Lf skilled/chilled players
Hey guys and gals! Not sure where to post this since I’ve been out of the Battlefield loop for a while, but BF6 has reignited that spark in me to game again. I was even hunting for an old “Battlelog” section to drop this in, but since I couldn’t find one, I’ll just leave it here. :) I’m looking to squad up with high-skill players when BF6 launches in 8 days. My old BF3/BF4 crew has moved on, so I’m putting together a new squad. What I’m after: Players with strong aim and mechanical skill but also strong positional players! Objective-focused mindset (PTFO mentality) Strong vehicle players are more than welcome! Mics not required, but solid game knowledge and awareness are Also I play on PS! So give me an add if you are interested! PSN: KrzGojo EA id: Krzuke. Discord will be set up if there is a lot of interest in this :)23Views2likes2CommentsSuggestions for infantry classes design: Are these designs worth trying?
Battlefield Class Design Proposal General Settings Fifth Device Unlock: All classes have a fifth device that requires sufficient battlefield points to unlock per match, preventing overly powerful effects from disrupting game balance. Universal Adrenaline: Adrenaline is now universal across all classes. Assault Soldiers receive an extra dose, allowing two consecutive injections for enhanced effects. -------------------- Assault Overview: Role: Team's vanguard, excelling in close-quarters engagements. Positioning: Breakthroughs, flanking, and enemy elimination. Abilities: Passive: Hit Detection - Detects enemies upon taking damage. Class Ability: Press F to engage in close-quarters combat with nearby enemies, forcing both parties to switch to pistols, leveraging the Assault Soldier’s Quick Draw trait. Loadout: 1. Primary: Assault Rifle (Quick Draw) 2. Secondary: Pistol (Quick Draw) 3. Heavy Weapon: Breaching Cannon 4. Accessory: Thermal Imager 5. Device: Deployment Beacon X. Siege Ladder Design Concept: The Assault Soldier is designed for aggressive frontline play. The Hit Detection passive and 5.Deployment Beacon (equipped with motion sensors) alert teammates to frontline situations, enhancing battlefield awareness. the beacon allows redeployment closer to the action. X.The Siege Ladder enables multi-angle tactical entry, while the 3.Breaching Cannon flashes and stuns enemies in rooms. 4.The Thermal Imager improves enemy and object detection, it all can be providing more tactical options for flanking. -------------------- Engineer Overview: Role: Team's backbone, excelling in defensive warfare. Positioning: Fortification, repairs, and anti-vehicle roles. Abilities: Passive: Explosive Damage Reduction - Reduces damage from explosives. Class Ability: Press F to repair vehicles. Loadout: 1. Primary: Machine Gun (Enhanced Fire Suppression) 2. Secondary: Pistol 3. Heavy Weapon: Rocket Launcher 4. Accessory: Anti-Tank Top-Attack Mine 5. Device: Mini Robotic Vehicle X. Tactical Cover Design Concept: The Engineer focuses on defensive operations. X. The Tactical Cover provides temporary fortifications, allowing the team to suppress enemies from safety. Allies behind the cover gain 2 armor points per second (up to 20 points), which disappear upon leaving, quantifying its tactical value. Also 3.the Rocket Launcher and 4.Anti-Tank Top-Attack Mine counter vehicles. 5.The Mini Robotic Vehicle (with Follow/Stay commands) automate vehicle repairs, the device can also burrow under enemy vehicles and self-destruct to disable engines. while the Explosive Damage Reduction passive reducing repair risks. -------------------- Support Overview: Role: Team's logistician, specializing in support operations. Positioning: Rescue, resupply, and rear-guard duties. Abilities: Passive: Burn Damage Reduction - Reduces damage from fire-based attacks. Class Ability: Press E to revive teammates. Loadout: 1. Primary: Submachine Gun (Fast Reload) 2. Secondary: Pistol 3. Heavy Weapon: Grenade Launcher 4. Accessory: Auto High-Pressure Sprayer 5. Device: Sentinel Robotic Dog X. Supply Pack Design Concept: The Support Soldier excels in logistical support. X. The Supply Pack provides medical and ammo support, 3.The Grenade Launcher allows the Support Soldier to clear groups of enemies, paired with the Burn Damage Reduction passive, creating opportunities to rescue teammates in intense combat zones. 4.The Auto High-Pressure Sprayer disperses smoke and extinguishes fires for battlefield purification. 5.The Sentinel Robotic Dog (with Follow/Stay commands) intercepts three incoming projectiles and deploys low-damage anti-personnel mines to deter enemies, protecting the team’s rear. all function emphasize automation minimizes task overload, keeping revival as the core focus. -------------------- Recon Overview: Role: Team’s rearguard, specializing in long-range combat and threat identification. Positioning: Reconnaissance, cover, and coordination. Abilities: Passive: Aiming Detection - Detects enemies while aiming. Class Ability: Press Q to mark enemy weak points, increasing damage taken and issuing a voice prompt to allies within a 15-meter radius. Loadout: 1. Primary: Sniper Rifle (Stability) 2. Secondary: Pistol 3. Heavy Weapon: Mortar 4. Accessory: C4 Explosive 5. Device: Drone X. Guided Binoculars Design Concept: The Scout is built for long-range engagement and reconnaissance. The Aiming Detection passive and X. Guided Binoculars enable locating and locking onto enemies and vehicles. The Weak Point Marking ability attract team to kill the disclosed target. Also 5.the Drone supports reconnaissance and object clearance, and when paired with 4.C4 Explosive, can execute self-destruct attacks or create sniping positions. 3.The Mortar dislodges enemies from a cover, ideal for challenging from a distance.70Views2likes11CommentsVehicle animation suggestion
So you know how in Bf1 there was animatons for getting in and out of tanks, cars, cannons, getting on and off of horses and stuff. What if they did that with Bf6's vehicles, but pump it on steroids e.g. when in first person for tanks there could be an animation of you actually being INSIDE the tank reloading the shell by hand, and you can see all your buddies in there aswell. It doesn't have to be that over the top though, it could just be using doors and hatches to get in and out of vehicles, but if thats the case, it should be done right! So stuff like when your in a Bradley and your operating the gun, driving, commanding, you should get out of those designated hatches on the vehicle. But if your a passenger, because the Bradley is used to transport small groups of soldiers, you should get out of the door on the back of Bradley where the passengers are actually seated.Which Tier 1 items are you working on?
Hi there, players! 🙌 Unlocking a Tier 1 skin for a Specialist, Vehicle or Gun is of course quite an achievement. An achievement that should be shared and celebrated! That is why we made this thread, so that we can share and celebrate these great achievements with each other, and so that we can share tips & tricks for unlocking the Tier 1 skins as optimally as possible! For example, Tips & Tricks can be about the best Game Modes, Maps and/or ways of playing to make the best possible progress! Good work on those Tier 1 skins, @Its_Travis_199, @NexonXG, @EA_Atic, @ElliotLH, @Chytrooki, @TTZ_Dipsy! 🥳 Well done! So, share those Tier 1 skin unlocks and celebrate those achievements! 🙌 Good luck out there on the Battlefield, No-Pats!26KViews72likes2804CommentsCosmetics for the girls
I'm tryna see some girlier universal cosmetics for weapons n vehicles like the Forest Multi-Terrain n the factory cosmetics, just so we can make it known when us girls are tearing up the battlefield :) Nothing wild, or over the top where we're ruining the gameplay. We don't need to be like COD doing up Nicki Minaj but just enough so it's obvious when us girls are running the show. Not saying that boys won't use them but this is coming from a girl for the girls I added example pictures keeping it cute n girly but still war ready. and maybe some charms too, especially if you won't add girly cosmetics at-least some girly charms.New Vehicle for the season
Has there been any information about the armoured transport will be added to the game? With spawns going back to dedicated to the capture points and deployment like bf3 and 4, how will it work? Will it only be available on the new maps or when spawns be tweaked to put them in?Yo.
Edit: I’m dumb, the game has suppression(kind of)! Could the effects be dialled up for LMGs/ARs/Turrets? I feel there isn’t a really good counter against camping snipers? It used to be a problem in 2042 for me on larger maps. The non-sniping weapon aim assist on controller has a hard time with very small targets far away and pixel shooting sucks on PC, sucks way harder if you know you're not really delivering an effect, which often incentivises even more sniping campers, which makes things not great for many more people than said camping snipers. Trying to fix this exchange via harder aim assist against small targets would probably feel and look horrible in play. Just as a sidenote, the act of using a large ammo weapon for effective suppression at mid/far range from the ground or air also feeds into satisfying gameplay and semi-indiscriminate automatic fire adds to immersion for yourself and nearby teammates, these are part of all the little magic intangibles that traditionally sets Battlefield apart from the more soulless shooters out there. If you can better "sell" the immersive fantasy, won't that mean you'll more easily sell cosmetics too, no? I totally get how none of this could make any sense to the colder e-sports minded types.SolvedSuggestion for motars, a gun, and a battle pass.
As a proud Australian awell as many others, I believe it would be pretty cool to see the steyr AUG or the ef88 in battlefield. If not, I reckon it would be pretty cool to see the ELCAN spectre optic or the bipod foregrip seen on the ef88 as attatchments in the game. For the motars, I think it would be pretty cool to have different types of motars, like 81 or 120mm motars that hit harder, aswell as 40 or 60mm motars that are easier to maneouver but pack less punch. For a Battle pass in a future season, I believe it would be awesome to have one with every page dedicted to a country. E.g. a page could be dedicated to Australia, and in that page there could be things like AMCU sold or DPCU skins for the soldiers, or maybe it could introduce an new vehicle with the season like the ASLAV or the bushmaster, who knows?Suggestion for Battlefield 6 on Xbox
To enhance player experience and accessibility in the Xbox version of Battlefield 6, we propose adding language and voiceover customization options directly within the game’s menu settings. This would allow players to: Select Menu/Text Language Independently Add a "Language" tab under "Settings" where players can choose their preferred text and subtitle language (e.g., English, Spanish, French, etc.), regardless of the system-level language setting on their Xbox. Customize Voiceover Language Include a "Voice Language" option to let players select audio language preferences (e.g., original配音 or localized versions) independently from text language. This is critical for non-native speakers or players who prefer authentic voice acting. Download Language Packs Integrate an option to download additional language packs via in-game menus if the desired language isn’t pre-installed, similar to systems used in other Xbox games. Per-Setting saved preferences Ensure language choices are saved per user profile so settings persist across sessions without needing reconfiguration. Voice & Text Accessibility For accessibility, incorporate text-to-speech (TTS) and speech-to-text (STT) options in multiplayer chat to aid players with visual or hearing impairments. Why This Matters Many Xbox games rely on system-level language settings, which can force players to change their entire console language just to enjoy a game in their preferred tongue. By adding in-game language customization, Battlefield 6 would offer greater flexibility, better player satisfaction, and broader accessibility—aligning with modern gaming standards. Implementation Example Settings > Audio & Language Text Language: [Dropdown menu] Voice Language: [Dropdown menu] Download Language Pack: [Option] Enable Text-to-Speech: [Toggle] This feature would be especially valuable for a globally popular franchise like Battlefield, ensuring all players enjoy a personalized and immersive experience.Feedback: Air dominance in BF6. And why BF6 still needs to be rebalanced.
We all love Battlefield for its combined arms experience, but air vehicles have always been a huge balance issue. In previous titles, we’ve all seen matches where pilots walk away with 70–120 kills and just 1–2 deaths, completely ruining the fun for the rest of the lobby. During the BF6 betas, this problem already showed up again. Even with two RPGs available, experienced pilots were still farming massive scores. If Engineers are limited to only one RPG in the full game, it’s obvious that air vehicles will once again become nearly untouchable. And this is crucial: the Engineer class should always be able to meaningfully impact and destroy any kind of vehicle. Otherwise, what’s the point of picking Engineer? In both betas, I noticed classes were used much more evenly, especially on vehicle-heavy maps — and I truly believe that giving Engineers 2 RPGs played a big role in making this happen. I’m not saying aircraft should be nerfed into the ground. Quite the opposite: their damage and impact could even be increased. But the key is vulnerability. Planes and helis should always feel at risk when attacking within their flare cooldowns. My ideas for a healthier balance: 1) Higher damage, lower survivability. Bring back 2 RPGs for Engineers. This would make aircraft devastating, but also ensure rotation. More players would get a chance to fly instead of just 1–2 dominating the entire match. The ground game would feel fairer and more engaging. 2) Lower damage, same survivability (with 1 RPG for Engineers). But this option likely means the same pilots will camp in aircraft all match long with little rotation, frustrating the majority of players. Personally, option 1 feels best: keep air vehicles strong, but make them vulnerable enough that infantry has real counterplay. And here’s the big issue: decisions like these seem to prioritize the tiny minority of dedicated pilots over the vast majority of infantry players. When regular players suffer because of balance tuned for a niche group, the whole experience gets worse. That’s why, as much as I love Battlefield, I won’t buy BF6 at full price or preorder. I’ll wait for a sale — because right now it feels like air balance is being designed for a few pilots instead of the community as a whole. I really hope I’m not the only one who sees this as a problem. Because beyond this, there are other issues too that worry me — but not many people even mention them.89Views2likes6Comments