Play PvE or PvP: Solo Start with Bots
This thread is for the person who is tired of matchmaking. For the person who is tired of joining rounds mid-game. For the person who is tired of having their party break at the end of matches and needing to leave games and recreate their party with their friends. For the person who is tired of playing attacker or defender over and over. For the person who is tired of playing maps in a random order. For the person who misses options and game modes that used to be in Battlefield games. For the person who is tired of sweats, or for the person who doesn't mind sweats. Every one of these experiences can be hosted and started with just one person. There is no need to queue up and wait for 4, 12, or 20 players to join. Each experience can be enjoyed with no other humans or as an experience that is full with only humans. Each one will fill with bots, as necessary, and then the bots will be replaced as humans join. You can either search for the experiences using the titles provided, or search for the experience code listed (the easier method). Battlefield Owners: "Casual Conquest..." : Solo-start (of course!) large scale conquest that is a faithful reproduction of the real thing, except with the ability to play against bots and level up your skill. Vehicles respawn quickly to get you back in the action. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZH6YV "Night Conquest..." : Three conquest experiences like the previous, but at night. One is dark and blue, to mimic a full moon night as best as possible with the tools available. Another has a green NVG effect to make enemies easier to see. The third experience has IRNV (thermal) enabled the entire time. Dark (moon) mode: ZMQMZ NVG (green light boosted) mode: ZMBXX IRNV (infrared white hot) mode: ZNT41 "Winter Conquest..." : Just like Casual Conquest, but all the maps are played in the snow. ZGQ1G "Heat of Battle..." : A bright and saturated version of conquest where a variety of colored flares appear each time someone spawns, kills, dies, or takes damage. This allows you to have the normal fun experience but also see and appreciate the battle playing out around you. It creates a broad heat map of activity; keep moving if you don't want to give away your position. ZTBJ1 "Large 28 vs 28 TDM..." : Classic conquest maps with vehicles and everything, but no objectives. The only objective is to get to the top of the scoreboard, be on the winning team, have a sweet KDR, or have a killer streak. Note: bots are limited to 22 vs 22 per EA's bot limits. ZMSS7 "Cairo Chaos..." : Seige of Cairo with a new twist. One street. One objective. 28 vs 28. A ton of cover has been added, plus a couple buildings for snipers to oversee the battlefield. Use of ladders to increase verticality and sustain the crazy number of players is encouraged. ZPQ25 "Hardcore Team Deathmatch - Small Maps - Bot Fill" : A rotation of small infantry maps with Hardcore settings. Experience the experience that EA forgot how to provide. Tons of fun and action! YKBXU Free to Play: "AH-6 Little Bird Test +" : A Little Bird test server like the others, except this one has more frills and the bots move around, use vehicles, and don't just stand in one spot and wait for you to kill them. There is a scoreboard and it plays like TDM. ZTPWV "F2P - Golf Course - King of the Hill - Clubhouse" : One objective at the top of the hill at the club house, with each side spawning on either side of the club house hill. Attackers try to advance up the hill and take control of the clubhouse, while defenders try to pick them off. Spawns are naturally protected by the map layout, with some additional protection provided. A sniper outpost is added in the form of a broken highway nearby. Hardcore: Z6ZFK Standard core: ZAEF4 "F2P REDSEC - Team Deathmatch" : Golf Course and Tech Sector map rotation of Team Deathmatch. Golf Course features the same design you see above. Tech Sector is mostly un-modified but can be modified based on feedback. Deathmatch AI has a purpose and you will see them on a mission. Infantry-friendly vehicles are provided. Hardcore: Z3Q8X Standard core: Z91ZJ "Golf Course - Custom Bots - Infantry Conquest" : 20 v 20 infantry conquest at golf course with many objectives in close proximity. This is what we used to call "conquest small". This is the chaos some people crave. It is essentially "King of the Hill" described above, except with 4 more objectives. Hardcore: ZC34V Standard: ZC2RY "Friends vs Friends F2P TDM with Team Switching" : 20 vs 20 TDM to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or turn bots on or off. Host it with a password if you don't want randoms to join. ZG383 "Friends vs Friends F2P Infantry Conquest with Team Switching" : 20 vs 20 conquest small at golf course to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or to turn bots on or off. Host it with a password if you don't want randoms to join. ZGGTZ Please, if you are only looking for a PvE experience -- alone or with friends -- host the experiences with a password so that you can play with as many friends as you want, instead of kicking unwanted players who randomly join. Being kicked for randomly joining someone's hosted experience is not a good feeling. Note: "Free to Play" is subject to EA's wishes. Free-to-play experiences are hosted on REDSEC maps which were provided to players for free, but EA could revoke free-to-play access of those maps at any time. Additionally, amount of XP awarded and whether weapon unlocks or challenge progression is awarded is completely at the will of EA. Here are some very short demo videos. YouTube: NVG Demo YouTube: Conquest at Night and Bots being a Menace YouTube: Custom Golf Coarse Map Layout YouTube: Conquest Bot Play Go easy on me with the last one. My piloting was awful, but the purpose is to see that bot teammates jump in as gunner, are helpful, will heal, revive, and throw down ammo, and the bots keep activity going around the entire map. Thanks to utilizing these experiences, my piloting is now much better. Here are some images. Thank you for your time! ... oh... and we are all learning together! Ask for help or share your expertise. We all need eachother!2.3KViews19likes42CommentsDice please wake up !
I’ve been a fan of the Battlefield series (starting from Bad Company 2), and what you’re doing now, dear developers, is terrible. 1. First – the quality of the content you release is awful. You try to fix some problems and end up creating new ones. Where is your QA department? Who is actually checking the content before release? 2. Second – your efforts and decisions are clearly focused only on squeezing as much money as possible out of players by selling more and more microtransactions, while attention to detail and respect for the community are completely missing. Just look at your latest Nightfall event: you locked the new weapon in such a way that it’s impossible to unlock it by simply playing and enjoying the game. You force players either to wait 3 weeks or to pay. Just remember the PREMIUM in BF3… it was fantastic, that’s what you should be aiming for. 3. Third – the community is loudly telling you that the game already has enough small and closed maps, and is asking for classic Battlefield-style maps, where vehicles and infantry can interact and be balanced properly. Where you can fly jets and not die instantly on the airfield (hello, Blackwell Fields… by the way, you still can’t even expand the playable area for air vehicles on that map: as soon as you take off, you’re almost out of bounds. How is that possible?). Right now there are only two maps where you can more or less fly jets – Mirrak Valley and Operation: Firestorm – and that’s very sad. Where are the naval maps? Where are the winter maps? The whole US vs. PAX Armata conflict line is done extremely poorly. The idea is good, but why did you present it so badly and blandly in the single-player? The player doesn’t understand the depth of the conflict, so there’s no real immersion. Remember BF3 and BF4 — there was a clear division of factions and it was obvious why the conflict existed and what everyone was fighting for. Another point: you had a huge player base from Eastern Europe where most people speak Russian, and you still dared not to add Russian language support. Is this the “freedom” we are all striving for? Is this your idea of respect for the community? Next, you’ve created a decent RedSEC. Why is there no proper support for it? Why do players still not have Ranked? How is that even possible? Isn’t it obvious that the only thing that can keep players in a game like this long-term is competition and a proper ranked system? This is very strange and very disappointing. And instead of enriching the game with meaningful content and not letting it die, instead of listening more carefully to community requests and protests, you’re preparing an event… with motorcycles and a Red Bull collaboration. My god… this is just absurd. I love Battlefield and I want this game to thrive and develop in the RIGHT and MEANINGFUL direction. Thank you for your attention. I hope you read this post and take appropriate action.Suggestion: Bring Back C4 to the Support Class
I think it would be a good idea to bring back C4 to the Support class, like in previous Battlefield games. C4 is a very versatile explosive, and one thing I’ve noticed in BF6 is that it’s rarely used compared to older titles like BF3 and BF4. Back then, players used C4 frequently to: Create destruction Set up ambushes Place it on vehicles Act as an additional anti-vehicle threat This made gameplay more dynamic and forced vehicles to be more cautious. In BF6, however, its usage feels very limited. I believe this is mainly because it is restricted to the Recon class. Many players prefer to use other gadgets that are more useful for that role, such as drones or claymores. As a result, C4 ends up being underused, even though it’s a very interesting and strategic tool. Bringing it back to the Support class could: Increase its usage Add more tactical options (ambushes, destruction, vehicle pressure) Improve overall gameplay variety Of course, it could still be balanced with certain limitations if needed. What do you think? Should C4 return to the Support class like in previous Battlefield games?BF6 Suggestions: Medics, Aid Stations, Hardcore, Blue-on-Blue penalties
This Hardcore mode creates a more immersive and tactical Battlefield experience by removing automatic health regeneration, adding realistic injury debuffs, and making combat medics truly essential for quick recovery. Players who are shot or injured stay significantly impaired until healed by a medic or by limping back to a spawn aid station. Blue-on-blue (friendly fire) is strictly punished — the player responsible is instantly eliminated and receives a much longer respawn, while the victim respawns normally. Accumulating 5 blue-on-blue incidents in a match results in an automatic kick with no XP or progress. The goal is high-stakes teamwork and positioning while keeping fast respawns for enemy deaths to preserve Battlefield’s signature pace. Increase realism and tension without turning the game into a slow simulator Make medics genuinely vital and highly rewarding to play Reward positioning, teamwork, and awareness Keep Battlefield’s fast-paced, action-packed feel for normal deaths while punishing friendly fire Realistic Damage & Injury Effects What to implement: Limb shots (arms/legs) cause realistic impairments: Reduced movement speed Increased weapon sway / slower aim-down-sight (ADS) Reduced accuracy or firing rate Head and torso shots remain highly lethal (one-shot or near-instant down) Shrapnel and close-range explosions add secondary effects: Temporary hearing loss / muffled audio Screen blur or disorientation (blast overpressure) Temporary mobility debuffs Why do this? Eliminates the arcade “fight at full capacity even when injured” feeling Makes every bullet and explosion feel dangerous and meaningful Encourages smart positioning and cover usage Limited Self-Healing + Medic-Centric Healing System What to implement: No automatic health regeneration at all (even when hiding) Any injury leaves the player with permanent debuffs (reduced speed, sway, blur, etc.) until properly healed Self-Recovery Option — A heavily injured player can limp back to a spawn point or aid station for full health recovery and removal of all debuffs. This takes significant time and leaves the player vulnerable during the journey. Healing by a dedicated combat medic is fast and efficient (instant or very quick full recovery + debuff removal) Non-medic teammates can attempt to help, but their healing is much less effective (e.g., only partial recovery or takes significantly longer) Only a dedicated combat medic can efficiently restore a wounded player to full 100% health and remove all debuffs quickly in the field Why do this? Gives injured players a risky solo option (limping back to spawn) if no medic is available, adding realism and decision-making Makes medics truly essential and high-value in active combat zones — they provide fast field recovery that spawn aid stations cannot match in speed or convenience Creates meaningful teamwork pressure: smart players will try to stay near medics instead of risking the long, dangerous limp back Removes passive “hide and wait” healing entirely, while still offering a backup self-recovery path that rewards map knowledge and bravery (or desperation) Strict Blue-on-Blue (Friendly Fire) Rules What to implement: Any blue-on-blue incident (accidental or intentional teamkill), including small arms fire, grenades, mortars, bombs, tank rounds, aircraft, or destruction of friendly vehicles/aircraft, immediately eliminates the player who caused it. Respawn rules (made clear): If you die to the enemy: You respawn very quickly (fast Battlefield-style respawn — back in the fight almost immediately). If you die because of blue-on-blue (you killed your own teammate or destroyed a friendly asset): You enter respawn purgatory — your respawn takes twice the normal respawn time we experience in today’s Battlefield. The victim of blue-on-blue (the teammate who was killed) respawns immediately, exactly as if they had been killed by the enemy. After 5 blue-on-blue incidents (teamkills or friendly asset destruction) in a single match, the player who caused them is automatically kicked from the game. Kicked players receive no XP, weapon progress, or rank advancement for that session. Why do this? Strongly discourages careless shooting, poor map awareness, and toxic teamkilling Makes big indirect fire weapons (mortars, artillery, planes, tanks) feel high-risk when teammates are nearby Protects the overall team experience and match quality Only the player responsible for the friendly fire is punished with longer respawn — the innocent victim gets a normal fast respawn Adds real consequences without unfairly slowing down the whole team Respawn Philosophy – Keep the Pace What to implement: Normal enemy deaths keep very short respawn times to maintain fast action Only the player who caused blue-on-blue receives the doubled respawn penalty Why do this? Prevents frustrating “respawn purgatory” for normal skillful fights against the enemy Maintains Battlefield’s signature chaotic speed when you die to the enemy Friendly fire actually hurts your own momentum and tempo, encouraging better coordination and trigger disciplineRpg was not broken until season 2 change my mind
Season 1 rpg felt in line with vehicle speed we experience in bf6. Season 2 travel velocity partnered by the 15 year murder of the hip fire option on the rpg by adding crippling bloom really killed it as a valid weapon to take down Aircraft at range.226Views0likes15CommentsBattlefield 6 a-10 wartog gun nazion map special forces
Subject: Deep Immersion: Map Scale, Authentic Arsenal, and NATO Diversity Message: "I am a long-time Battlefield veteran (Level 200 in BF5, Level 100 in BF4 and 2042). I am writing because the franchise needs to return to its realistic roots: Massive Map Design & Vehicles: We need the scale of Panzerstorm (BF5) or Golmud Railway (BF4). These large-scale environments are essential for proper Jet and Helicopter gameplay. We specifically demand the return of the A-10 Thunderbolt II as a primary ground-attack asset. Authentic Weaponry & Animations: Stop using 'prototype' or overly futuristic guns. We want real-world, standard-issue military weapons. Furthermore, fix the 'weapon draw' animations: seeing a gun just 'pop' into the frame is unacceptable for a 2026 title. It needs the weight and mechanical flow of BF4/BF5. Global NATO Representation: The world is diverse, and the game should reflect that. Instead of generic characters, include realistic International Special Forces. As an Italian player, I want to see Italian NATO units (e.g., Col Moschin, GOI) with authentic Vegetata camo. A coalition of different nations (Italy, UK, Germany, USA) makes the 'sandbox' much more immersive. Realism over Arcade: Battlefield is a military sim-lite, not a fast-paced arcade shooter. Please focus on grit, physics, and realistic soldier movement."BF6 is not fun anymore.
as a BF Veteran i am sad to say that EA has sucked fun out of this game. Horrible hit registration. Insta-kill cheats everywhere. Only one or two playable maps. ( Who was that idiot that brought pitch black map into game with **bleep** poor visibility? Where do you find those dudes all the **bleep** time?) Partly broken gun design Since they put effort on unimportant things like cosmetics, stupid game modes, stupid challenges, stupid battle pa$$es etc but are not doing anything about broken gun play and hit registration i am not expecting anything from them. They just give us lies. They have our money and focus to something else. If this was a beta - i would not buy this game.94Views7likes9CommentsHOSAS/HOTAS support.
Can we please get proper support for using HOSAS and HOTAS, Flying heli's and jets has always been a part of battlefield... The best way to fly is to use flight sticks. The ingame settings have an option for Joystick... But that's just it... 1 single joystick... Most people will fly with flight sticks that are multiple controllers such as HOSAS aka hand on stick on stick (2x joysticks) Or HOTAS aka hand on throttle on stick ( 1x joystick and a throttle) That's 2 controllers each but the game won't let us use 2 controllers. Which sucks by the way and it's completely lazy to leave this support out of the game considering flying is always a big part of battlefield. and we have been asking again and again. Thank you for adding "joystick" in the settings but can you add another one so our other controller works too? Because using a keyboard and a stick is horrible and its not immersive or fun. I know we could use emulators of xbox controllers but that's not the same, they are buggy and can be blocked or flagged by anti cheats, so that's not an option we want to use.1.2KViews13likes123CommentsBF6 Suggestion: Hardcore Mode with Realistic Damage & Friendly Fire
I understand that Battlefield is a video game and not a perfect simulation of reality. However, a dedicated Hardcore mode with more realistic injury mechanics, blast effects, and healing rules would significantly boost immersion and make medics genuinely vital on the battlefield. In this mode: Realistic Damage: Being shot or hit by shrapnel would realistically impair or disable limbs instead of letting you fight at full capacity. Head or torso shots would be highly lethal. Close-range artillery, bombs, and explosions would include proper blast overpressure effects (temporary disorientation, hearing loss, etc.). Limited Self-Healing & Medic System: If you survive enemy fire, your health would not automatically regenerate to 100% just by hiding or waiting. Any injury would leave your health severely hampered (with debuffs such as reduced movement speed, weapon sway, or blurred vision) until properly treated. The healing process would visually and mechanically feel exactly like the current “hide and wait” regeneration in Battlefield — you slowly recover over time. However, this slow regeneration only activates and progresses when a medic is actively healing you. When a medic heals you, you can gradually return to 100% health over time (not instantly), but this is only possible through a dedicated combat medic. If a non-medic teammate tries to help you instead, the healing process takes double the time. This makes skilled combat medics extremely important and rewarding to play, as they are the only ones who can efficiently restore a wounded soldier to full fighting strength. Friendly Fire Consequences: Killing a teammate or destroying a friendly vehicle (accidentally or intentionally) immediately eliminates you as well. This includes teamkills from small arms fire as well as indirect or heavy fire such as mortars, grenades, bombs, rounds from choppers, planes, tank rounds, and any other friendly assets. When killed by friendly fire, your respawn time is noticeably longer than a normal enemy death. After approximately 5 friendly fire incidents (teamkills or friendly asset destruction), the player is kicked from the match and receives no XP, weapon progress, or rank advancement for that session. To keep the mode enjoyable, respawn times when killed by enemies should remain very short, preventing frustrating “respawn purgatory.” This setup would create a high-stakes, tactical Battlefield experience where positioning, teamwork, and proper medic play become critical, while still delivering the fast-paced action the series is known for