Feedback on Battlefield 6 Beta Experience
After approximately 15 hours of gameplay, I would like to share my impressions and concerns regarding the current state of the Battlefield 6 beta. While I fully acknowledge that this is a pre-release version, I believe certain aspects require significant attention if the game is to meet the high expectations set by its community. General Impressions At this point, the gameplay experience feels somewhat limited and repetitive. Despite the initial excitement, I quickly found myself disengaged, which is concerning for a title of this scale. Areas for Improvement Gameplay Mechanics & Balance Several weapons (e.g. shotguns) and vehicles (particularly tanks) feel unbalanced and overly dominant. The damage system is inconsistent — at times, it takes only a few bullets to eliminate an opponent with full health, while in other instances, it requires half a magazine using the same weapon. The “spawn–die–respawn” loop lacks long-term engagement or purpose. The game would benefit from clearer objectives and a greater sense of progression. User Interface & Customization The menu system is currently complex and unintuitive. Players should be able to easily adjust sensitivity, keybindings, controller settings, and color profiles. The weapon customization menu needs to be more streamlined and visually clear. Loadout management could be significantly improved for better usability. Performance & Stability The game does not currently run smoothly, particularly on PS5. Native 120 FPS support would greatly enhance the experience. Party functionality is unstable, often causing crashes. Server connection issues are frequent and need to be addressed before launch. Visual Design & Clarity The current color grading causes character models to blend into the environment, reducing visibility. Excessive smoke effects from collapsing structures severely limit player vision and contribute to visual clutter. On-screen indicators (e.g. names, colored markers above players) detract from immersion and can overwhelm the battlefield visually. Features & Content Gaps The game would benefit from proximity voice chat with optional filters to allow more immersive communication. There is currently a lack of weapon variety. A broader arsenal is needed to keep gameplay fresh and diverse. More dynamic map design is essential — current maps feel structurally similar and predictable. Including water environments could enhance tactical depth and immersion. Players should be able to equip both smoke and frag grenades simultaneously. Grenade launchers should be repositioned as underbarrel attachments rather than standalone weapons. Final Thoughts Battlefield 6 shows great potential, but the current beta build does not deliver the high-impact, immersive experience that many players — myself included — were hoping for. At this stage, the game lacks the adrenaline, polish, and gameplay clarity found in competing titles such as Warzone. With targeted improvements in performance, balance, UX design, and content depth, I believe Battlefield 6 could still evolve into a standout title. I hope this feedback proves valuable to your development process. Best regards, A Battlefield player and longtime fan of the franchiseBattlefield 6 Beta-Critical immersion, vehicle and balance feedback. (Edited)
I believe Battlefield 6 has tremendous potential and delivers a fun experience, but several mechanics undermine the immersion and authenticity that define the franchise. Below is a clear breakdown of issues and constructive suggestions for improvement. 1. Tank Mechanics & Realism • Problem: Tanks’ turrets swing freely as you drive—unrealistic and frustrating. • Impact: Solo players constantly correct aim, breaking immersion. • Suggestion: Revert to BF3/BF4 behavior—turret remains fixed until manually moved, with an optional toggle for independent control. 2. Weapon Handling & Control Issues • Firing Modes: Unable to switch between auto, single-fire, or burst. Assess whether this is a UI limitation or a bug. • Button Binding Bug: Custom mapping causes unintended interactions—crouch and melee overlap. Needs fixing. 3. Movement & Animation • Problem: Transitions (prone, sprint, ADS) feel too fast and fluid, reducing weight and tension. • Suggestion: Slower, more deliberate transitions reflecting gear load. Adjust footsteps and head bobbing for realism. 4. Explosives, Smoke & Gunplay • Grenades, RPGs, and launchers lack lethality and impact. • Smoke visuals are thin and vanish too quickly—need more density and duration. • Bullets under-penetrate cover—should pierce through soft materials. 5. Pacing & Immersion (Hardcore Mode) • A slower-paced “Hardcore Mode” is needed: • Higher lethality (1–2 shots to kill), no crosshairs, first-person-only vehicles. • Promotes tactical gameplay, discourages constant sprinting and parkour. 6. Support Class & Equipment • Support class currently combines health and ammo supply—instead of maintaining distinct roles. • Rechargeable gadgets break immersion—resupply ammo and explosives from teammates. • Return vehicle exit/entry mechanics from BFV for added realism. 7. Vehicle Modes & Squad Size • Squads reduced to four members—drops teamwork potential. Consider five-member squads like BF4. • Vehicle use should feel purposeful—first-person vehicle view by default in Hardcore would help. 8. Animations & Terrain Interaction • Running uphill or upstairs should slow pace and alter animation. • ADS transitions feel weightless. Add subtle inertia to grounded gameplay. 9. UI & Overall Experience • Crosshair on-screen is immersion-breaking—should be optional or disabled in Hardcore. • UI and HUD should be minimalist and reminiscent of BF3/BF4, not cluttered like modern games. :EDIT----------------------------------------- RPG Balance & False Power Fantasy I’m given 5 RPGs, which on paper sounds powerful — but when I fire into a group of 2–3 enemies, it barely does anything. Unless it’s a direct hit, the RPG only suppresses or lightly damages them, even at close range (within a foot of impact). That is not only unrealistic — it’s immersion-breaking. I shouldn’t have to treat an RPG like a sniper rifle just to get one kill. In reality, a single well-placed RPG in a tight group would devastate everyone in that radius. This feels like an intentional balancing tactic to prevent multi-kills, but it’s the wrong solution. If RPGs are too powerful, limit the engineer to 2–3 rockets until they visit an ammo crate. Don’t gut the weapon’s lethality — respect what it represents on the battlefield. Also, the audio-visual reaction to RPGs is lacking. There should be a distinct launch sound, travel whistle, and earth-shaking impact. Enemy soldiers nearby should be diving, flinching, or panicking when one goes off — not casually walking through the smoke. It’s not just about stats — it’s about psychological presence. RPGs should make people run for cover, not shrug and keep sprinting. As further confirmation of this issue — during her own test of the Engineer class, my wife (who hadn’t heard my thoughts on the RPG yet) said out loud: “I’m running around using this RPG like a sniper rifle!” That’s two players, independently, in the same session, reaching the same conclusion — not by design, but by necessity. That tells you everything about how far the RPG has deviated from what it’s supposed to be. 🎭 Character Design & Realism Character models, particularly for non-American factions, lack realism and creativity. Many wear odd sci-fi-inspired masks, visors, and private-military fashion that looks like something from a future-themed shooter — not grounded warfare. These designs feel tacky and out of place for a Battlefield game that’s meant to reflect immersive, large-scale combat. The American soldier models are the only ones that retain a believable look, blending real military design with just enough creative flair. They feel authentic. The other factions weaken the immersion, looking like they came from a rejected cosmetics bundle. Battlefield was always about boots-on-the-ground realism, not cosplay. P.S. Why is the auto sprint variation where you JUST sprint foward by pushing L-stick forward and then stops when you stop moving? Why the choice to (double tap forward spring and double tap forward auto sprint)? Very weird decisions. Why is parachute mid-air maneuvering so crazy and so boldly unrealistic and horrible? Can we get off this SuperSoldier COD style 2042 mechanics? It's very distasteful and is pushing me away with only playing the bets for one full day. If this is what Battlefield 6 will be, I will NOT be purchasing this game and or dlc and will now permanently give up on BF as a whole minus (BF3, BF4, 1& V) "They are Them" Hardcore lover. A fan from BF1942 pc days who made the mistake of purchasing the $120.00 version of of Battlefield 2042 and went straight to (BF3,4, 1&V)Jets, my boy!
I just wanna say whatever they did to jets. Please for the love of god change it. flown jets/planes in every bf and idk what happened here but wtf. it couldn’t be worse. Feels like I’m flying the big bomber in bf1 but im flying a modern tank killer. Its almost unplayable and considering the ttk, once someone is behind you, you’re straight cooked.My 2 cents on air vehicles
So I will preface this by saying that I've been playing the franchise for a long time, starting first with BF Vietnam, then to BF3, then BFV and some BF2042, which I didn't care for much. I spent the majority of my time in BF3. So far in the open beta I am struggling to understand the air combat and movement mechanics for the jets and helis. Something just doesn't feel right. In BF3 the attack helicopters had a really nice weighty feel to them, and you could anticipate your movements in advance so that you could pull off some insane maneuvers (or hilariously crash in a burning ball of fire trying to thread the needle). Like others have said in other posts, for example when diving down you really have no perceptual feel for when you should pull up, its like you are just some plastic bag floating at the mercy of the wind. This weighty feeling is missing from battlefield 6 and in order to entice the older pilots from BF3 and 4 days, it needs to be addressed. The jet now also feels strange, it does not have enough agility to strafe, and instead feels like you're driving a shopping trolley, making sharp turns almost impossible. The weapons on the helicopter are quiet underpowered. Now with the rocket pods you get a small handful of shots before a cooldown hits. Also can we please get this reticle back? The gunner seat cannon is nice but again it suffers from having too few rounds before cooldown, effectively making the helicopter not that great for close air support, which is what it was meant for. The attack helicopter is supposed to be a menace on the battlefield with its armament which was balanced nicely with its generally low overall health and armor. And on that topic, it seems to be far too easy now to down helicopters with RPGs. Threats to attack helicopter should primarily remain with AA and other air vehicles and then the occasional lucky RPG shot if you were hovering too close to the ground. Anyways, thats my rant, hope they fix this before release.The vehicles in Battlefield 6 are too weak.
I am extremely disappointed with this beta test. The Battlefield franchise now feels like it has completely abandoned its roots. This test did *not* give me the feeling of a return to Battlefield 3 or Battlefield 4. Battlefield 6's core gameplay loop feels fundamentally similar to 2042, and vehicle handling has somehow regressed even further from that title. My EA ID is: hayaseyuuka100kg. In Battlefield 2042, my career stats include 10,000 vehicle kills and 30,000 infantry kills. I believe this gives me sufficient experience to discuss infantry vs. vehicle balance. Vehicles in Battlefield have always served a crucial role in breaking through defenses. Battlefield 6 completely discards this function. Ground vehicles, including Main Battle Tanks and Infantry Fighting Vehicles, are far too fragile. The fact that Engineers can carry 5 RPG rocketsis excessive. Tank first-person sensitivity is inexplicably low, resulting in awkward and unresponsive handling. Furthermore, drivers lack access to APS, drastically reducing a tank's survivability. If the development studio harbors this much animosity towards vehicles, you might as well remove them entirely and just make a large-scale Call of Duty. There's no need to alienate and frustrate dedicated vehicle players like this. Specific issues compounding the problem: 1. Overpowered Counters:The Infrared Anti-Vehicle Mine deals excessively high damage and is incredibly difficult to spot. A single hit is devastating to any vehicle. 2. Lack of Self-Repair: Vehicles cannot perform self-repairs. 3. Poorly Placed Repair Stations:The locations of repair stations are extremely inconvenient and illogical.If you insist on keeping the repair station system, then at the very least make vehicle strength comparable to Battlefield V. 4. Result: Vehicles are suppressed from every angle, forced into passive "camper" roles. Coordinated pushes between infantry and vehicles are practically impossible. Air Vehicles are even worse: Helicopter Handling: It's catastrophic. The inertia is excessive, making them incredibly clunky and difficult to control. It's baffling how a studio could produce helicopters with such abysmal maneuverability. Combined with their pitifully weak armament, their ground suppression capability is effectively zero Jets:Jets are just as bad. They have far too little health and their weaponry is severely underpowered. How can you possibly claim Battlefield 6 represents a "return" to Battlefield 4 or 3? Battlefield 4's vehicles were a hundred times more effective and enjoyable than what is presented here.** Once again: If you don't want vehicles in your game, remove them and make a large-scale Call of Duty.TTK is way too fast and small maps
The ttk just seems way too fast at the moment. Dying in 2-4 shots from ARs halfway across the map and not being able to engage more than 2 enemies before getting shot twice and dying doesn’t feel the best. The maps 3 out of the four launch maps they’ve shown feel like an infantry sh*t show with vehicles dying almost instantly because of how compact these city’s maps are. Not saying I don’t like the maps they are decently fun for infantry combat and the chaos is top tier but I just hope this isn’t the direction most of the maps are going for vehicle, jet, and helicopter gameplay. Hoping the other maps we haven’t seen have jets and helis as well they seem pretty absent during the beta aside from liberation peak. The games fun just feel it needs some tweaks here and there but otherwise good job devs it’s been a blast so far.Open Beta Battlefield 6 – 20-Hour Feedback
Hello EA/DICE Team, After spending roughly 20 hours in the Open Beta of Battlefield 6, I wanted to share my impressions and feedback. Overall, I’m very satisfied — especially with the balance and map design — but there are a few key issues that I believe need attention. General Impressions Very few bugs: I encountered only about three notable issues, which I’m confident will be fixed before release. Balance is overall excellent. Objective layouts, map design, and class roles are extremely well thought out. The pacing and flow of combat feel great, and the maps create a strong gameplay experience. Balance & Vehicles Explosive devices (RPG, underbarrel grenade launchers, shotguns) behave inconsistently: Direct hits to the body or at an enemy’s feet sometimes do no damage or deal as little as 10–11 damage. Shotguns can one-shot enemies from ~15 meters, but point-blank shots sometimes fail to kill. Ground vehicles (tanks, APCs) feel too easy to destroy. Infantry shouldn’t feel helpless, but heavy armor should be a serious threat and not so easily countered. Aircraft feels well balanced — they are powerful but can be taken down without excessive effort. Classes Assault class: The two syringes currently feel underpowered. Suggestion: Increase the post-use health regeneration speed (by 50–100%) to keep Assault viable in constant engagements. Gunplay Shooting feels solid, though TTK could be increased slightly (~10%). Weapon recoil is in a good place due to attachments — I hope future builds don’t make recoil artificially worse, as the current balance feels right. Audio Footstep and gunshot audio sometimes fails to play. In Battlefield V, sound design was near-perfect — you could always pinpoint enemy movement direction and distance. That level of clarity should return. Minor Mechanics Melee: Knife takedowns often fail to trigger proper animations, even when attacking from behind. Settings menu: The layout is overly complex and unintuitive. For example, I was unable to find a way to rebind the class ability from the default key (6) in 20 hours of play. Suggestions - Fix damage inconsistencies with RPGs, underbarrel grenade launchers, and shotguns. - Rebalance shotguns to avoid long-range one-shots and point-blank no-kill situations. - Buff the Assault class by improving syringe usefulness. - Restore high-quality directional audio similar to Battlefield V. - Make the settings menu simpler and more intuitive. - Improve melee consistency so takedown animations trigger reliably. Conclusion For a first-day beta, this is an excellent foundation. The core gameplay is already strong, and with adjustments to the above issues, Battlefield 6 could launch as a highly polished and well-balanced experience.