It needs more maps for each season's please, thank you.
Yeah it does need to add more maps: like for example instead of 2 It's mainly like 4 or 6! Now for gadgets, weapons, vehicles: more please. no more adding game modes: if you keep it up it'll be too much. Keep it basic for the new players, return players Please and thank youEngineers now get 5 RPGs?!
So let me get this straight. Engineers using the Anti Armor training path, once they reach a certain point, now start with 5 RPGs. They no longer need to have a support player drop them an ammo bag? Because it wasn't enough that one guy with the base 3 RPGs could make life impossible for a tank, helicopter, or jet? Let alone that at any given time, 14 of the 32 players on a team are usually engineers, pelting every vehicle with RPGs from all directions. Sniping helicopters and even jets out of the sky in one shot basically for free. Now they have even more room for error with the braindead atrocity that is the BF6 RPG. Brilliant. If you didn't believe that Battlefield Studios just wants vehicles in BF6 to be big pretty piñata's that go boom for the infantry players to go ooh and ahh at, I don't know what more proof you need. Air vehicles die in one shot to everything. Tanks crap their pants when they see one guy with an RPG. What happened to Battlefield being about combined arms warfare? Why is the state of vehicles in this game so utterly miserable? Why is something that is so blatantly busted, to the point that every engineer exclusively uses it over every other option, essentially receiving a buff? What is this game anymore?! Look, I know I am ranting, but I just needed to get this off my chest. This product that I paid $70 for is becoming more and more unplayable with every update, and it is just frustrating.Update 1.1.2.0 feedback on M15 mine change
This change might go unnoticed by many players, but it significantly impacts gameplay balance. In the game-update-1-1-2-0 The patch states: "Fixed M15 AV Mine proximity placement exploit." See the video for the "exploit" Currently, tanks have the ability to "Crouch," which allows them to drive over mines without triggering them meaning the mine doesn’t go boom. While this crouch function is unbound by default (requiring manual setup), the effect is the same: mines become ineffective if the crouch is used. Setting up minefields (as the video shows) is difficult and time consuming. Getting three mines placed close together is necessary for visibility and effectiveness. That visual proximity is often the only deterrent or trigger that works reliably. Furthermore, in various maps using the "Breakthrough" gamemode, the imbalance is amplified. One team often receives tank support while the other gets none. When the only countermeasure mines can be easily bypassed by a crouching tank, it leads to a serious asymmetry in gameplay. The side without armor is left with few effective tools, especially if anti-tank roles are limited or outnumbered. Calling this mechanic a “fix” and labeling mine strategies as exploits misses the core issue. It breaks counterplay and leaves entire squads powerless against vehicles. I refuse to accept that this is balanced as intended especially when mine goes boom no longer applies.Can we finally get please kick option from vehicles ?
If i finally can get my chopper,or any vehicle,some stranger with total no skills joined and sit into my vehicle as gunner. Blocking my seat which i holding for my squad mate. Randoms are many times blind and deaf also. If i would like to play only with my squad mate,please let it possible. Stop random players blocking my gunner seat ! If you asking them kindly for getting out they ignore it.Transport heli & gunner XP
I’d like to request a change to the transport helicopter scoring system. Currently, pilots get no meaningful XP or score contribution when their gunners secure kills. Transport pilots are responsible for positioning, evasion, stabilizing firing angles, and keeping the helicopter alive — all of which directly enable gunner kills. Proposed Change: Award the pilot a full assist (or at least meaningful XP) for every gunner kill obtained while flying the transport helicopter. This encourages team play, promotes skilled flying, and balances the effort required to support effective gunners. Right now, pilots provide major value but receive almost nothing for it. Providing assist XP on gunner kills would make transport helicopter gameplay more rewarding, fair, and team-oriented. Thank you for considering this improvement.More Thrustmaster and (insert brand here) joystick support
I have a Thrustmaster 16000M that I bought from my semi-local (1hr drive each way) Microcenter a while ago. It wasn't supported in 2042, which I dealt with, but I would love to use it in BF6. I don't want to use a gamepad to fly a jet or helicopter. I don't know the console situation with joysticks, but I'd imagine there are plenty of pc gaming enthusiasts who have some nice hardware that they spent money on once upon a time and would love to put it to use in this game. I would like to imagine that if proper joystick/throttle support was added, it would help fuel sales of said hardware and also increase game popularity as well to some degree. I realize the game hasn't been live even a full 48 hours, but please add joystick support to Battlefield 6 in the near future.QoL changes.
There's a LOT of tweaks needed towards just making the BF6 experience more enjoyable and intuitive to interact with. Menu's displaying incorrect values and data. (Challenge progress, K/D, etc.) Showing the ability to redeploy on a vehicle at a captured objective but refusing to even acknowledge it as an option with my mouse Giving PC players the option to change the redeploy screen "crosshair" to a more intuitive mouse option. (We don't need a fancy cursor, just let us have our desktop cursor.) Many different binding options that are not available. (Separate spot ping, separate marker ping, showing the hidden tertiary bindings to make rebinding not a nightmare, etc.) Renaming loadouts. Remembering laser/light options upon redeploy. The option to forget fire selector mode upon redeploy. Showing more accurate description of attachment effects. Showing truthful stats towards attachment on status bars. Letting us hover over "Mobility" and "Control" stats to find out what they do less vaguely. Letting players earn Coins by playing and enjoying your game in the hopes to unlock Battlepasses. Letting people buy each segment of said pass individually for a cheaper price. The option to disable, move and edit HUD elements for a more personalised and less overwhelming experience. Giving a live recoil display while editing attatchments (Such as Helldivers 2) Giving players the option to skip the "Squad up" option and start searching immediately By default having players in a server stay with each other after matches, to remove always finding a new match completely empty and full of bots. I promise you, people will stick around for these changes, it makes a huge difference in making your game a more enjoyable experience to stick with, you don't want peoples patience running thin, and these kinds of changes help keep that patience at bay. I invite community members to post their QoL changes that would keep them around or have them return!Major Issues Limiting Skill Gap & Player Count Retention in BF6
Hello developers, I’ve been playing BF6 ant lvl 109 after years of Fortnite, a successful game with a very high player count and strong player retention. After spending time learning the mechanics, I’ve noticed several issues that significantly limit the skill gap, affect the player experience, and could eventually hurt the long-term health of the game. Below is my feedback based on consistent gameplay, along with concerns I’ve personally experienced, seen from streamers, players, and the wider community. And before you say skill issue Fortnite is favored to m&k so you need to be good at controller and not rely on aim assist to keep up, especially in seasons where guns don’t have a scope and you have to bloom fight/tap fire and out play a m&k player. 1. TTK Is Too Fast, Little Room for Reaction in Close Quarters: Right now the time-to-kill is so fast that gunfights feel predetermined. There’s very little ability to react, out play, or recover once you start taking damage. This removes a huge part of the skill gap. This encourages camping corners. 2. Headshot Multiplier Is Too Low Body shots currently outperform headshots. There is almost no reward for being more accurate or aiming for the head besides a sniper. Increasing the headshot multiplier a bit would immediately raise the skill ceiling and reward precision. 3. Helicopters and Jets Are Extremely Hard to Control on Controller Aircraft feel nearly unplayable on a controller: Controls are too stiff or too sensitive, Radar doesn’t function properly, There’s no sense of awareness when flying, This discourages players from using vehicles that should be part of the Battlefield identity. 4. Footstep Audio Is Almost Non-Existent In Multiplayer, footsteps are extremely hard to hear. Audio clarity is essential for awareness, especially in a fast-TTK environment. The current audio makes it feel like players appear from nowhere. 5. Tanks Need Louder Audio + Better Visibility on RedSec BR Map Tanks are extremely powerful, but they are too quiet and don’t appear on the map consistently. For balance: Louder engine sounds, Always visible on the map, This would make tank encounters less frustrating and more fair. 6. Sprint Speed Is Too Slow Movement feels restricted. The limited sprint speed makes maneuvering, repositioning, and escaping nearly impossible in gunfights. Increasing sprint could drastically improve flow and combat flexibility. 7. Too Much Visual Clutter Hurts Gameplay I understand the game is aiming for realism, but the amount of visual noise makes it hard to see enemies or track action in fast fights. At the end of the day, this is still a competitive video game—clarity should always come before realism or at least give a player the option to turn these settings off. Every map is just constant action from every angle — you push one lane and immediately get shot in the back, hit by a tank, or caught in crossfire from three different sightlines. There’s no real flow, no safe spacing, no moments where you can reset, rotate, or set up a flank. It’s like the maps were designed to keep you in nonstop fights instead of letting players use positioning or game sense. 8. Maps. Even when I try to slow down and play tactically, the maps force me into chaos:Too many open sightlines, Tanks always in the mix, Spawn-to-fight distance is tiny, No cover to reposition or retreat. there is no possibility where you can actually control your engagements, create spacing, and make plays. In BF6, it feels like the maps punish you for trying to do anything other than sprint into the meat grinder. Addressing these issues would: Create a real skill gap, Reduce frustration for new and high-level players, Improve long-term retention, Help the game reach its full potential Myself and many other players/streamers love the foundation BF6 has. These changes could push it from “good” to a truly great Battlefield experience especially those who love to play competitively. Thanks for reading and for continuing to work on the game.Spot/Ping Separate Bindings Option
A great change made via 1.1.2.0 is the option to pull out your knife with the tap of a button instead of needing to hold the melee key. An addition i thought would have been requested more than this is the option to have Spotting and Pinging as seperate keys. I may be mistaken, but i've looked all over the menus to find the option of seperating these commands to no avail. There are so many times in which I am trying to spot an opponent, only to have a marker be placed in my face, because it made contact with the bush I'm peeking behind from. Aswell as situations where I'm downed and trying to use Pings to notify allies, to which the button does not seem to work. Having a seperate binding for spotting and pinging would solve this issue and make ping placement more understood and trusted. I've had friends head towards pings that i accidently placed while trying to spot someone beyond the point mark only to get shot by the guy i was trying to warn them of. Also, as i've hinted at, sometimes pinging will interact with clutter and objects that one is trying to ping through, which is quite annoying.