reload time and increase the amount of rpgs you spawn with to 6 with a maximum of 8. it's insane how op tanks are now.Let us choose
Class locking genders just doesn't feel right for Battlefield. I want to play my favorite class without being forced into a specific character model.Let us choose our own soldier's appearance regardless of the role we pick. Bf veteran (1942) continuously loosing intrest in the franchise 😢Controller Recoil Was Never Battlefield 6’s Biggest Problem
After putting well over a thousand hours into Battlefield, I honestly do not understand how DICE keeps making balance decisions this backwards. Instead of fixing the actual problems that are killing the game, they are obsessing over controller recoil as if that is the core issue. It is not. The real problems are obvious to anyone who actually plays the game: TTK is too fast, enemies are too hard to see, sniper rifles and designated marksman rifles are too strong, infantry movement is too sluggish, and the game has turned into a camper’s paradise. Battlefield 6 already feels more like Camperfield than an actual large-scale combined arms shooter. The first thing that needs to be addressed is the absurdly fast TTK. Right now, fights end so quickly that there is barely any room for reaction, repositioning, or smart movement. When the fastest TTK sits around 150ms, the game stops rewarding awareness and starts rewarding whoever pre-aims a doorway first. That is not healthy for Battlefield. Raising the fastest TTK to around 183ms would not suddenly make the game slow or casual; it would simply create enough breathing room for gunskill, movement, and counterplay to matter. Enemy visibility is another massive issue. In Battlefield 6, players blend into the environment far too easily. If you cannot reliably identify enemies at a glance, then every fight becomes a guessing game, and that only benefits passive players sitting still in dark corners or far back on rooftops. DICE should absolutely improve soldier visibility, and Battlefield 2042 is actually a good reference point here. Better contrast, cleaner silhouettes, and stronger enemy readability would make gunfights feel fair instead of frustrating. Sniper rifles and DMRs are also way too dominant right now. The fact that they can control long sightlines so efficiently while infantry already suffers from weak mobility makes the map flow even worse. If a weapon class can delete players from extreme range while those players are also slower and easier to track, then of course people will stop pushing objectives and start camping. On top of that, snipers should be punished more heavily when they are under fire. If a sniper is being suppressed, their precision should drop dramatically. A rifle that is supposed to reward calm, deliberate aim should not remain perfectly stable while getting shot at. Infantry movement itself is far too limited. Battlefield is at its best when movement creates space for flanks, counter-pushes, and aggressive plays. Right now, soldiers feel too slow and too easy to lock down. Sprint speed should be increased to around 6.5 m/s while holding a weapon. That would not turn the game into an arcade shooter; it would simply restore the ability to break sightlines, reposition intelligently, and escape bad angles. Without that, every open area becomes a death trap and every objective turns into a static shooting gallery. The class system also needs meaningful utility changes. Assault should have healing attached to its injector so the class can actually sustain offensive pushes instead of collapsing after the first engagement. Medic should be able to self-heal by holding a small medkit, because the role is supposed to support aggressive team play, not force players to rely on constant external help just to survive. These changes would make both classes more distinct and more useful in the flow of a match. Controller aim assist should also be strengthened. If DICE is going to continue reducing recoil on controllers, then the game needs to preserve consistency in other ways. Stronger aim assist would help controllers compete in mid-range fights without making the game feel unfair, especially in a meta where visibility is poor and time-to-kill is extremely unforgiving. Map design is another area where Battlefield 6 is failing hard. Indoor spaces should be wider and less maze-like, with fewer ridiculous corners and less random close-range clutter. At the same time, outdoor areas should not be so empty that crossing them feels like suicide. Battlefield maps need readable lanes, usable cover, and good pacing. Right now, too many spaces are either cramped funnel traps or wide-open sniper farms. Neither is good design. The whole game should encourage movement, not punish it. Vehicle balance needs a serious reset as well. Breakthrough already tends to favor defenders too much when they have strong static positions and too many layers of support. There should be fewer breakthrough vehicles overall. Defender vehicles should be removed entirely in many cases, and attacker vehicle counts should also be reduced so the mode does not become a chaotic spamfest. The goal should be creating pressure and tactical pushes, not allowing either side to overwhelm infantry with armor spam or sit in fortified positions forever. At the end of the day, Battlefield is supposed to be a large-scale shooter built around fluid combat, readable engagements, and meaningful team play. Right now, Battlefield 6 is drifting in the opposite direction. DICE needs to stop tuning the game around the wrong problems and start fixing the fundamentals: TTK, visibility, mobility, sniper dominance, map flow, and vehicle balance. If they do not, this game is going to keep rewarding campers, punishing movement, and pushing aggressive players away. Battlefield should feel like a battlefield, not Camperfield.Netcode up / Netcode down
Since the game was released, one thing still irritates me, and it seems like nobody talks about it: I simply don't know where it happens... whether it's netcode, latency... I tend to believe it's a netcode issue, so much so that I nicknamed the event "whether the netcode is up or down". What happens is that the game "shuts down" for kills, and while it's like that, every gunfight is a nightmare... Even on a flank, where I start landing hits first, only good hits, upper torso and head... even then the guy (who could be any noob) turns to you, with any weapon, and finishes you off. Instantly, as if he only needed one or two shots. In smaller modes like TDM, SDM, and others where gunfights happen more concentrated and uninterruptedly, this becomes even more evident. Now, when the game is like that, I simply leave the match, close the game, and go do something else with my life. Because it's really very frustrating.