Portal Oneshot Servers
I don't know if this appropriate place to post but if someone is interested in some different playstyles where any gun kills you in 1 shot, there are some available in Portal with Full XP. Conquest - ZAWG6 Tsuru Reef only Conquest - 1XWEC Breakthrough - YCKGR Or easier is to go to Portal > Server Browser > Filters. Set name to 10HP and Free slots to Any. Then sort by player count.Clan Tags and Platoons
Can you guys for the love all creation bring back Clan Tags or Platoons in Battlefield. I have ran with a solid crew and have had many clan or platoon wars across multiple battlefield games. Those really made the game feel intense and enjoyable. Honestly, the game feels slightly neutered without them. I don’t really even ask for much in these games. With all of the issues and everything I have experienced since playing this franchise since 2009. Thank you for listening to my rant even if this doesn’t go anywhere or get heard. Much love and respect to those still gunning and developing this franchise.🚁 Spawn In Here – Tell Us Where You’re From!
By the way, I'm from Wales, UK. 🇬🇧 Drop me a message and let me know where you're from. I'd love to see where everyone in the Battlefield 6 community is playing from! Also, what's your favourite game mode in BF6? Conquest, Breakthrough, Rush, or something else? Looking forward to hearing from you all! 🎮SolvedSuggestion on Optimizing the Design of Non-Combat Zones
In Hagental Base, the current non-combat zone mechanics often fail to effectively restrict certain players from overstepping boundaries. Take Breakthrough mode as an example: if the attacking side (NATO) cannot gain momentum quickly, it will be suppressed right from the start by the defending side (Peace Legion) inside its own spawn base. Even worse, the defenders frequently ignore the countdown penalty of the non-combat zone and forcibly rush into the attackers' non-combat area to launch assaults, which severely undermines the attackers' gaming experience. To safeguard the player experience and ensure that non-combat zones serve their intended restrictive purpose, I suggest implementing stricter rules for these zones: when players are inside a non-combat zone, their weapons and equipment should be unable to fire or be used. In this way, the problem of disadvantaged players being trapped in their base and unable to leave during Breakthrough mode can be effectively avoided, while also upholding game fairness and improving the experience for low-to-average-skill players.It never ends, it never ends
Neither the hand grenades nor the grenade launchers nor the fireballs will ever run out It never ends It never ends It never ends If the character enters the game and doesn’t die, he’ll keep throwing grenades and rockets – he’s capable of doing so There are so many ridiculous things in the gameThe gun changes in this patch are straight-up terrible
I wanna share my take on the June 30 update. Honestly, the gun changes in this patch are straight-up terrible. It feels like DICE is trying to copy Battlefield 4, and that's exactly the problem. BF4's shooting mechanics obviously worked great in BF4—people still play it to this day. Why was BF4 successful? Because its shooting mechanics, gun animations, attachments, recoil, map design, and even the spotting system all came together in a way that made perfect logical sense. That internal consistency is what made it shine. The old DICE knew exactly what each tweak would do when they designed those systems. If you dropped a BF1 map into BF6, it'd be a disaster. And that's exactly the kind of logical clash BF6 is facing right now. On one hand, BF6's maps, attachments, animations, recoil, damage, and bullet drop-off were originally designed to fit together—they only needed small tweaks. But with this update, DICE went and piled on top of the existing recoil curve with extra bullet spread and limb damage multipliers, and the result just feels weird and janky. Getting kills is way harder now—not just because the actual in-game TTK went up, but also because enemies can react way faster after getting hit, either ducking into cover or turning around with their teammate to fry you. Anyway, what I'm trying to say is, when my crosshair is dead-on an enemy and I'm fighting the recoil, but then bullet spread or the good old "shots not registering" issue keeps me from finishing the kill—man, the frustration is real. I had that kill in the bag and it just **bleep** slipped away. I really don't think they should keep increasing TTK. I already argued in another post that no matter if it's a long-TTK FPS or a short-TTK one, noobs are gonna hate it. Either TTK is too long so noobs can't solo-clutch, or it's too short so sweats insta-melt them. And it's not just TTK—bullet spread, damage curves, recoil, all of them are the same deal, because they affect every player equally. TTK should only get minor fine-tuning. Big changes just force everyone to relearn the feel of the game, and this time the feel is straight-up **bleep**—like slogging through mud. The current combo of recoil + limb damage drop-off + random spread is just way too disgusting. And noobs still won't get any better, because their kill efficiency was already low to begin with; if you increase TTK, they're gonna get even fewer kills. Plus, weapon balance is a whole mess again, so they'll have to rebalance everything, which ends up being counterproductive and a waste of dev resources. Wouldn't it be better to save that effort and make some new skins or events instead? You guys at DICE can't just listen to everyone—you need to have your own judgment. Hope you make some smart changes.401Views5likes21Comments