Tired of the cheaters!
Ea when are you going to get rid of the cheaters in Battlefield 6? It is our of control. Do you follow your fair play policy, I don't think so. All you care about is impressing your investors at the cost of the players. It sucks that you have these 2XP weekends and some players can't enjoy playing it do to the cheaters. The cheaters shoot you through buliding, bolders, tanks and vehicles that are destroyed on the map. This is BS and I had my call with my states Attorney General and my congressman earlier this week to bring them up to date about you not doing your job with the cheaters and a breach of your fair play policy. They are looking into a class action lawsuit. Anyone else seeing this type of play?Double XP Weekends
Hello, I and I'm sure the community appreciates the double career xp that we've received, however, I know my favorite weekends are double weapon xp, where I play a lot more to level the weapons that are a struggle (I'm a pretty average player). Also, as far as I know, I know zero players who would rather have a double career xp weekend instead of a double weapon xp weekend. Thanks, more double weapon xp weekends would be great :) My friends don't want to play any other time since the progression is so slow otherwise and they prefer off-meta guns, and they're also average so they make little progression with them.Ranked Mode and Persistent Servers are mandatory for BF6
if DICE adds a proper Ranked Mode to the classic multiplayer (instead of limiting it just to REDSEC), it would be a massive win for the game. Here is why this is crucial for BF6: Long-term Motivation (The Grind): Right now, progression completely dies once you unlock all the weapons. Grinding through ranks would keep people hooked for months and seasons to come. No More Lobby Chaos: Casual modes always mix pro-level stacks with absolute beginners. A separate ranked system would finally offer balanced matches against players of equal skill (proper SBMM). True Squad Teamwork: Winning is everything in ranked. This will actually force players to use mics, cooperate, and play their class roles (heals, ammo, repairs) instead of just farming K/D. Perfect Fit for Tactical Modes: A ranked system would breathe new life into tighter, competitive formats like Rush, Domination, or infantry-only modes. In my opinion, this would prevent the game from getting stale and give the competitive community a dedicated place to sweat. if DICE wants Battlefield 6 to succeed, bringing back the Server Browser and Persistent Servers is non-negotiable. Here is why these features are mandatory for the game: Community Building: Persistent servers allow players to return to the same community every day, make friends, and build regular squads. Live admins can also instantly ban hackers, keeping the matches clean. Freedom of Choice: A server browser eliminates the matchmaking lottery. Players can choose their preferred map, game mode, ticket count, and exact ping instead of being forced into maps they hate. Game Longevity: Custom servers keep Battlefield games alive for decades after official support ends. This is exactly why Battlefield 3,4,1,V still have active player bases today. Custom Rulesets: Server owners can tailor the experience by creating infantry-only rotations, banning annoying weapons, or tweaking vehicle spawn timers to keep the gameplay fresh. Because of these missing features, you lost such a huge percentage of players in less than a year, and you continue to ignore what your players actually want. There are also still bugs that need fixing, which I hope you will resolve over time.5Views0likes0CommentsPlay PvE or PvP: Solo Start with Bots
This thread is for the person who is tired of matchmaking. For the person who is tired of joining rounds mid-game. For the person who is tired of having their party break at the end of matches and needing to leave games and recreate their party with their friends. For the person who is tired of playing attacker or defender over and over. For the person who is tired of playing maps in a random order. For the person who misses options and game modes that used to be in Battlefield games. For the person who is tired of sweats, or for the person who doesn't mind sweats. Every one of these experiences can be hosted and started with just one person. There is no need to queue up and wait for 4, 12, or 20 players to join. Each experience can be enjoyed with no other humans or as an experience that is full with only humans. Each one will fill with bots, as necessary, and then the bots will be replaced as humans join. You can either search for the experiences using the titles provided, or search for the experience code listed (the easier method). Other Creators: "RUSH | 100 player - PVE + solo start with bots V9" : Provided by animattic. 11NMT Battlefield Owners: "Casual Conquest..." : Solo-start (of course!) large scale conquest that is a faithful reproduction of the real thing, except with the ability to play against bots and level up your skill. Vehicles respawn quickly to get you back in the action. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZH6YV "Night Conquest..." : Conquest experiences like the previous, but at night. One is just the night maps as they are available to us. Another one is daylight maps with dark and blue filters, to mimic a full moon night or dusk. Another is night maps with a green NVG effect applied to give a more raw and gritty NVG effect that automatically switches on shortly after deploying. And the final one is night maps with actual NVG goggles, but they are only really useful in certain dark areas due to the amount of light in the current night maps. Night Conquest: 1XTQA Moon light/dusk (fake night): ZMQMZ NVG (automatic) gritty fake NVG filter all the time: ZNT41 Night with NVG goggles (toggle on) real NVG that is only useful in some areas: ZMBXX "Winter Conquest..." : Just like Casual Conquest, but all the maps are played in the blowing snow. ZGQ1G "Dust Storm Conquest..." : Just like Casual Conquest, but all the maps are played in a giant eerie dust storm. ZVCK7 "BF4 in BF6" : Casual conquest in Operation Firestorm, but with a twist. It's BF4. The assault class can revive and heal teammates. The recon class has a spawn beacon. The color tone is a bit warmer. Movement speed is slowed down. Projectile speed is slowed down. Headshot damage is increased. And body damage is decreased. ZVEHH "Heat of Battle..." : A bright and saturated version of conquest where a variety of colored flares appear each time someone spawns, kills, dies, or takes damage. This allows you to have the normal fun experience but also see and appreciate the battle playing out around you. It creates a broad heat map of activity; keep moving if you don't want to give away your position. ZTBJ1 "Beach Invasion": Play the classic beach invasion experience. As attacker, your goal is to simply capture the objective without running out of time, as defenders try to push you back. Scripted events occur as the battle progresses, shifting who has the upper hand. 1XNJJ "Large Vehicle TDM..." : Classic conquest maps with vehicles and everything, but no objectives. The only objective is to get to the top of the scoreboard, be on the winning team, have a sweet KDR, or have a killer streak. Bots backfill to maintain 26 players per team. ZMSS7 "Cairo Chaos..." : Siege of Cairo with a new twist. One street. One objective. 28 vs 28. A ton of cover has been added, plus a couple buildings for snipers to oversee the battlefield. Use of ladders to increase verticality and sustain the crazy number of players is encouraged. ZPQ25 "Hardcore Team Deathmatch - Small Maps - Bot Fill" : A rotation of small infantry maps with Hardcore settings. Experience the experience that EA forgot how to provide. Tons of fun and action! YKBXU "4vs4 Elimination..." : A classic elimination game mode, made up of multiple rounds within the same match, where you get one life per round, switch sides after a couple of wins, and the first team to 4 rounds won wins the match. Bots backfill as necessary. 1YHR7 "4vs4 Search and Destroy..." : A classic elimination game mode, same as 'Elimination', except 2 MCOMs are added and the attackers may destroy one in order to end the round. Bots backfill as necessary. 1YKGF Free to Play: "Little Bird TDM..." : A TDM server where the primary weapon is the Little Bird. The bots move around, fly, and don't just stand in one spot and wait for you to kill them. Players spawn randomly in empty Little Birds up to half the map away, or designated spawn points, in order to keep spawns unpredictable and reduce issues with spawn killing. ZTPWV "REDSEC Casual Conquest...": Casual conquest for people who haven't purchased BF6. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZVSWK "REDSEC Winter Casual Conquest...": Same as above, but in the blowing snow. ZUCXE "REDSEC Dusk Casual Conquest...": Casual conquest, but with an afternoon lighting effect. ZUDCQ "REDSEC NVG Night Casual Conquest...": Same as casual conquest, but using night maps. All players are given NVG goggles that they can toggle on, and are given resupply pouches to refill their NVG goggles. ZUDD5 "Golf Course - King of the Hill - Clubhouse" : One objective at the top of the hill at the club house, with each side spawning on either side of the club house hill. Attackers try to advance up the hill and take control of the clubhouse, while defenders try to pick them off. Spawns are naturally protected by the map layout, with some additional protection provided. A sniper outpost is added in the form of a broken highway nearby. Hardcore: Z6ZFK Standard core: ZAEF4 "REDSEC - Team Deathmatch" : Golf Course, Tech Sector, and Marina map rotation of Team Deathmatch. Golf Course features the same design you see above. Deathmatch AI has a purpose and you will see them on a mission. Infantry-friendly vehicles are provided. Hardcore: Z3Q8X Standard core: Z91ZJ "Golf Course - Custom Bots - Infantry Conquest" : 20 v 20 infantry conquest at golf course with many objectives in close proximity. This is what we used to call "conquest small". This is the chaos some people crave. It is essentially "King of the Hill" described above, except with 4 more objectives. Hardcore: ZC34V Standard: ZC2RY "Friends vs Friends F2P TDM with Team Switching" : 20 vs 20 TDM to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or turn bots on or off. Host it with a password if you don't want randoms to join. ZG383 "Friends vs Friends F2P Infantry Conquest with Team Switching" : 20 vs 20 conquest small at golf course to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or to turn bots on or off. Host it with a password if you don't want randoms to join. ZGGTZ Please, if you are only looking for a PvE experience -- alone or with friends -- host the experiences with a password so that you can play with as many friends as you want, instead of kicking unwanted players who randomly join. Being kicked for randomly joining someone's hosted experience is not a good feeling. Note: "Free to Play" is subject to EA's wishes. Free-to-play experiences are hosted on REDSEC maps which were provided to players for free, but EA could revoke free-to-play access of those maps at any time. Additionally, amount of XP awarded and whether weapon unlocks or challenge progression is awarded is completely at the will of EA. Here are some very short demo videos. YouTube: NVG Demo YouTube: Conquest at Night and Bots being a Menace YouTube: Custom Golf Coarse Map Layout YouTube: Conquest Bot Play Go easy on me with the last one. My piloting was awful, but the purpose is to see that bot teammates jump in as gunner, are helpful, will heal, revive, and throw down ammo, and the bots keep activity going around the entire map. Thanks to utilizing these experiences, my piloting is now much better. Here are some images. Thank you for your time! ... oh... and we are all learning together! Ask for help or share your expertise. We all need eachother!6.7KViews32likes119CommentsBattlefield 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 high functioning autism, 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)433Views6likes13CommentsAre cheating devices plaguing the game ?
till now Javlin Anti-cheat has been doing a great job of keeping cheaters out, but recently I started to see more and more players with zero recoil coming from consoles using the most unwieldy guns, so I wanted to ask the community if they noticed anything suspicious127Views6likes13CommentsBattlefield Brainstorm: Tactical Depth
The foundation laid by BF6—the Threat Bus audio, drag-and-revive, and the destruction system—feels incredibly solid. This post is intended as a brainstorming session and a forward-looking vision for the future of the franchise, rather than a critique of the current build. The goal is to explore how we might expand on these strong foundations in the next iteration without altering the core gameplay loops we all love. I’d love to propose five optional ideas for discussion that could give players who crave more control some extra tools. None of these are meant to force a specific playstyle; they simply reward those who pay close attention to the battlefield. I’m keen to hear what the community thinks—do these ideas hold water for a future Battlefield title, or are they missing the mark? 1. Downed State: Optional Crawling (Risk vs. Safety) The Logic: Grant downed players agency. Currently, they are passive spectators until a medic arrives. Add a low-speed crawl option that trades safety for positioning. The Rule: Downed players can crawl slowly (10-15% speed). Crawling removes invincibility (can be finished off). Staying still keeps them invincible. Being dragged also removes invincibility. Crawling leaves drag marks in soft terrain. In-Game Impact: Replace the "waiting to die" screen with a micro-decision: stay put (safe but waiting) or crawl to cover (risking death for a better rescue chance). Force draggers to weigh route safety, as both are exposed. Allow players to crawl toward medics to shorten their exposure time. Why this design? Remove the "helplessness" of being downed without making revives trivial. Create a skill-based interaction for advanced players while remaining ignorable for casuals. Provide visual intel via drag marks in the mud. 2. Terrain Plasticity: Localized, Destructible Fortifications The Logic: Introduce "Battle Scars"—physical map changes based on player action, not just scripted destruction. Inspire this from BFV but with stricter limits to prevent "sandbag spam." The Rule: Permit Both Attackers and Defenders to dig fighting positions in soft soil (grass/sand); concrete and rock are indestructible. Trenches collapse after 2 direct mortar hits (repairable by Engineers at 1.5x cost). Allow Either team to place sandbags at windows/doors to fully block line-of-sight or create narrow firing slits. Examples: Attackers: Dig hasty cover (scrape/crater) for flanking or open-field revives. Defenders: "Board up" breached walls for secondary chokepoints or funnel attackers via sandbagged doorways. In-Game Impact: Maintain map balance through destructible, location-limited structures. Trenches serve as temporary tools, not permanent wins. Sandbags alter attacker approaches based on placement (full block vs. slit). Ensure every round looks slightly different based on player choices, not just explosion RNG. Crucially, even after a building is destroyed, players must be allowed to stack sandbags within the rubble to form new, makeshift cover, ensuring the fight for a position continues even in total devastation. Why this design? Static maps grow stale quickly. While dynamic destruction is a great foundation, players want to leave a mark between the big explosions. Giving both sides the ability to fortify positions creates an active tactical layer rather than passive set dressing. This makes maps feel "lived-in" and constantly evolving, rewarding proactive gameplay over reliance on pre-scripted strategies. 3. Firearm Suppression: Visual Obscuration & Health Gating The Logic: Suppression should rely on the game’s existing visual language and health mechanics rather than artificial screen effects or stat debuffs. The goal is to use weapon-specific smoke density to create areas of denial, forcing players to respect lanes of fire. The Rule: Weapon-Specific Smoke Density:Suppression is defined by the visual disturbance caused by projectile impacts and propellant gases. LMGs and Heavy Machine Guns generate dense, opaque suppressive smoke that heavily obscures vision. Assault Rifles and Carbines generate semi-transparent, lighter suppressive haze—enough to disrupt precise aim and target acquisition, but not completely block the screen. Health Gating (The "BF Factor"): The primary mechanical penalty for being suppressed is restricted auto-regen. While under heavy fire and within the smoke cloud, health regeneration is paused or significantly slowed. Players must physically reposition out of the beaten zone to break line of sight and allow the existing health recovery system to function. Mobility as the Solution: There are no artificial accuracy debuffs or artificial recoil increases. The "danger" is conveyed purely through visual obstruction and the pressure of stalled health recovery. Players are encouraged to strafe, sprint, or vault to a new position to clear the smoke, regain situational awareness, and restart their health regen. In-Game Impact: Support gunners provide "cover by fire" by laying down walls of opaque smoke with LMGs, forcing enemies to keep their heads down or move. Assault players provide "harassing fire" with carbines/ARs, using semi-transparent haze to mess with enemy aim and prevent them from healing. Players caught in these zones cannot sit still; they must move to survive. This creates a fluid dynamic where "fixing" the enemy in place is achieved through environmental control rather than hard stat locks. Why this design? Current systems often feel like a "screen filter" that annoys the player. Utilizing the existing health-regen delay and implementing weapon-specific smoke densities creates a more organic and readable form of suppression. Balancing suppression through mobility and health management rather than "bloom" or "blur" keeps the gameplay feeling like a First-Person Shooter where skill and positioning are king. The result is a system that feels like a natural extension of the core mechanics, adding tactical depth without introducing foreign UI elements or confusing status effects. 4. Audio: The "Sound Pyramid" & Selective Screen-Focus The Logic: Retain the Threat Bus but enforce a stricter Volume Pyramid and Selective Screen-Focus Occlusion. Vehicles occupy a permanent, high-priority independent layer, while environmental destruction is tied to player gaze to simulate how humans actually process chaotic information. Priority Tiers: Tier 1 – Immediate Danger: Nearby gunfire (0-15m), nearby explosions, all vehicle engines (ground/air) at close proximity. Footsteps occupy a sacred, fully independent channel, always audible above all other combat audio. Tier 2 – Mid-Range Combat: Mid-distance gunfire (15-80m), mid-range explosions, vehicle pass-bys. Nearby squad voice lines ("I need a medic!") sit at the top of this tier. Tier 3 – Distant War: Distant explosions (priority if present). If no distant explosions, distant gunfire occupies this slot. Tier 4 – Environment: Ambient wildlife, idling engines, distant ambient rumbles. Screen-Focus Modifier: Building Collapse ONLY: The only event affected by gaze. Looking at it yields a full acoustic profile (dust, debris, long reverb). Facing away results in a ~40% volume drop and weakened reverb. Vehicle Proximity (Independent Layer):Vehicles DO NOT use screen-focus attenuation. A tank behind the player maintains full volume and spatial presence regardless of camera direction, relying solely on World-Based Attenuation (distance/physical obstructions). Advanced Sidechain Logic: Avoid over-compressing/ducking surrounding gunfire, footsteps, or explosions. The sidechain’s primary role should be the slight attenuation of ambient environmental sounds(wildlife, rubble settling) during combat. Distant player gunfire and blasts propagate on distance attenuation only; non-threat distant sources are never culled or virtualized by threat level—only by absolute range beyond audibility. Crucially, reserve the sidechain's main gain boost exclusively for enemies actively firing at the player or posing an immediate threat. Atmospheric Integrity: Strictly preserve the integrity of the Atmospheric Immersion Layer. Distant rumbles, footstep clarity, and distant vehicle engines must never be sacrificed or "ducked" to make room for close-quarters combat. Propagation Realism: Eliminateunnecessary artificial propagation delays for standard engagements. Introduce a slight, physically accurate delay only for extreme long-range explosive events (120m+) to account for the slower travel speed of low-frequency pressure waves. Tactical Sound Awareness (The "Battlefield Intelligence" Layer): Enable players positioned between two capture points to spatially resolve the soundscape to determine which point is under active attack. Design the audio mix to convey scale and intensity: players should discern combatant numbers, weapon types (ARs vs. LMGs vs. Snipers vs. Shotguns), and approximate engagement ranges (closest/farthest shooter). Empower players to make informed decisions based on sound alone. Environmental Lethal Events — Structural Collapse on Threat Bus When within collapse radius (~12–15m), regardless of player facing, collapse audio bypasses HRTF directionality gate and enters the threat bus as highest-priority key—full-spectrum ducking of non-combat BGs (−20 dB) and non-threat mid/far sources (−15 dB), with no directional dependency. Key releases 2–3s post-event (dust settling / debris tail), restoring distance-layer layering. This extends the threat model from "enemy-unit-only" to "enemy units + environmental lethal events," ensuring survival-critical destruction audio is never masked by nearby gunfire. Friendly or self-triggered demolitions count the same—if a wall collapses on you, the threat is the environment, not the faction that pushed the button. n-Game Impact: Players will never miss a nearby reload or footstep due to a loud tank engine. A building collapse behind the player sounds like a muffled thud unless they turn to look, whereas a tank rolling up behind them remains a "full-presence" threat regardless of aim direction. Footsteps remain sacred and untouchable. The world feels "alive" off-screen, yet the player's focus is protected from unnecessary visual-to-audio distractions. Combat feels intense as enemies shooting at the player are audibly emphasized, while squad audio, distant wars 200m away, and far-off tank columns remain perceptible. Gunshots and nearby explosions stay synced to visuals for responsiveness, while only distant heavy ordnance arrives with a realistic, delayed rumble. In no man's land, players hear "data"—identifying which flag is contested, troop numbers, calibers, and engagement distances—rather than just "noise." The clarity of individual footsteps, both near and far, ensures constant connection to the battle's ground truth. Why this design? Current 64-player audio often feels muddy or hollow due to over-compression of non-threat sources. Refining the sidechain to prioritize "Active Threats" while gently suppressing "Ambient Noise" preserves the tactical info layer(footsteps, gunfire, callouts) and the atmospheric immersion layer (distant rumbles, footstep presence, vehicle hums). Adding the Tactical Sound Awareness layer turns audio into a scouting tool. Limiting physical delay to 120m+ explosions maintains crisp close-range feel while adding long-range realism. Ensuring footsteps are never compromised respects the skill-based nature of infantry combat. The result is a "Layered Soundscape" that rewards situational awareness. Audio Addendum: Player-Driven Distant War Atmosphere All distant combat audio (explosions, gunfire beyond 80m) is strictly sourced from live player actions—no pre-recorded "phantom war" ambience is ever used to simulate non-existent activity. Physical Propagation: Distant sounds follow real-world acoustic rules: 120m+ heavy explosions receive physically accurate low-frequency delay (muzzle flash precedes rumble), while 80–120m small-arms fire retains clear directional cues without artificial delay. Attenuation is governed by distance, wind direction, and spatial occlusion—open terrain allows low-frequency blasts to carry farther and clearer than urban environments. Ambience Purity: Only non-combat environmental audio is retained as baseline ambience: wind, wildlife, urban hum, and distant logistical vehicle drones. Combat atmosphere is generated entirely by player behavior, not system presets. Tactical Readability: This ensures every match’s soundscape is unique: clusters of chain explosions mark intense pushes, sporadic single shots reveal flanking maneuvers, and directional rumble exposes the active frontline without UI clutter. There is no "combat-free vacuum"—any perceived silence in open terrain simply means the active frontline is far away, not that the battlefield is dead. 5. Night Operations: Light as a Tactical Liability The Logic: Redefine night maps beyond "Day maps with a Dark Filter." Treat light sources as liabilities: if you can see, the enemy can see you. The Rule: Muzzle Flash & Tracers: Increase muzzle flash visibility at night (especially LMGs/Snipers) to boost Suppressor value. Ensure tracers clearly reveal firing positions. Large Explosions: Implement gaze-dependent flash-blindness and delayed low-frequency rumbles. Restrict flash-blindness strictly to players actively looking at the detonation. Allow low-frequency rumbles to travel farther in cool night air/inversion layers. Explosion Illumination: Illuminate a 10-meter radius around explosion epicenters briefly. Visuals & Baseline: Provide ambient moonlight/skylight for mid-range silhouette detection. Enforce that firing reveals full details (model, gear, position) instantly via muzzle flash. Utilize gunfire/explosions for environmental illumination (e.g., sniper positions at 200m, low cloud bottoms for air battle intel). In-Game Impact: Shift night fighting to "Light Management." Encourage hesitation before mag-dumping due to flash exposure and tracer lines. Balance Suppressors as tactical choices, not just silencers. Enable distant air battle tracking via flash/boom observation. Transition the goal from "seeing the enemy" to "not being seen." Why this design? Reduce reliance on NVGs as a "win button." Prevent cheap "screen flashbang" moments via gaze-dependency. Reward situational awareness—looking at a blast accepts risk; watching a flank ensures safety. Add stealth and area denial via the 10-meter illumination rule, creating a high-stakes cat-and-mouse game of light and shadow. Summary None of these ideas require a rebuild of the core engine. Implement these as Incremental Depth Layers for future titles: Crawling: Replace passivity with agency and risk assessment. Building: Add player-driven evolution without breaking balance. Suppression: Implement Visual Obscuration & Health Gating, utilizing weapon-specific smoke densities(LMGs = Opaque, ARs/Carbines = Semi-transparent) and existing health gating to encourage repositioning. Audio: A refined Threat Bus prioritizing threats while preserving footstep clarity and distant immersion, with realistic 120m+ delays and a "Battlefield Intelligence" layer. Night Rules: Convert light from a visibility tool into a tactical risk. Casual players can ignore all of this,keeping their current playstyle. For others, these changes aim to make every match feel like a dynamic, unpredictable battlefield where decisions—where to look, move, and shoot—truly matter. What are your thoughts? Would these make for a compelling future Battlefield, or are they too complex? Let’s discuss. Cheers.I'm asking all playstation users to turn off crossplay.
There are a lot of cheats on the PC side. Even without cheats, many settings exist. For example, PC players set the graphics to the lowest settings. This allows them to see the environment more clearly and increase FPS. PC owners play the game at 150-300fps. You, on the other hand, are competing with them by getting 60fps on your PlayStation. Some players change the lighting settings from the game's notepad, even though there are no in-game settings. This gives them an advantage against console players. My KDA is around 3 with cross-play disabled. When I enable cross-play, my KDA drops to 1. I don't even need to mention mouse and keyboard macros. For these and similar reasons, I invite all PlayStation owners to disable cross-play. Don't worry about not finding games. Games are easily found. If you can't find a game in 2-3 tries (the lobby usually fills up if you wait a bit), search for Tsuru Reef; you can be sure you'll find a full lobby. I've been playing with cross-play disabled for a month now. My enjoyment of the game has tripled compared to before. On PC, there's a dedicated player base, mostly made up of cod players, who exploit every loophole, cheat, and advantage(tryharder) in the game. The enjoyment of the game is exponentially greater when this group(tryharder) isn't around and games more casual. I have 300 hours of gameplay in the game. I definitely think crossplay shouldn't be allowed at all. I previously had 2900 hours in BF1 and 800 hours in BF5, and I played those games on PC. BF6 is my first console FPS experience. The tryhard people wasn't present in bf1-bf5. Games were more casual. You cant see 50-10 kill death see in bf1 and bf5 but it is normal for bf6.SolvedHeadshots not counting as kills.
I have shot so many players in the head, 5 -7 shots and gotten red hit makers, but the player doesn't die. EA, it's one or two reasons. Either your TTK/TTD is so bad, your developers can't write code or cheaters. Please, Please give us a hardcore mode in casual. The casual mode seem to be hardcore for one of the matches in the game anyways.