Tanker: this Day1 bug forces you to unconscious tradeoffs, and it's worse for 🎮
In order to make this statement verifiable, i put together a simple 10–12 minute experiment in a portal experience (KK's Test Range, or any other experience with tanks and bots) that any of you can do. All you need to do is click the link below and follow the steps. It's 15 pages long, but don't worry, you'll only need to go through 3–4 pages at most. In fact, there are three different experiments depending on your tank settings/playstyle, and completing just one of them is enough to understand the issue. Also, some sections are optional, and the last three pages are just raw data that you can skip (or read if interested). https://docs.google.com/document/d/12YNF4ePyYFc2C7jiSJPytg_ZJMnLgXvrj5XdxFq-opQ/edit?tab=t.0 I'll paste the first two just below so you can better understand the issue. If you read them here, and decide to proceed with the experiment, feel free to jump straight to page 3 of the doc 😉 See ya on the Battlefield ! ---------------------------------------------------------------------------------------------------------------------------- "So what’s the catch? And why is it worse for controller players ? Well, regardless of the turret traverse speed limit, your input method (controller or KB/M), or your settings, your in-game sensitivity setting is not being processed as it should be between the first-person view and the third-person view. As a result, you're forced into one of these three situations, whether you consciously realize it or not: 1 - In first-person: *On controller: your turret turns more slowly than necessary, despite the game allowing a faster rotation speed. *On KB/M : You feel (but might no longer notice it if you've gotten used to it) as though the barrel or your shots are lagging slightly behind your mouse movement, and/or that you're having to lift and reposition your mouse more often than should be necessary (think TOWs, long target tracking, or area scanning). 2 - In third-person Regardless of your input method, your sensitivity is unnecessarily high for one of the two main purposes of this view : awareness. As a result, its other purpose—engaging targets in CQB, or even at mid-range while staying aware of your surroundings—suffers, because you're forced to use a higher sensitivity than necessary, increasing the likelihood of missed shots, and forcing camera switches that otherwise wouldn't be mandatory. 3 - Both of the above are true, but to a lesser extent. Self explanatory ---------------------------------------------------------------------------------------------------------------------------- Why is it worse for controller players ? For two reasons : Their maximum turret rotation speed depends directly on their sensitivity setting in first-person, which is not the case for mouse players (who can reach the game's turret rotation speed cap regardless of their sensitivity setting). This means that if they fall into situation 1 or 3, they are inherently disadvantaged compared to PC players when it comes to flicking (or whatever passes for flicking in a tank) in that view. Mouse players can work around any of the 3 situations by pressing their DPI (sensor sensitivity) button on the fly, or even by using macros/scripts that do it automatically when needed. Such behavior, whether done manually (via a mouse side button) or via macros/scripts, is very unlikely to be detected and banned. Why is it unlikely to be detected ? (optional read if you already know why) Anti-cheat systems generally focus on things like recoil compensation, rapid-fire scripts, and other forms of gameplay automation rather than modest sensitivity changes. Moreover, camera speed alone is not a reliable indicator of sensitivity, since fast camera movements can be achieved with relatively low sensitivity, while slow camera movements can occur even at relatively high sensitivity. In other words, the anti-cheat would either need access to the player's mouse sensor or somehow determine that the player rotated their camera farther than their base sensitivity and mousepad size should have allowed—which sounds much easier said than done. Otherwise, people like Victor Wembanyama would probably end up getting banned for having unusually long arms 😉Proof provided
Please stop pushing content and push fixes for awhile.... I've provided proof of terrible hit registration ill do netcode next. VIDEO BELOW. Notice when shots are landing but the damage number is stuck on the same number meaning no damage applied.. this is way too often and disgusting. Again this issue superior in redsec. Minor in multiplayer. I've noticed its an issue when generally shooting pc players as wellBattlefield 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)Solved751Views8likes65CommentsRecon - Sniper
I've been playing FPS games for 15 years, and I've never seen such a weak Reccon sniper as in Battlefield. I have a level 40 mini-scout, I use 20-point bullets, the damage is high, I swear it hits the enemy's back from 20 meters away. Then I fired four shots with my pistol, it hit the target and he still didn't die... How can a character be so weak? It's unbelievable... You can't even lift your head on the battlefield, and then look at Reccon, the enemies don't die. I had just started playing, I won't play again. Very, very, very bad. [Edit: All caps removed from title - ElliotLH]317Views1like38CommentsRanked and Network disruptions.
Since the addition of ranked match-making, I've only spent my time in that gamemode. Have not even bought the game, redsec's battleroyale is all I play nowadays, even throughout the free bf6 trial period. I love this competitive aspect, a huge part of it is the new ranking system that allows you to play with people who are decent at the game, who play as a team. I play solo, which is great, but the team you'll get in quads - is always a lottery. Not in ranked, not any more at least. So I cherish my rank. The issue is internet timeouts. Any little problem with internet - aaand you're out of the game, unable to join back. It sucks, because progression gets harder with each rank, I am currently silver and -20 every time that happens (happened twice just now) is quite unfortunate. Second thing is the subsequent wait time, but this is personal, I hate waiting. :) Guys at Battlefield Labs, you do not have to reinvent the wheel. Take example from CSGO (the sequal did not survive). Once you disconnect, you are able to either reconnect or abandon the match. Please implement! Love the game, nothing comes close! ps. random flex, was writing this while searching for a game and found the most wonderful squad I've had the chance to play with. Those 2 games yielded 2 consecutive wins in ranked. I have not won ONCE before this. HOW? nvm, there is justice in this world XDKTS Needs Massive Nerf
REDSEC * As the title says... This guy is openly too strong... If the masses are using just one gun. That should show that it is overtuned and needs to be reworked. The fact that it can have a higher bullet velocity than a sniper is a major red flag. Another fact that it can be used as basically a full auto DMR with 0 recoil should raise some concerns. No gun should have a laser beam of aim at the cost of nothing. Please fix this issue ASAP.