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.5.6KViews26likes422CommentsRECCON - SNİPER
I've been playing FPS games for 15 years, and I've never seen such a weak Reccon sniper as in Battlefield. I have a level 40 mini-scout, I use 20-point bullets, the damage is high, I swear it hits the enemy's back from 20 meters away. Then I fired four shots with my pistol, it hit the target and he still didn't die... How can a character be so weak? It's unbelievable... You can't even lift your head on the battlefield, and then look at Reccon, the enemies don't die. I had just started playing, I won't play again. Very, very, very bad.Latest BF6 Opinions
I haven't checked in for a while because I wanted to play a good bit in season 3 with the changes. I'm going to list what I perceive as some problems that still exist, in order of importance. 4 man squads, needs to go back to 5 man squads. This is a team oriented game and if even one person on your squad wants to fly or drive, it really disrupts the squad too much. Gof forbid one person wants to fly a chopper and another snipe. AA is horrible in this game. We're still in the same trap as BF4. Stingers are practically worthless, so no one plays them. The AA vehicle is poor. The only real defence against decent to good air player is having your own air players to challenge them, for which there aren't enough of. Jets and choppers have their way with the world too much. Some of the maps need to be reworked a little. You have a decent selection of maps, but those maps have some problems. Firestorm mountain on one side, snipers can sit there all day and no one can go up and kill them. Eastwood the A B area is too easy for the other side to back cap, Either constrict that area or move A and B closer together so they can be defended as a pair. Blackwell Fields the northen boundaries around B and D need to be expanded. Team balance - I don't know what the algorithm is, but too often the teams are way unbalanced. RPG's are practically worthless. Spotting is better but still very poor, so no one even tries. Sometimes i have my crosshairs right over an enemy and i'm spamming the key and it's not spotting. Drone batteries - need to last twice as long, or, give someone 3 drones to carry. I would expand the range of TUGS by about 10% Overall i'm really happy with the latest direction of changes. I think before season 3 things were pretty dismal. Cheers!Weapon submission/idea :) TK-45
Hehe, I made an attempt at making my airsoft rifle in BF6, a KWA TK-45. I only have MS paint so excuse the crudeness. Thought i'd make some stats for it to whilst i was at it, oh and it'd be a carbine in the game. In .45 acp 30 max damage and 16.7 min damage would make it quite interesting. Comes with the KV9 extended mag as standard, reload time is longer to reflect that.Launcher Nerfs / Vehicle Balance
Hey Team! The latest patch that adjusted some of the vehicles and launchers - is really impacting the game negatively. The only viable launcher is now the MAS 148. Unfortunately, lock-on with the MAS 148 is very bugged. A bush, some grass, or a tree will disable lock-on, allowing the now "Mobility Enhanced" vehicles to hide from engineer fire very easily. Thermal smoke should block the launcher's ability to lock-on. Unfortunately, ALL smoke does. And what is the point of laser designating vehicles if the Javelin (or other launchers) cant lock-on through obstacles? Since the MAS 148 is the only viable launcher, and tanks can constantly dodge it or hide behind a medic's smoke grenade, and are now nearly impossible to kill. They roam the map without consequence and feel overpowered and unfair. Now, the only way to quickly take out a vehicle is with another Tank. Other launchers like the LAW and the RPG are like firing tennis balls at tanks, and since they no longer immobilize tanks, the tank can, again, just run away, using their ability to fully boost away since there is no longer a boost cooldown. I feel, and most of the community feels, that this "balancing" has harmed the overall feel of the game. It's not fun to play on a map where a tank can sit on the edge and endlessly get kills. Its not fun to have non-viable air launchers that cannot take down a helicopter or jet that is dominating the play space. Laser-designations should be able to be locked onto, regardless of cover and/or altitude (with the exception of thermal smoke). It is not fun to play a game where only one strategy feels viable, which is either be in a tank, or die to a tank. Splash damage of the HE rounds in all tanks should be increased by at least another 1.5m, allowing them to be a viable anti-infantry or crowd control option. The fire rate of the cannon in the IFV needs to be increased, especially when using armor piercing ammunition. I understand that the intent was to make the IFV less of a "Vehicle vs Vehicle" tank, but now it feels useless and underpowered, when compared to (what is supposed to be) its slower, harder-hitting alternative, the main battle tank. The Armored Car (Troop Transport) should not have as much health as it does. It currently feels stronger than a tank, taking more than SIX SHOTS from an RPG7-V2 to kill. It has no weak spots, which should be its strength, but it is overpowered, and nearly unkillable due to these vehicle "balance adjustments" My Suggestion: Return the RPG-7V2 to its original damage value, and increase its projectile speed slightly, but make the path of the rocket less predictable, similar to an actual RPG. The MBT-LAW should have its damage increased to slightly below the RPG-7V2's original value, but it should be extremely accurate, with very little projectile drop. The M136 AT needs a significant boost in damage (still) and should have a slightly faster projectile speed. The SLM-93A needs a significant reduction in its lock-on speed. It takes much to long to lock. The IGLA needs to have a significantly reduced lock on speed and a faster projectile speed. And as for the MAS 148 (Javelin), It also needs a significant decrease to its lock speed, and regular smoke should NOT block lock-on. A tank (or a ground-based cannon) should be able to be locked-on to if it is laser-designated. The laser designator should be tool to circumvent "normal" countermeasures (aside from flares or thermal smoke). Tanks should maintain their armor and weak spots, and their "quick health regen" out of combat, and the armored troop transport needs roughly Half the health it does now. Also, I read through the cheating update. There has been an influx of console players due to sales and the launch of season three. (which is excellent!) HOWEVER - players cheating using devices such as a Cronus Zen - a cheating device that manipulates controller inputs to provide advantages such as anti-recoil, rapid-fire, and aim-assist abuse - still continues to be a severe problem. Detection of this kind of cheating needs to be increased. I run into 2-5 cheaters per match. Lots of players have suggested that disabling cross-play would enhance the experience of all communities, should players on console not want to play against pc players and vise versa. Thanks for your time, and keep up the hard work! - ParzBreakthrough Vehicles Stolen in Spawn
After a sector is won, why are vehicles spawning before all the defenders are either dead or have retreated out of the area? On Eastwood (transport chopper in Sector 2) and Blackwell Fields (Traverser in Sector 2,) I've had multiple occasions of players sitting right at the vehicle spawns and taking them as soon as they appear. They are appearing while the defenders are retreating... Stealing vehicles is part of the game, but you should be in the combat zone and not in the spawn at the start of the new sector. If the vehicles are there to balance out the game, they shouldnt spawn until the defenders have vacated the area. If you get out of it and the defender steals it in the middle of the combat area, you were stupid, but if they're taking it before the attackers can even sprint to that location on the map, it's a poor design. Please fix thisBF6: Force of nature expansion concept.
Extreme Environments & Tactical Gear 1. Map Archetypes & Settings The Redwood Inferno (California): A massive forest map featuring a central Lumber Yard, a rustic mountain Lodge/Cabin, and a Lake deep in the woods. The Fire Mechanic: Fire spreads dynamically from the Lumber Yard out into the forest. High-density wooden structures provide great cover initially but become death traps as the fire spreads. This is similar to the redsec ring of fire but more randomized on the Redwood map. The Arctic "White-Out": A high-altitude research base or mountain pass in colorado. This map focuses on extreme verticality and is the primary showcase for the Blizzard system. Initially at the beginning of the match visibility is clear but as the match progresses and the blizzard move in visibility is cut down to 25 meters or less. Nocturnal Variants: "True Night" versions of standard maps. Or and all new original map set in the French quarter of New Orleans. Functional lighting such as street lights that can be shot out. Power stations can be destroyed to plunge sections of the map into total darkness. Operation Hurricane: based in the Florida keys, the map features a dynamic weather system moving in off the coast. stationed artillery bunkers are scattered across the map while battleships loom just off shore. 2. Dynamic Weather & Atmospheric Disturbances The Blizzard (Visual & Audio): Visibility: Gradually reduces sightlines to under 25 meters, forcing players to use Thermal/IR optics or other tactics to survive. Audio Masking: The howling wind muffles footsteps and distant gunfire, making it the ultimate environment for stealth-play and melee takedowns. The Coastal Hurricane: Landfall Progression: Starts with light rain and escalates to a massive storm surge that floods low-lying flags. Ballistics: High-velocity winds affect sniper bullet travel (horizontal drift) and make aircraft handling significantly more difficult. Wildfire Smoke: In the Redwoods, thick orange smoke creates a "low-visibility canopy" that renders aerial spotting almost impossible, giving ground troops a reprieve from plane/helicopter bombardment. 3. Weapons & Tactical Equipment (New Category) The Flamethrower: A specialized primary or "Battle Pickup" (like the M2 from BFV). Utility: Essential for the "Redwood" and "Everglades" maps to clear out thick brush or interior rooms. Environmental Interaction: Can be used to manually start fires in dry grass or wooden structures to flush out campers. Nocturnal Gear: * Flare Guns & Throwable Flares: Used to "light up" a capture point. Support players can fire flares high into the air to reveal enemies for the whole team. Glow Sticks: Low-cost tactical lights to mark cleared rooms or safe paths through the Redwood smoke or black out sectors. Counter-Vision Gadgets: White Phosphorus: Creates a blinding heat signature that "blinds" anyone looking through Thermal or Night Vision optics. High-Intensity Flashlights: When aimed at an NVG user, the flashlight causes a temporary blinding effect, creating a "risk vs. reward" for using electronic sights. Also makes pre-existing flashlights more useful on Nocturnal maps. 4. Vehicles & Naval Warfare Amphibious Armor: Essential for the Hurricane/Swamp maps where land turns into water mid-match. Hovercraft: able to traverse both land and sea. Provides a new means to contest an area close to shore. Naval Fleet: Battleships and speed boats such as coast guard with mounted guns. Battle ships outfitted with AA guns. Artillery outposts on Archipelago and Beach maps for responding to heavy Shelling from battleships. Specialized Transports: Gator Boats for the marshes Jet Skis for rapid, high-risk island hopping. Side by sides: for quick transportation across rough terrain. Regular vehicles such as pickups , SUVs and sedans. Could possibly even add a customization option for civilian transportation like options for mounted guns in truck beds. KC lights for better nocturnal map traversal. Upgradable armor and skins. I believe many of these additions would greatly increase overall player satisfaction, and i hope that this thread reaches the right people at Dice and EA to make it happen. Cheers.Battlefield 6 is terrible
Stop drastically changing maps for bs reasons because they’re becoming unrecognizable. Y'all kept firestorm the same but fisted golmud railway and grand bazaar six ways to sunday. They’re not returning maps at all if everything in them is completely different including changing the structures. It does nothing to the flow of gameplay so quit that poor excuse. This battlefield is extremely weak and you wonder why you lost most of your playerbase. You REFUSE to stay true to battlefield and the community. You screwed up the class roles, assault is useless without being the combat medic, recon needs the beacon back, support needs c4 back and weapons need to be class locked. Returning maps need to be TRUE TO THEIR ORIGINAL APPEARANCE!!! Just update graphics and leave the design alone!!! We need BIGGER maps and most of the maps in this game now are about the size of Xbox 360 bf4 maps which is pathetic. The breakthrough maps for the base game maps need to increase in size and all vehicles added, mortars are a disgrace to what they used to be, enemies entering your deployment need highly distorted vision and 5 seconds to return not 10 and where on earth is buttstock customization at? Y’all need to fix this game and get rid of the failure that is redsec and do something called LISTEN TO THE COMMUNITY AND CARE ABOUT THE GAME!!! Y’all got rid of battlefield premium and ever since then battlefield has been crap. You dice devs have forgotten what battlefield is and what it meant and that’s sad. Fix the issues, revert returning maps back to their original look and bring back class roles and locked weapons. If this isn’t done by the time you announce the next battlefield game (not release but announce). Then I’m no longer wasting my time with ea, dice or battlefield again and I’ve been playing since battlefield 1943. Keep this backwards bs up and I’m not wasting my time or money on another new battlefield or any remasters. Devs used to care and actually listen but now y’all pretend to care and have become incompetent. START CARING AGAIN AND STOP BLOWING SMOKE!!!!! Also for the love of battlefield……BRING BACK LEVELUTION!!!168Views1like13Comments