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.5.6KViews26likes423CommentsGive PC Players The Ability To Disable Crossplay
I am pretty irritated that Dice isnt forcing console players to play with pc if they dont want to. But they are forcing pc to play with console even if we dont want to. What is with the catering to consoles but not your original fan base on pc. You guys have given too much ASsistance to console players trying to balance controller and quite honestly im fed up with it. We dont care that they cant match our precision its not our fault that controller cant reproduce precision. Giving them less recoil bullet magnetism aim assist all stacked on top of each other is doing too much. Getting really tired of dying to a controller player while head camping bc ofthe combination of all these things together just gives them an advantage that as a pc player I just cant engage them in certain scanarios and win they have too much assistance going on under the hood. They just hold down the trigger on any gun and get If you want to give them that much of a handicap fine but give pc players the ability to turn off crossplay. It should never be forced on anyone period if they dont want it on. Makes no sense why you give console the option but not pc. I want to be able to have the option of just playing with pc players.13KViews162likes339Comments[Suggestion] Increase PC Max Horizontal FOV cap over 120°
I’m a long-time Battlefield series player on PC with 21:9 ultrawide monitor. Current HFOV hard cap locked at 120 is unreasonable: 1. Previous BF titles(BF1/BFV/2042) allow higher FOV setting for PC players, muscle memory broken after switching to BF6. 2. Ultrawide(21:9/32:9) hardware needs extended FOV to fill full screen view; fixed 120 HFOV results in narrow cropped vision on wide display. 3. Let players freely adjust FOV above 120 as optional setting, users take responsibility for FPS drop & fish-eye distortion by themselves; no forced restriction for PC. Request: Lift max HFOV limit to 130~140 on PC official settings, keep original 120 as default upper bound for casual players.Weekly Class Debrief - Engineer
Welcome everyone to the Weekly Class Debrief. Each week we will be rotating through each class to discuss everything from Balancing, best equipment/weapons to use, tips and more, YOU drive the discussion. We're back again with another discussion on the Engineer class after our first thread discussing recon after the changes made with season 3. Continuing from where we left off with Recon, how do we feel Engineer is playing since the release of Season 3 now that we've had some time to get used to the balancing changes made. As always the discussion is driven by you folks - we’ll be jumping in with our own thoughts, but we’re especially interested in your feedback, playstyles, and any tips you’ve picked up along the way. If you’ve got clips or standout moments, feel free to share those too.159Views3likes15CommentsBattlefield 6 Season 3 Performance and Netcode Issues
It’s honestly unbelievable that we are now deep into Season 3 and many of the biggest Battlefield 6 issues are STILL here — some of them dating all the way back to Season 1 and even launch week. This is not about “small glitches” anymore. These are gameplay-breaking problems affecting gunfights, matchmaking, performance, networking, and overall game stability. The community has been reporting the same issues for months, yet every new update somehow introduces even more problems instead of fixing the old ones. Here’s what players are STILL experiencing in Season 3: Broken hit registration Delayed damage and desync Rubberbanding Packet burst feeling Random ping spikes Matchmaking putting players into high-latency servers Massive frame-time spikes and stuttering Inconsistent recoil and aiming responsiveness UI bugs that survive multiple patches Visual glitches making maps literally unplayable Ranked mode launching with known bugs And the worst part? A lot of players have perfectly stable internet, high FPS, strong PCs, and STILL get terrible gameplay quality because the issue is clearly server-side or netcode-related. Community reports repeatedly show that official servers feel dramatically worse than community-hosted experiences. Even EA Forum posts are filled with complaints about: broken HUD ping indicators, severe lag after the Season 3 update, FPS instability, missing UI elements, persistent unlock notifications, and visual bugs that completely blind players on certain maps. Meanwhile, DICE openly launched Ranked Battle Royale with a list of “known issues” already acknowledged on day one. The Battlefield community has supported this franchise for years because when Battlefield works, it’s one of the best FPS experiences on the market. But right now it feels like players are being used as beta testers every single season. How does a company the size of Electronic Arts and DICE still struggle with: basic server stability, functioning hit registration, proper matchmaking routing, and performance consistency months after launch? Players should not need VPNs, routing workarounds, FPS caps, or third-party fixes just to make the game feel playable. The community is tired of hearing: “We are investigating.” We want actual fixes. Season 3 should have been about improving the game. Instead, many players feel like the technical state is worse than before. Battlefield deserves better. And honestly, so do the players paying for it. (cm edit updated title for vis)Solved524Views8likes59CommentsLauncher Nerfs / Vehicle Balance
Hey Team! The latest patch that adjusted some of the vehicles and launchers - is really impacting the game negatively. The only viable launcher is now the MAS 148. Unfortunately, lock-on with the MAS 148 is very bugged. A bush, some grass, or a tree will disable lock-on, allowing the now "Mobility Enhanced" vehicles to hide from engineer fire very easily. Thermal smoke should block the launcher's ability to lock-on. Unfortunately, ALL smoke does. And what is the point of laser designating vehicles if the Javelin (or other launchers) cant lock-on through obstacles? Since the MAS 148 is the only viable launcher, and tanks can constantly dodge it or hide behind a medic's smoke grenade, and are now nearly impossible to kill. They roam the map without consequence and feel overpowered and unfair. Now, the only way to quickly take out a vehicle is with another Tank. Other launchers like the LAW and the RPG are like firing tennis balls at tanks, and since they no longer immobilize tanks, the tank can, again, just run away, using their ability to fully boost away since there is no longer a boost cooldown. I feel, and most of the community feels, that this "balancing" has harmed the overall feel of the game. It's not fun to play on a map where a tank can sit on the edge and endlessly get kills. Its not fun to have non-viable air launchers that cannot take down a helicopter or jet that is dominating the play space. Laser-designations should be able to be locked onto, regardless of cover and/or altitude (with the exception of thermal smoke). It is not fun to play a game where only one strategy feels viable, which is either be in a tank, or die to a tank. Splash damage of the HE rounds in all tanks should be increased by at least another 1.5m, allowing them to be a viable anti-infantry or crowd control option. The fire rate of the cannon in the IFV needs to be increased, especially when using armor piercing ammunition. I understand that the intent was to make the IFV less of a "Vehicle vs Vehicle" tank, but now it feels useless and underpowered, when compared to (what is supposed to be) its slower, harder-hitting alternative, the main battle tank. The Armored Car (Troop Transport) should not have as much health as it does. It currently feels stronger than a tank, taking more than SIX SHOTS from an RPG7-V2 to kill. It has no weak spots, which should be its strength, but it is overpowered, and nearly unkillable due to these vehicle "balance adjustments" My Suggestion: Return the RPG-7V2 to its original damage value, and increase its projectile speed slightly, but make the path of the rocket less predictable, similar to an actual RPG. The MBT-LAW should have its damage increased to slightly below the RPG-7V2's original value, but it should be extremely accurate, with very little projectile drop. The M136 AT needs a significant boost in damage (still) and should have a slightly faster projectile speed. The SLM-93A needs a significant reduction in its lock-on speed. It takes much to long to lock. The IGLA needs to have a significantly reduced lock on speed and a faster projectile speed. And as for the MAS 148 (Javelin), It also needs a significant decrease to its lock speed, and regular smoke should NOT block lock-on. A tank (or a ground-based cannon) should be able to be locked-on to if it is laser-designated. The laser designator should be tool to circumvent "normal" countermeasures (aside from flares or thermal smoke). Tanks should maintain their armor and weak spots, and their "quick health regen" out of combat, and the armored troop transport needs roughly Half the health it does now. Also, I read through the cheating update. There has been an influx of console players due to sales and the launch of season three. (which is excellent!) HOWEVER - players cheating using devices such as a Cronus Zen - a cheating device that manipulates controller inputs to provide advantages such as anti-recoil, rapid-fire, and aim-assist abuse - still continues to be a severe problem. Detection of this kind of cheating needs to be increased. I run into 2-5 cheaters per match. Lots of players have suggested that disabling cross-play would enhance the experience of all communities, should players on console not want to play against pc players and vise versa. Thanks for your time, and keep up the hard work! - ParzBreakthrough Vehicles Stolen in Spawn
After a sector is won, why are vehicles spawning before all the defenders are either dead or have retreated out of the area? On Eastwood (transport chopper in Sector 2) and Blackwell Fields (Traverser in Sector 2,) I've had multiple occasions of players sitting right at the vehicle spawns and taking them as soon as they appear. They are appearing while the defenders are retreating... Stealing vehicles is part of the game, but you should be in the combat zone and not in the spawn at the start of the new sector. If the vehicles are there to balance out the game, they shouldnt spawn until the defenders have vacated the area. If you get out of it and the defender steals it in the middle of the combat area, you were stupid, but if they're taking it before the attackers can even sprint to that location on the map, it's a poor design. Please fix thisCheating in other games, such as HD 2, could get you banned in BF 6
Last year, Apex's ToS team realized this issue and re-evaluated some players who were falsely banned. When will Battlefield 6's ToS team realize this? From what I've observed, many people have already been falsely banned because of this.Lock-On Missiles Ignore Flares
There is currently a major issue with lock-on missiles ignoring flares. Right now, it feels like there is roughly a 30% chance for any lock-on missile, no matter if it’s from a MANAD, MAA, jet etc. to completely ignore countermeasures and continue tracking through flares. This happens across multiple lock-on weapons, but the IGLA is by far the worst offender. The problem is that flare timing does not seem to matter at all: - Flaring instantly after launch - Flaring midway through tracking - Flaring right before impact If the missile decides to ignore flares, it simply continues tracking no matter what. The IGLA in particular feels extremely inconsistent and borderline broken right now. Honestly, it feels like it ignores flares around 70% of the time. This became even more noticeable after the recent velocity buff to the IGLA: - Missiles arrive much faster - Pilots have less reaction time - And the flare inconsistency feels even worse now At the moment, using flares often feels random instead of skill-based. Sometimes they work correctly, sometimes they do absolutely nothing. That creates situations where pilots die despite using countermeasures properly. To be clear, this is NOT a complaint about lock-ons being strong. MANPADS should absolutely be effective area denial tools and should force helicopters/jets to disengage or flare. The issue is that countermeasures themselves currently feel unreliable and bugged. If a pilot uses flares correctly, the missile should consistently lose tracking. Please investigate: - Lock-ons ignoring flares - IGLA tracking behavior specifically - General flare reliability and desync issues Additionally, I would really like to see ECM return as a loadout option similar to Battlefield 4. Having both: - traditional flares - and an ECM jammer option would add more depth and counterplay to air vehicle gameplay while helping reduce the frustration caused by inconsistent missile tracking. (cm edit updated title for vis)Solved1.1KViews9likes69Comments