From bf2, bf3, bf4 and bf1 to this
This is a great game itself maps meh..,..but man it doesnt feel like battlefield and the maps dont either mind blowing to me the direction you guys are headed.. compared to where you were… felt like you own style now its to similar to others.. i use to absolutely love battlefield over any other fps shooter.. highly worried about this franchise… 🤦🏻♂️ thoughts anyone?Title: Game Feedback
Dear developers, I’ve been following discussions on the forums and I’d like to share some feedback regarding vehicle and infantry balance. I’ve posted this idea on the forum and hope you can take a look. I’ve noticed you’ve tweaked vehicles repeatedly, yet the core imbalance between infantry and vehicles still hasn’t been resolved. The root issue lies in the hit-and-run regenerative playstyle of vehicles, which has never been fundamentally addressed. The recent update preventing vehicles from healing while in combat has eased this somewhat, but it is not enough. What do I mean by hit-and-run regeneration? A full-health vehicle charges into combat, gets a few quick kills, takes some damage along the way, and still retains full mobility. It then withdraws to a safe rear area to repair and heal, repeating the cycle. This leaves anti-vehicle infantry feeling hopeless. They risk their lives just to chip away at a vehicle, with little meaningful impact on the fight. The trade ratio heavily favors vehicles; they only lose health that can be quickly restored. Under this system, nerfing vehicle mobility, reducing firepower, or buffing anti-vehicle gadget damage will never fix the core problem. It only makes vehicles get fewer kills while using this hit-and-run strategy. The fundamental flaw is that vehicles have no way to lose mobility when struck, leaving no counterplay window for infantry. If vehicles could suddenly lose mobility for a short window while assaulting, this fast in-and-out regenerative tactic would be reined in, and balance would improve. In my opinion, Battlefield V came closest to getting infantry and vehicle balance right with this design philosophy. Unfortunately, its design loop was never fully completed — the anti-vehicle mortar was never added, which pushed most vehicles to camp as static gun platforms instead. It was a real shame. Vehicles fear raw firepower far less than suddenly losing mobility mid-fight; that is what truly threatens them. I understand the concern that this design might turn vehicles into stationary emplacements, like what happened in BFV. This can be avoided simply by giving that anti-vehicle mortar a HEAT round. That would force vehicles to keep moving instead of camping. Engineers’ long-range anti-vehicle gadgets should be reworked. Long-range anti-vehicle fire should **bleep** a vehicle rather than destroy it outright. Infantry would disable mobility from afar, then close in with other gadgets to finish the kill. The window of opportunity would be brief, but the gameplay would feel rewarding and satisfying. While immobilized, vehicle crews could deploy smoke, perform quick repairs, activate APS and other defensive tools to survive or fight back. This creates fair, back-and-forth counterplay. There is also the balance issue for air vehicles. They rely on this exact same hit-and-run regenerative playstyle. Adjusting their weapon damage will never solve the root imbalance either. They dive low to strafe infantry, then pull away rapidly, with no risk of sudden loss of thrust. Infantry get no reliable window to retaliate. I suggest bringing back something similar to Battlefield 4’s anti-air mines. They do not need high raw damage. Their main effect should be to briefly disable flight mobility or make the aircraft spin uncontrollably for a few seconds on hit, opening a window for ground troops to engage. This would stop low-flying air vehicles from freely massacring infantry. Pilots would need to scan for ground anti-air mines and plan their attack runs carefully before strafing.Regarding the overly narrow point layout design in new Breakthrough mode
The previous joke of a map design was already bad enough, but how did they manage to make the exact same mistake with this new one? The overly cramped capture points in Area 51 make retaking them far too easy for defenders. This is especially awful at Sector 2—as soon as attackers capture B, defenders immediately sweep back to reclaim A, and vice versa. It’s an endless A-or-B loop. To make matters worse, defenders get a tank placed right in the underground sector, making their pushbacks even more effortless. They even added a rear tunnel leading straight to A! Once you finally crawl out of the hell that is Sector 2, you’re forced to play through the exact same nightmare all over again in Sector 3.las vegas ands others
Dear Battlefield 6 Development Team, I am writing to express my serious frustration with the current state of the Vegas map. The map has become practically unplayable because of suspected cheaters using helicopters. In many matches, while regular players struggle to achieve just 5–10 kills, certain helicopter players are reaching 90 or more kills. Their helicopters seem almost impossible to shoot down, and they dominate the entire match without facing any meaningful resistance. This is not normal or enjoyable Battlefield gameplay. The situation raises serious concerns about cheating, possible exploits, and the effectiveness of your anti-cheat system. How is it acceptable for a few helicopter players to completely dominate an entire server while everyone else is essentially reduced to target practice? Whether this is caused by cheating, exploits, or a major balancing problem, the result is the same: the Vegas map is becoming a terrible experience for ordinary players. We need immediate action: Investigate helicopter players consistently achieving extremely suspicious kill counts. Examine possible invulnerability exploits, damage-registration problems, and cheating. Strengthen anti-cheat detection and enforcement. Ensure helicopters can be effectively countered and destroyed. Restore fair and competitive gameplay on the Vegas map. I enjoy Battlefield, but situations like this make players want to leave matches or stop playing altogether. Please investigate this issue seriously instead of allowing a handful of suspicious players to ruin the experience for everyone else. We deserve fair matches, functional anti-cheat protection, and a game where skill actually matters. Sincerely, A Frustrated Battlefield 6 PlayerNew Vegas map and 1 helicopter
So as much as I like the layout and everything I seem to be disturbed by the one attack chopper on the map. I'm a sucker for the helicopter, I'm always trying to spawn in it. I do pretty well. Not the best but I'm like to think I'm decent. But the fact that there is only one on this map is a bummer. It's a no contest when I get the heli. Or when someone better than me gets the heli. It's unbalanced and I think it needs to be changed. Plus the spot they put it in is so absolutely random. Please ea just make both teams have a spawned heli instead of this randomly placed shared heli.Remove the attack heli from Las Vegas
It serves no purpose except for the same handful of people exploiting the map nonstop to ruin the gameplay for others. Does DICE do this on purpose to appease a handful of people and annoy the rest of the entire player base? The same 2 people that are exploiting it on Liberation Peak now have 2 maps on their custom search to exploit it on. There's no counter when they're just hiding behind the buildings out of bounds and pop up and hide over and over.