Battlefield 6 Tips to Improve Aim and Overall Skill
I’ll start by saying that I don’t feel discouraged or anything that I’m not having a lot of good matches, because I’ve gotten fairly good at various games, including first-person shooters, through practice and hard work. However, I will note that I have Asperger’s, which impacts my fine motor skills and reaction time (though it also gives me plenty of strengths). I’ve been practicing my aim and trying to improve my reaction time based on the specific movement speed of the game and other factors, but I feel like there are also other things I’m probably missing when it comes to Battlefield 6 specifically. Does anyone have any tips or tricks on how to improve my skill level in my case? (cm edit updated title for vis)769Views7likes17CommentsFalsely banned
Hello, I am submitting a follow‑up appeal regarding the “gameplay enhancement” ban on my Battlefield 6 account. I want to respectfully state again that I was not cheating, and I believe this was a false positive caused by normal streaming software running on my PC. My first and second appeals were denied, but neither response addressed the specific details of my setup. I also got an email stating the same thing that i was cheating when that is completely untrue. Because of this, I am requesting a manual human review, not an automated re-check. At the time I was playing, I was running: OBS Studio (for recording/streaming) Snap Camera with the community patch (to enable virtual avatars) Standard overlays such as Discord, Steam, and NVIDIA OBS and Snap Camera both use legitimate capture hooks and virtual camera drivers, which can sometimes be misinterpreted by anti‑cheat systems as memory manipulation or frame injection. I believe this is what triggered the false “gameplay enhancement” flag. To assist with your investigation, I am requesting a full manual review of: Anti‑cheat logs Memory hook detections Any flagged processes Any gameplay-related evidence I am 100% certain I did not cheat, and I am willing to go to my grave believing that I was not cheating. If need be, I am willing to provide any system information needed to verify this. Also, i can not provide my stream of battlefield as it will not allow me to download it without purchasing youtube premium, but my youtube is @therealjbplayz if someone would like to view my live streams there. If i was actually cheating then I would not be trying this hard to get my account back. Most people who cheat are rich enough to afford getting banned on this game. I have a wife and daughter and i make 45000 a year. My point being, i can't afford to cheat, let alone risk getting banned on a 70 dollar that i love to play. Please, I am simply asking for a fair, human review. Thank you for taking the time to review my case.Solved771Views3likes22CommentsHow to FIX Redsec META
25 round mag and basic barrel for scw = 200ms ads time in (literally all you have to do to balance it right now) For snipers : NO sweet spot mechanic , mini scout should do minimum 52 damage as lowest damage , 60 damage to the chest before damage drop off and 1.5x headshot multiplier only for mini scout. The rest of the bolt actions should have 1.75x so you can't exactly 1 headshot and 1 body with the mini scout at any range , but you can 2x headshot before damage drop off and 1x HS 2x body ALWAYS if the enemy doesn't manage to plate up quick enough (which at 47RPM with a straight pull bolt already attached by default should equal to 1.277s per bullet (roughly 3.8s to get 3 bullets off) but constant pressure Interdictor should do 90 damage up close and have a drop off to 80 damage , so at range you can't 2x body shot kill. PSR should be 85 damage and 75 lowest. M2010 should be 80-65 L115 should be 80-60 since it's the fastest bolt action. Sv98 should be like the PSR in terms of damage , with less bullet velocity but better ADS time in since it's the same rate of fire. ELR should be 85-75 but with a 1085 muzzle and if you use the single bullet it should be 120 damage up-close and 90 damage at furthest distance , with a headshot multiplier of 1.4 so it can deal 168 damage since everyone is against 1 shot headshot snipers (which i understand because if you get hit you have no chance of survival) making it always a 2 shot body shot if the enemy doesn't manage to put an armor plate on (which should be balanced since the rate of fire is like 19 BPM [3.166s per rechamber] versus the Interdictor taking 1.935s. that's how you properly balance the game , each sniper will feel unique and not trash , SCW-10 will be nerfed just enough to allow other guns to compete too by making the ADS time in less snappy by 1 gear from 167ms to 200ms and allow for other guns to actually have a chance against it in terms of TTK because at 450ms fully plated close range sub 9m it was way too forgiving in many aspects , a few of the nerfs were necessary but they didn't address it's the main issue why it's so consistent , which is the snappiness of aiming down your sight , the RSPR was a nice addition to the game , it has a TTK of 500ms , but it has no advantage on the SCW that is really noticeable (on paper it has less random recoil variation but a higher 1st bullet recoil if you build it as snappy as you can with , 3 more bullets , more precision but more recoil if you build the 133ms ADS time in version , better sprint recovery and slightly better reload) and pretty much that's it , ADS time in beats the SCW by 34ms , but it's terrible for tracking enemies at the threshold distance between switching to your long range weapon compared to the SCW because of that 1st bullet recoil being 0.7 instead of 0.6 (16.67%) more 1st bullet recoil , but more snappy for close range by 34ms , which still has it loosing to the SCW in theory 500ms - 34 = 466ms (by subtracting the ADS time in , it's not real TTK , but in theory , your reactions if they are perfect , those 34ms would be represented as time saved in TTK) , still 16ms behind the SCW .How to PROPERLY nerf the SCW-10
Season 5 Phase 2 brought a "nerf" to the SCW-10 which in reality , the only thing that got affected is the sprint recovery which if you look at it from a competitive point of view , is not really a stat that matters so much (the change was from 167ms to 200ms) when equipping the basic barrel and the 25 round mag (the ADS time in didn't get hit) which is way they should've really done in order to balance , oh and of course lets not forget the extra damage drop-off at 55m that doesn't really matter because at that distance you'll be using the interdictor and finishing them off with 1 bullet of the SCW-10 anyways since when you land a headshot you hit for 175 out of 180 , all that needs to be done , is make the 25 round mag (which costs 45points) make the ADS time in slower by 1 gear (meaning that the minimum ADS time in with the 25 round mag becomes 200ms instead of 167ms) - Let me know what you guys think of this , i think it will make the gun way less snappy specially in those close quarter scenarios that it's already way too dominant at (not to talk about the fact that it has on paper the best TTK and controllability out of every 35 damage module weapon excluding the NVO and RSPR , but the RSPR is a very nice addition to the game making it a close second , since you can get it down to 133ms ADS in time / 133ms sprint recovery =/= VS the SCW 167ms/200ms , making it a bit more snappy than the SCW-10 , and once again , sprint recovery is less important so we are only really looking at a 34ms reaction time difference , the SCW-10 has a 375ms TTK to a fully plated opponent in a battle royale match , while the RSPR has a 417ms TTK (We're talking body shot TTK) the RSPR has a slightly faster bullet velocity (around 15-20% faster) but still low so it's not really that much better at tracking people at those 50+ meter distance , has a slightly faster reload time (2.334 vs 2.600) , but in regards to that first shot recoil , the RSPR is worse than the SCW-10 , (0.6 vs 0.7) that's 16.6% more 1st shot recoil , random recoil variation is 12% less on the RSPR than the SCW (30.0 vs 33.5) but that random recoil variation doesn't matter that much when the base 1st shot recoil is that much lower , that first bullet is the one that makes your tracking better , specially when you need to burst fire , so the RSPR is slower , and has more recoil but reloads 266ms faster and is 34ms faster on the time it takes to aim down sights , seems like they really focused on bringing a new gun to fight the SCW-10 meta rather than addressing the source of the problem , because even with all that was said about the RSPR , it's still not good enough to compete against it at the top level , i wrote as much detail as i could in order to show that i know what I'm talking about , and i appreciate anyone who took a minute to read , in summary , Nerf the 25 round mag to include an extra 33ms to ADS time in (making the meta build 200ms ADS time in , instead of 167ms) pretty much making it 1 gear worse in how fast you aim down your sights Meta SCW build being used in comparison to the RSPR with all stats displayed : SCW-10: Flash hider (10pts) , Mini flex (10pts) ,folding stubby grip (20pts) , 25 round mag (45pts) , FMJ standard bullets (5pts) Redsec TTK 375ms ( Body shot TTK from 9meters and below) , Reload time 2.6s , ADS strafe speed 0.67x (stat that isn't that important when it's only 1 gear between weapons) Sprint recover 200ms , Recoil amount 0.6 & Recoil variation 33.5 , muzzle velocity 398m/s , HS multiplier 1.4x Meta RSPR build being used in comparison to the SCW with all stats displayed: RSPR: Flash hider (10pts) , Basic barrel (10pts) , folding stubby grip (20pts) , 28 round mag (35pts) , 1x mini flex (10pts) , buffer (5pts) , lightweight ammo (10pts) (adds extra ADS strafe speed gear , and is being used because you end up with 5 spare points , so it's a placebo attachment , that you might as well take since nothing else can be used for those 5 points) Redsec TTK 417ms ( Body shot TTK from 9meters and below) , Reload time 2.334s , ADS strafe speed 0.75x (1 gear higher than SCW) sprint recovery 133ms (doesn't matter when you're slide jumping and shooting anyways) ADS time in 133ms (the only strong point it has on the SCW other than reload time , and a tiny bit muzzle velocity) Recoil amount 0.7 & Recoil variation 30.0 , muzzle velocity 453m/s , HS multiplier 1.4xTwo things, new map 🤦🏻♂️.. and gun nsw4 🤦🏻♂️
For starters close range gun with terrible low rate of fire. The guns rate of fire is way to low…. Should have been 700 or higher. new map beautiful but terribly designed. Not to mention certain part look identical in colors and etc very confusing.. this update has been meh , guess ill see if it grows on me but i doubt it….Battlefield 6 Advanced Spatial Audio, Environmental
Occlusion and Combat Sound Consistency Overview Audio is one of the most important components of situational awareness in a competitive first-person shooter. In Battlefield 6, sound should provide reliable information about what is happening around the player, especially during intense combat situations. I would like to propose further development of the spatial audio system, focusing on directional accuracy, environmental occlusion and sound consistency. 1. Advanced Spatial Positioning Footsteps, gunfire, explosions, vehicles and distant combat should provide more consistent directional information. Players should be able to distinguish whether a sound originates from: Above or below their current position. Inside or outside a building. Behind walls or other environmental obstacles. Nearby or at a considerable distance. 2. Environmental Sound Occlusion Buildings, walls, terrain and other environmental structures should influence how sounds travel. The audio system should dynamically account for environmental obstruction instead of relying on overly simplified sound transitions. 3. Distance and Sound Attenuation Weapon sounds and explosions should have consistent distance-based attenuation. The difference between nearby combat and distant engagements should remain clear without sacrificing immersion. 4. Audio Consistency During Large-Scale Combat During intense battles involving multiple players, vehicles, explosions and destruction, the audio system should prioritize important gameplay information. Critical sounds should remain identifiable without making the overall soundscape unnatural. 5. Technical Validation I suggest evaluating: Directional accuracy across different environments. Sound occlusion through different materials. Distance-based audio consistency. Audio performance during large-scale battles. Consistency across supported audio devices. Final Consideration Battlefield has always been known for its large-scale battles and immersive environments. Improving spatial audio would provide more reliable situational awareness, strengthen immersion and create a more consistent competitive experience. The goal is not simply to make the game louder or add more sound effects. It is to make audio more accurate, informative and technically reliable. What improvements to spatial audio and environmental sound propagation would be feasible for Battlefield 6?Bring Back Strikepoint in Battlefield 6 – When Is It Returning?
The Battlefield 6 community needs a clear update on Strikepoint. Many players enjoyed Strikepoint’s tactical, round-based gameplay. Its absence leaves a gap for players who want a more competitive and tactical experience. Is Strikepoint still being developed? What issues are preventing its return? Can the development team confirm whether it will return in Season 5 or a later season? Please give the community a clear update and an estimated return date. We want Strikepoint back!717Views9likes8CommentsBattlefield 6 Advanced Weapon
Testing and Combat Training Environment Overview Weapon customization is an important part of Battlefield's gameplay experience. However, players need meaningful ways to understand how different weapons and attachments perform before entering a live multiplayer match. I would like to propose an Advanced Weapon Testing and Combat Training Environment. 1. Advanced Weapon Testing Range Introduce a dedicated environment where players can test their weapons under controlled conditions. The environment could include: Stationary and moving targets. Multiple engagement distances. Different target sizes. Indoor and outdoor testing areas. Basic environmental obstacles. 2. Attachment Comparison Players should be able to compare weapon configurations and understand how attachments influence performance. The system could provide information about: Recoil behavior. Bullet spread. Weapon handling. Reload characteristics. Aiming speed. Effective engagement distances. 3. Practical Weapon Performance Analysis Instead of relying exclusively on numerical statistics, players should be able to observe weapon behavior directly. For example, comparing two configurations under identical testing conditions would make weapon customization more understandable. 4. Movement and Combat Scenarios The training environment could include controlled scenarios involving: Moving while aiming. Target transitions. Different engagement distances. Reloading under different combat conditions. Basic infantry combat exercises. 5. Consistency Between Training and Multiplayer Weapon behavior in the training environment should accurately reflect the actual multiplayer configuration. Any changes to recoil, damage, handling or attachments should be reflected consistently. The training environment must not provide misleading information about real multiplayer performance. Final Consideration A more advanced training environment would benefit both new and experienced players. It would improve weapon familiarity, make customization more meaningful and help players understand the technical differences between weapon configurations. It could also provide a controlled environment for testing weapon adjustments introduced through future updates. Could an advanced weapon testing and training environment become part of the long-term Battlefield 6 development roadmap?Battlefield 6 – Squad Persistence and Seamless
Multiplayer Continuity Overview Battlefield is fundamentally a team-based multiplayer experience. Playing with friends and maintaining squad coordination are essential parts of the game's identity. I would like to propose a more advanced Squad Persistence system that improves continuity between multiplayer matches. 1. Persistent Squads When a match ends, players who joined together should have the option to remain in the same squad and continue playing together. This would reduce unnecessary interruptions between matches. 2. Automatic Squad Continuity The game should preserve the existing party and squad structure whenever possible. Players should not need to repeatedly invite friends or manually rebuild their group after every completed match. 3. Reconnection and Recovery If a player temporarily loses connection, the system should provide a reliable opportunity to reconnect with their original party. Where technically feasible, the system could also support returning to an ongoing match when a suitable squad position is available. 4. Party and Squad Management A more flexible interface could provide: Clear party leader identification. Easy squad membership management. Invitations without unnecessary menu navigation. Better communication about connection and matchmaking status. The ability to continue searching for another match with the same group. 5. Technical Reliability This system should be designed around server availability, matchmaking compatibility and party synchronization. It should not compromise match integrity, server stability or fair team distribution. Final Consideration A multiplayer game should make it easy for friends to keep playing together. Improving squad persistence would reduce friction between matches, strengthen social engagement and make the overall Battlefield experience more cohesive. This is not simply a convenience feature. It is an improvement to the continuity of the multiplayer experience. Would a more persistent squad and party system be a feasible improvement for Battlefield 6?