Is it possible to bring Hazard Zone back to BF6? It deserves a second chance
Hazard Zone was great. The only reason it failed is that 2042 wasn't considered a good game at the time, and that reputation ruined the mode along with it. But after all the updates it was actually in a great state, it just never got a second chance. And now COD is releasing a DMZ. If Battlefield brings Hazard Zone back in BF6 it would compete with that directly and honestly be better.Grown Folks OMFL Recruiting
- NeonSportz https://neonsportz.com/leagues/OMFL - FPR (Fair Play Rules rule set - Discord https://discord.gg/ Our rules are not for the faint of heart, they are strict and promote game play that does not exploit the flaws in the game, this league has been running for 20 plus years and has a great core group that manages every part of the game with fairness for all. we are a No Switch ON league (You let the outcome of passes thrown decided by ratings unless you are using that player from the start of the play) don't knock it until you try it. 😁 So, in short if you are tired of playing randoms, kids, pre play stick wizards, gimmicks, and exploits we may be able to help you out. Must be 18 or older, and we have multiple 40 plus old dudes, who love to play just football. check us out on discord. You can also follow us on X (1) GrownFolks (@GrownFolksOC) / X YOUTUBE (367) GrownFolks - YouTube42Views0likes2CommentsDiscussion on whether the Battlefield series is a short-TTK or long-TTK game
When discussing the differences between long TTK and short TTK in FPS games, people often get stuck debating which is more beginner-friendly. In fact, most fail to grasp their core distinction. Ultimately, the only fundamental difference between long and short TTK lies in information advantage — or the edge gained from striking first — and how drastically it shifts the win rate curve. This explains why many claim short-TTK games suit new players and let them hold their own against seasoned veterans. Simply put, in short-TTK gameplay, the upper hand from prior information and the first strike pushes win rates to an extreme. Take Battlefield 6 as an example: even a total newcomer who catches an opponent off guard from behind or spots the enemy first will hold a minimum 90% win rate, no matter how skilled the rival is. Under short TTK, the opponent’s reflexes, aiming and movement become completely useless. In contrast, the first-strike bonus from information advantage is far less decisive in long-TTK games. Even if a newbie seizes the initiative and fires first against an experienced player, they can still get outplayed and eliminated if they lack superior marksmanship, positioning and reaction speed. This is because long TTK dilutes the value of information advantage, letting shooting skill, movement, reflexes and overall game proficiency take center stage. Victory hinges on a player’s comprehensive ability. To sum up: In short-TTK games, information advantage is make-or-break — it decides life and death, and all other factors are secondary. In long-TTK games, information advantage is merely a bonus that boosts your odds, not a guaranteed win. You still need to hone your aim, movement and mechanical skills. Now for an additional point: anti-cheat costs for the two gameplay styles. Having understood their core differences, it is clear that short TTK has a much lower barrier for cheaters. A simple wallhack is enough to gain full information advantage, so blatant aggressive cheats like aimbot or speed hacks are barely necessary. This poses a huge challenge for anti-cheat systems; wallhacks are the most basic form of cheating and also the hardest to detect. For long-TTK games, information advantage alone cannot secure easy wins. Cheaters have to rely on obvious aggressive tools such as aimbots instead, making them far easier to identify and ban. In short-TTK titles, a basic wallhack can turn even the worst player into a one-man wrecking crew, leaving legitimate players constantly outmatched and harassed. On the other hand, a poor player using only wallhacks in a long-TTK game cannot dominate the match. They will be forced to use obvious hacks like aimbots, which get them caught much faster. Among FPS games plagued by rampant cheating, you have to pick the lesser of two evils. By now, you should know which TTK style suits you best. It is also clear which category large-scale battlefield games like Battlefield fall into. Naturally, amateur cheaters will always choose short-TTK games — lower risk, higher rewards, and far less chance of being caughtNew Sim-light Franchise
A new Franchise looking to be started up with emphasis on simulation with a few quality of life changes. The idea being to make the game a little bit more enjoyable to the casual player while keeping that simulation feel. Anyone whom is interested must be at least 18 and use discord. dm me for more info darran_13. Thanks17Views0likes0CommentsCAN WE PLEASE GET BATTLEFIELD 6 MULTIPLAYER RANK! PLEASEEEEE
What do you guys think? I know for a fact this Masterpiece is to gooood. I know I will be a banger ! This game has potential! Please 🙏 I'm tired of this other waste of space in storage games. BATTLEFIELD 6 YOU HAVE THE GREATEST FPS EXPERIENCE EVER! PEOPLE ARE MISSING OUT ON YOUR BEAUTY.REDSEC Duo issue Cauing Win
https://medal.tv/games/battlefield-6/clips/lpW1RUcd08RsOC8-b?invite=cr-MSxiNUUsMzI3Njk3MzUx As you can see, there's nobody else but me and my duo in the very final circle, yet somebody is still alive and takes the win - I'm assuming it has something to do with the helicopter or tank? I'm not sure, but this happened to us twice in a rowCollege Football 27 Customization MUST HAVES
Without these I will start boycotting CFB 27 because at this point customization needs to be better! Most people are NOT asking EA to let them: edit real NIL players, sell created players, or profit from athlete likenesses. They’re asking for: fictional/offline Create-A-Player, editable TeamBuilder rosters, generated recruit editing, offline sandbox freedom. That’s why the frustration feels justified to a lot of fans. The thing that especially upset people:EA initially allowed editing some TeamBuilder players, then later restricted it harder. So players saw functionality disappear rather than improve. That made the community feel like EA overcorrected. And my point about “the consumer isn’t making money” is actually an argument many fans and even some legal analysts make: A user privately creating fictional players in an offline save is very different from EA commercially exploiting NIL. The risk mostly comes if users recreate real athletes and distribute them publicly online at scale. That’s probably why many people think the safest compromise is: What fans want Full CAP in OFFLINE Dynasty only No sharing/download center for created NIL recreations Editable generated recruits Editable TeamBuilder fictional players Keep online modes more restricted That would probably satisfy like 80–90% of the complaints. And honestly, from a technical standpoint, EA could likely implement safeguards pretty easily: disable sharing for created players, block editing of real NIL athletes, only allow editing autogenerated players, require TeamBuilder players to be fictional templates. That’s why EA may currently be more cautious than necessary. The encouraging part is this: EA absolutely hears this feedback. The TeamBuilder/edit-player complaints are among the loudest Dynasty criticisms every single year alongside: sim logic, recruiting balance, presentation depth, formation subs, trophy room/history, protected rivals, and offline customization. So I’d honestly be surprised if CFB27 ships without SOME movement in this area. The biggest clue will probably be: whether they start separating “real NIL players” from “generated/custom players” at the system level. If they do that, then deeper offline customization becomes much easier legally and technically. And if PC support ever happens? That conversation changes completely because mod communities historically solve this stuff almost immediately.60Views3likes2CommentsI cannot queue ranked with friends, but my randoms are lower ranks than them
Since the start of Season 3 I’ve actually been having a lot of fun with BR Ranked play. I came from a small community of multiplayer competitive teams that run tournaments through discord servers and this is the first time I’ve actually grinded redsec. Myself and a couple other people took a break from multiplayer and now we are all in Masters so we cannot queue a game with anyone who is below platinum. It makes no sense why we can solo, duo and trio queue and our random teammates can be unranked, but I can’t play with a friend who is in Gold. These ranked lobbies are all teams and all ranks, so why put a barrier on playing with friends at a certain rank, when people you find while queuing without a full team can be unranked. This is a terrible way to run a rank system and is turning a lot of players away from playing ranked in general.No ranked server for Redsec in Australia
Australian Redsec players that want to play ranked need to come to this forum and express frustrations about the lack of Australian dedicated servers for ranked Redsec. Currently we face 10-15 minute que time to join lobbies from Singapore or NZ with 100+ ping issues. There is the player base in Aus to fill a server, even if its a slow filled chopper. On behalf of the Australian Redsec community I urge EA to create a AUS dedicated server. Even if you have to limit redsec modes to Ranked and Redsec casual.