Little bird too op
Little bird makes the game unplayable to infantry and vehicles. I'd be happy if it were removed from the game. I don't think anyone outside of Little Bird users would object. Aside from a lucky few RPG players, it's impossible to blast it. A vehicle this fast and capable of one-shotting everything shouldn't be in the game. It's not enjoyable or fun, it's an imbalance. Players who get 40-100 kills and 0-1-2 deaths prove that Little Bird is overpowered.110Views2likes14CommentsLongtime Battlefield Player: The Vehicle Ecosystem Is a Mess
This is a longer post, but the main issue is simple: Battlefield 6 is genuinely fun when both teams know how to play Conquest and use the vehicles properly. Unfortunately, that does not happen often, and the game’s vehicle balance, vehicle allocation, and lack of training tools make bad teams feel even worse. I have played Battlefield for a very long time and have played nearly every game in the series. Most of my time has been spent in Conquest, especially with helicopters and vehicles. I regularly finish at or near the top of the scoreboard when I am actually trying. I am not saying that to brag. I am saying it because these frustrations are not coming from somebody who does not understand Battlefield or cannot use the vehicles. The main problem is that the entire vehicle ecosystem feels backwards. The Little Bird is extremely powerful if you can aim, but it is also ridiculously fragile. You are being shot by infantry, launchers, jets, other helicopters, vehicle guns, and basically anything else that can see you. One hit can disable you or remove your ability to move properly, and there is no useful air radar to help keep track of everything flying around you. This is especially miserable when your team is bad. You might have three or four enemy jets above you while nobody on your team is using the AA or even attempting to deal with them. You are trying to watch the sky, dodge ground fire, avoid lock-ons, and somehow still do something useful. I think the Little Bird should have slightly weaker anti-infantry damage, but more health and less vulnerability to normal infantry weapons. Each team should also have its own Little Bird on maps built around aircraft instead of making both teams fight over one neutral spawn. Then you have the attack helicopter, which is the opposite problem. I used to fly attack helicopters constantly with friends in Battlefield 4. The pilot and gunner both had a real purpose, the weapons were effective, and a good crew could become very strong. I barely touch the attack helicopter in Battlefield 6. It does not feel good to fly, it lacks firepower, and a good Little Bird pilot can usually beat it. A scout helicopter should not consistently be more useful than a dedicated attack helicopter. The AA is also weak and clunky. A dedicated anti-air vehicle should be dangerous to aircraft. That is literally its only purpose. Instead, jets fly around uncontested because the AA does not feel effective or enjoyable enough for most players to sit in it. Meanwhile, some of the transport vehicles are stronger offensively than the actual combat vehicles. The Black Hawk’s side miniguns are absurd. With two competent gunners, it can destroy infantry, boats, aircraft, and most light vehicles. It should be able to defend itself, but it is still supposed to be a transport helicopter. The game should reward transport pilots for actually transporting people. Give them meaningful points for dropping squads near objectives, helping players deploy, and moving teammates around the map. Right now, the guns are so good that it makes more sense to use it as an attack helicopter. The MRAP has a similar problem. I do not mind it being durable, but it should not be that durable while also having such a powerful mounted weapon. The balance between transport vehicles and dedicated combat vehicles does not make sense. The new naval map makes all of this more obvious. Neither team gets its own Little Bird. Both teams fight over one helicopter in the middle of the map. Usually, the better team controls it and keeps control of the map, or both teams keep destroying it before anybody can properly use it. The attack boats are also disappointing. Battlefield 4’s boats were strong and fun, but they still required skill. You could use rocks and islands for cover, fight other boats, use TV missiles, and actually control an area of the map. The new boats feel fragile and cumbersome. A Little Bird can shred them with miniguns, which makes no sense for a dedicated attack boat. The larger issue is that this game becomes dramatically better when you have a few competent friends with you. When I have two or three people communicating with me, we can coordinate vehicles, repair each other, capture objectives, and deal with whatever the other team is using. The game starts to feel like Battlefield. Playing alone is often completely different. People take jets and crash them immediately. Helicopters are gone within seconds. Nobody uses the AA. Nobody repairs. Half the team ignores the objectives, and valuable vehicles are constantly taken by players who are still learning their controls. I am not blaming people for being new. The problem is that the game gives them nowhere else to learn. There should be a proper training ground where players can practice flying helicopters and jets, test different control settings, learn the weapon systems, practice countermeasures, and fly against moving targets. The first time somebody learns how to fly should not be during a live Conquest match while the rest of the team is depending on that vehicle. Even the map design shows the difference. Golmud works because it gives each team its own vehicles, has enough space for them to move, and still has good infantry areas. It feels like a Battlefield map. A lot of the newer maps feel like infantry maps where the vehicles were added afterward. I do not think the solution is simply buffing every vehicle. The whole lineup needs to be looked at together. The AA needs to be useful. The attack helicopter needs a real purpose. Transport weapons need to be toned down. Boats need to be stronger. Aircraft need proper radar and less random damage from normal guns. Both teams need access to the vehicles the map was designed around. Most importantly, the game needs to do a better job teaching people how to use those vehicles before putting them into a real match. Battlefield 6 can be extremely fun when everything comes together. The problem is that most matches never reach that point. Too often it feels like a random collection of players wasting vehicles instead of two teams actually playing Battlefield. What does everyone think? Curious if I'm just very unlucky with the matches I get placed in or if others are feeling the same way. Feel free to try and destroy my argument; I'd love discussion about this!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..." : Conquest experiences like the previous, but at night. One is just the night maps as they are available to us. Another one is daylight maps with dark and blue filters, to mimic a full moon night or dusk. Another is night maps with a green NVG effect applied to give a more raw and gritty NVG effect that automatically switches on shortly after deploying. And the final one is night maps with actual NVG goggles, but they are only really useful in certain dark areas due to the amount of light in the current night maps. Night Conquest: 1XTQA Moon light/dusk (fake night): ZMQMZ NVG (automatic) gritty fake NVG filter all the time: ZNT41 Night with NVG goggles (toggle on) real NVG that is only useful in some areas: ZMBXX "Winter Conquest..." : Just like Casual Conquest, but all the maps are played in the blowing snow. ZGQ1G "Dust Storm Conquest..." : Just like Casual Conquest, but all the maps are played in a giant eerie dust storm. ZVCK7 "BF4 in BF6" : Casual conquest in Operation Firestorm, but with a twist. It's BF4. The assault class can revive and heal teammates. The recon class has a spawn beacon. The color tone is a bit warmer. Movement speed is slowed down. Projectile speed is slowed down. Headshot damage is increased. And body damage is decreased. ZVEHH "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 "Beach Invasion": Play the classic beach invasion experience. As attacker, your goal is to simply capture the objective without running out of time, as defenders try to push you back. Scripted events occur as the battle progresses, shifting who has the upper hand. 1XNJJ "Large Vehicle 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. Bots backfill to maintain 26 players per team. ZMSS7 "Cairo Chaos..." : Siege 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 "4vs4 Elimination..." : A classic elimination game mode, made up of multiple rounds within the same match, where you get one life per round, switch sides after a couple of wins, and the first team to 4 rounds won wins the match. Bots backfill as necessary. 1YHR7 "4vs4 Search and Destroy..." : A classic elimination game mode, same as 'Elimination', except 2 MCOMs are added and the attackers may destroy one in order to end the round. Bots backfill as necessary. 1YKGF Free to Play: "Little Bird TDM..." : A TDM server where the primary weapon is the Little Bird. The bots move around, fly, and don't just stand in one spot and wait for you to kill them. Players spawn randomly in empty Little Birds up to half the map away, or designated spawn points, in order to keep spawns unpredictable and reduce issues with spawn killing. ZTPWV "REDSEC Casual Conquest...": Casual conquest for people who haven't purchased BF6. 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. ZVSWK "REDSEC Winter Casual Conquest...": Same as above, but in the blowing snow. ZUCXE "REDSEC Dusk Casual Conquest...": Casual conquest, but with an afternoon lighting effect. ZUDCQ "REDSEC NVG Night Casual Conquest...": Same as casual conquest, but using night maps. All players are given NVG goggles that they can toggle on, and are given resupply pouches to refill their NVG goggles. ZUDD5 "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 "REDSEC - Team Deathmatch" : Golf Course, Tech Sector, and Marina map rotation of Team Deathmatch. Golf Course features the same design you see above. 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!5.6KViews28likes94CommentsThe Lag Compensation is punishing good players
Hey everyone, I need to vent and see if anyone else is experiencing this, because the current state of the netcode and server performance is making 1v1 fights completely unplayable for me. It's been worse update after update. I play on a very stable, high-end fiber connection with a great PC setup, but it genuinely feels like I am being aggressively punished for having a good connection and hardware. Ever since the recent updates, the lag compensation feels entirely broken. Here is what 90% of my 1v1 gunfights look like right now: Dying around corners: I run behind solid cover, get completely out of sight, and then die a second later because on the enemy's screen, I’m still standing out in the open. Insta kills: I spot an enemy first, open fire perfectly, and hit my shots. On my screen, the enemy snaps around and deletes me in what feels like a single frame Fire rate my only blessing: It is practically impossible to win a 1v1 right now unless I am running the KV9. Because of the terrible desync, the only weapon that registers enough damage to compete is something with an extremely fast fire rate. If I use anything else, I lose. Sometimes even KV9 is not enough. This isn’t an occasional hiccup or an isolated lag spike. This is happening in roughly 90% of my engagements. It’s completely unpredictable and feels incredibly unfair. To make matters worse, this broken hit registration is even affecting vehicle combat. I’ve had instances where a tank rocket literally detonates directly on an enemy infantry and deals absolutely zero damage. Then, in the next fight, a rocket will explode away from a target and somehow secure a kill. It is an absolute nightmare right now. The game feels completely disconnected from what is actually happening on my screen, and the recent patches have only made it significantly worse. Are any other low-ping / high-refresh-rate players experiencing this heavy camera desync and broken hitreg? Devs really need to look into how the server prioritizes player data, because right now, having a good connection is a massive disadvantage. What I only noticed is, where my ping settles usually around 19ms, it spikes from time to time to 50-60ms without reason. It's not my local internet connection issue, as the same was happening in the hotel or via hotspot (mobile internet). Part of the issues may be caused by UNSTABLE SERVERS. Devs pls check this, it may be a dead end, but it's definitely worth checking.227Views8likes11CommentsFeature Request - Battlefield Pro Radio - Playlists
This may be a moot request/suggestion but something I think would be a great addition would be if players w/ Battlefield Pro could configure a radio playlist for when they're in vehicles. Including but not limited to each of the season theme songs. Feels a bit of a shame to have some great music only available in the title screen but not when playing the game. Fingers crossed on this one.Season 3 is here! We want your feedback!
Now that Season 3 has been released we want to hear from you. How does Railway to Golmud feel to play? Do you feel like the map is the right size? Too big? Or not big enough? With Season 3 vehicles were given a big overhaul. How do they feel to play now? Is there more versatility for ground vehicles? Does the Little Bird still feel dominant? Automatic weapon recoil was adjusted with Season 3, how is this feeling? This thread is primarily for feedback and discussion about the new Season. If you are having an in game issue please check to see if a thread has already been made and if not please make a thread reporting the issue.11KViews31likes765CommentsRodeo is broken in gauntlet
What have you done to rodeo in gauntlet…. Why have the smaller tanks all but been removed? The trailers are bugged half the time and you can’t open them, and the tanks can’t take more than 2 hits and are not customisable. Absolutely killed the round completely. Run out of gunner ammo super quick.. what a mess from the devs. Literally just spoils any game if gauntlet when it comes up. Best way to win is just open trailers and that is joke of a way to play the game.Aa móvel
I’d like to provide some feedback regarding the mobile anti-air unit. Currently, it is quite weak compared to other units and needs some adjustments to be better balanced. First, its armor is too thin. The unit gets destroyed extremely easily—often before it can fulfill its role of defending the team against aircraft. A slight boost to its durability would help significantly. Another issue is the cannon's aim, which is very imprecise. Even with good aim, hitting aerial targets is difficult due to the spread and the challenge of tracking aircraft movement. Improving aiming precision would make the vehicle more effective without making it overpowered. Finally, the lock-on missiles need improvement. Right now, they frequently lose their target or simply fail to hit aircraft performing basic maneuvers. Enhancing tracking efficiency and the hit rate would allow the anti-air unit to truly fulfill its role on the battlefield.