NEW REBUILD LEAGUE 🔥🔥🔥🔥
🏈 ULTRA COMP REBUILD LEAGUE — CFB 27 🏈 🔥 NEW ONLINE DYNASTY — NOW RECRUITING 🔥 Tired of dynasties where everyone grabs a powerhouse? THIS LEAGUE IS DIFFERENT. ⭐ 2.5-STAR PROGRAMS & BELOW ONLY 👥 42 USER TEAMS 🏆 6 CONFERENCES 🎮 7 USERS PER CONFERENCE ⚖️ Conferences balanced by starting team strength 🔨 NO BLUE BLOODS — BUILD YOUR OWN POWERHOUSE 📈 Recruiting, development & coaching actually matter 🏆 Conference Championships + CFP Race 💬 Organized & Active Discord 🎮 Competitive Long-Term Dynasty CONFERENCES: 🏈 ACC 🏈 BIG TEN 🏈 BIG 12 🏈 SEC 🏈 PAC-12 🏈 AMERICAN THE MISSION: Take a struggling program. Recruit. Develop. Compete. BUILD A POWERHOUSE. 🏆 Every user starts with a program that is 2.5★ prestige OR LOWER. Stronger starting teams are grouped together to keep conferences competitive and balanced. We want ACTIVE USERS who are looking for a long-term dynasty — not users who disappear after one loss. 🔥 BUILD YOUR PROGRAM 🔥 CREATE RIVALRIES 🔥 WIN YOUR CONFERENCE 🔥 MAKE THE CFP 🔥 TURN YOUR REBUILD INTO A DYNASTY Interested? COMMENT “IN” OR DM ME FOR THE DISCORD! 🏆 ULTRA COMP REBUILD 🏆 NO POWERHOUSES. NO EASY ROAD. BUILD YOUR OWN. 🔥4Views0likes0CommentsThe dumbest cosmetic designs in BF history
I have no clue why EA insists on "operator" esq skins and designs. It's like they either want to **bleep** off true fans or want to pander to a crowd that will never want to even try their game. I thought I saw it all with CoD but here EA comes with miles teller. The design choices were already buns (i.e. engineer always having RPG rockets on their back even without running an rpg for some unknown reason) before they wanted to do celebrity cameos but this is insane. Take me back to the days when games wanted to immerse you instead of double barrel blast you with money grabs.Matchmaking creates unnecessary new lobbies instead of filling existing lobbies
I’ve observed this issue for months, and finally decided to write it up in a detailed calm way, JUST IN CASE devs don’t fully understand the scope of the problem. I’ve gathered opinions from several Multiplayer mains, and this issue is universal across all game modes, but is the most prominent and easily replicable in Battle Royale. My region: NA West Battlefield 6 matchmaking appears to be creating multiple partially filled lobbies in the same region instead of prioritizing existing lobbies that are still below the minimum player count required to start. This is especially easy to reproduce late at night when the regional player population is lower. With the network graph enabled, you can see the Session IDand ping for each lobby at the top. For example: Join a lobby showing 25/80 players required (100 max). It sits there and struggles to gain players. Leave and immediately re-queue. After 1 to 5 repetitions, you will be placed into a different Session ID, at the same ping, but this lobby has 45/80 players. That means there are roughly 70 players split between two separate lobbies in the same region, while neither lobby can start. Those players could instead form one active lobby. An even clearer example happens after finishing a match. From the end-of-round screen, press A to matchmake again. Sometimes the game puts you into a newly created lobby with only <10/80 players, where it sits waiting. If you quit to the main menu and immediately re-queue, you can then be placed into another lobby in the same region with something like 60/80 players. Why were those <10 players placed into a nearly empty new lobby instead of being sent to the existing 60-player lobby? This suggests the matchmaking system is not sufficiently prioritizing filling existing viable lobbies before creating additional ones. During low-population hours, this fragments the available player pool across several sessions and can prevent matches from starting even when enough players are online. This should be reproducible using the network graph to compare Session IDs, ping, and player counts during lower-population hours.Battle Pass Suggestion – NATO Nations & Special Forces
Suggestion: NATO Nations Battle Pass Hello Battlefield Team, I have an idea for a future Battlefield 6 Battle Pass. Since the current Battle Pass shows that themed collaborations and content can work very well, I think a NATO-themed Battle Pass based on real-world nations could be a great future concept. The Battle Pass could focus on four major NATO nations, for example: 🇺🇸 United States 🇹🇷 Türkiye 🇬🇧 United Kingdom 🇫🇷 France Each nation could receive its own small themed package within the Battle Pass, featuring four Operators inspired by real-world special forces and military units from that country. For example: United States Operators inspired by U.S. special operations units Türkiye Operators inspired by Turkish special forces, such as Özel Kuvvetler Komutanlığı United Kingdom Operators inspired by British special forces France Operators inspired by French special forces The Operators could have authentic-looking uniforms, camouflage patterns, helmets, tactical equipment, patches and other cosmetic details inspired by their respective countries. Most importantly, these should be cosmetic only and provide absolutely no gameplay advantage. Players who do not buy the Battle Pass should never be at a disadvantage. The Battlefield Pro Battle Pass could additionally expand the concept with more European/NATO-themed cosmetics, weapon skins, vehicle skins, charms, player cards and similar rewards. I think nation-themed Battle Passes could become a whole series. A later season could focus on other NATO members or a different group of nations. Battlefield is built around large-scale military warfare, so giving players more ways to represent different real-world armed forces could fit the game extremely well and add much more variety to the Operators. Thank you for considering the idea!Feature Request: Persuade Players to Follow You to New Job
If you take another head coaching job, it'd be great if you could select players from your previous school's roster to follow you to your new job. This step could happen during the "Players Leaving" week. How I see this working: You have a set limit of players that you can bring with you depending on your coach level / prestige. This could range from 10-20 players for a relatively low-level coach going to a slightly better school, up to the entire roster if you're more highly rated. This could be structured like persuasions where you'd have a better chance of bringing players with you based on NIL, dealbreakers, and coach prestige. Every player on the roster should be targetable for chance to follow you to the new school. If the player accepts, they are automatically added as "committed" to your recruiting board and your needs list updates accordingly. I think this would mirror real life much better and add an additional dynamic element to rebuilding at a new school. Too often I'll take a new job and want to bring a bunch of my star players with me, but only like max 7-8 players from my old team enter the portal – many of which I don't really need or want, or are locked out of due to dealbreakers. Look at the massive roster plunders from North Texas to Oklahoma State or Iowa State to Penn State this past offseason. Many of these teams are now turning over entire rosters in a single offseason, and I'd love to get that type of scenario in CFB. Additionally, the "max transfers" setting of 30 should be bumped way up and probably include the entire roster max of 85, or more if rosters are expanded in the next game.14Views1like0CommentsNo Difference!!
I USED to love playing Dynasty Mode but now I'm really getting frustrated playing it this season. 1st, doing a rebuild is dang-near out of the question because you can't seem to get anyone unless you mortgage your future on 2-3 recruits! Then, I've noticed that there is NO DIFFERENCE when it comes to players SPEED or OVERALL ABILITIES! You could be playing an inferior team with inferior speed and they can block better than you can, stay with your receivers even with poor awareness and speed, & somehow come up with catches that get picked off when you do the same. I'm not understanding how this is possible if your team is a 90+ OVR and you are playing a 60+ team who somehow is making consistent plays on your offense and defense as if the overalls are reversed. It seems that you have to do all of the work when you call defense and cannot rely on the computer to drop into coverages like they do against you. I am EXTREMELY frustrated with College Football 27! Does anyone feel the same?25Views0likes0Comments