Open/Closed Weapons: A Hybrid Solution
Premise: To resolve the Open/Closed weapon debate in a way that does not split the player base into two separate playlists, I am proposing a hybrid solution be adopted that incorporates both the open and closed weapons playstyles together into a single rebalancing of the class system. The main idea is to make the open weapons playstyle part of the Assault Class's toolkit. This strengthens EA's new intended identity for the class as a an objective-oriented, jack-of-all-trades class that can equip itself with any tool that is required to help them capture flags. The other 4 core classes (Medic, Support, Engineer, and Recon) are each given a choice between three weapon types, one being the Signature weapon of that class and the secondary options being shared between all classes. The signature weapon type each of the core classes has access to is designed to best complement the team-oriented role that class is intended to play. Locking the weapon types of the other 4 core classes but providing an open weapons outlet in the objective-oriented Assault Class strengthens the identity of each class while at the same time avoiding some of the problems the open weapons system creates in certain weapon/class combinations. Additionally, it funnels the players that would rather play to a specific weapon type vs class into an objective-oriented role, if they were really intent on breaking the class/weapon status quo. At the same time, however, there are very few situations in which playing the Assault Class with a signature weapon from one of the other classes would be more desirable than just playing the class of which that weapon is signature to. The obvious exception being if the player wants to play with a carbine on an infantry-only map, where the Engineer's kit is mostly unnecessary. This dynamic helps to push players toward one of the more team-oriented classes, rather than playing the Assault Class equipped with one of the other class's signature weapons. The proposed class/weapon rebalancing is as follows: Assault Class Primary weapon choices: Assault Rifle (Signature and Exclusive) SMG LMG Carbine Shotgun DMR ***Notably absent are Sniper Rifles Weapon sling choices: Shotgun DMR Notes: This class remains as the true "open weapons" pick. Giving the Assault Class access to most weapon types fits its identity of an objective-oriented front-liner that is able to utilize any tool that is required to help them drive the team forward. Exclusive to this class is the Assault Rifle, but it also has access to each of the signature weapons of the other classes. Notably absent from this list is the Sniper Rifle, which has been made unavailable to encourage objective-oriented use of the Deploy Beacon. If utilizing the weapon sling, this class can also equip one of the shared primary weapons (Shotgun or DMR) as a second primary. Medic Class (New Class) Primary weapon choices: SMG (Signature) Shotgun DMR Notes: This class is being added as a 5th class and is separate from the Support Class. Separating Medic from Support allows each class to dive deeper into its niche. Healing gadgets, combat stims, and the defib are moved to this class's toolkit. The signature weapon of this class is the SMG, which positions them in a place where they can better support the frontline with healing and revives. It is given access to DMRs as a secondary choice to provide a longer ranged option for larger maps, and shotguns for an alternative close quarters option. This balance is dependent on the health regeneration of the game being slowed down, because with how fast the health regeneration is in BF6 currently the healing gadgets aren't really needed. Support Class Primary weapon choices: LMG (Signature) Shotgun DMR Notes: With healing responsibilities being taken away from the Support Class, it is now able to better focus on supporting the team through other means. Support retains its ability to resupply teammates with ammo and its access to supportive gadgets like trophy systems and mortars. The signature weapon of this class is the LMG to emphasize its role of providing covering fire to teammates and suppressing enemies. It is given access to Shotguns as a secondary choice to support a more mobile playstyle, and DMRs for longer ranged suppression. This balance is dependent on the suppression system being reworked, because as of now the suppression mechanic is largely useless. Engineer Class Primary weapon choices: Carbine (Signature) Shotgun DMR Notes: This class is given Carbines as its signature weapon type to provide it with versatility that is not quite as long ranged as the Assault Class's assault rifle. This weapon choice gives Engineers the required versatility to ensure that anti-vehicle ordinance will always be present on a team. For those seeking to use a Carbine on infantry-only maps, the Assault Class can be selected in its place. Engineers are given Shotguns as a secondary weapon choice to offer a more close quarters playstyle, and DMRs for a longer ranged option. Recon Class Primary weapon choices: Sniper Rifle (Signature and Exclusive) Shotgun DMR Notes: Snipers being made exclusive to the Recon Class emphasize its role of providing reconnaissance to the team instead of front-lining. DMRs are also made available to this class as a secondary weapon choice for a more versatile option, and shotguns to support a close quarters style of play. This balance is dependent on the Recon Class being made the ONLY class that can spot enemies with a red dot over their head, while spotting on other classes will be reduced to only reveal enemy locations to the team via the minimap. With the Deploy Beacon being moved to the Assault Class, Recon needs its identity strengthened in this way. Closing Thoughts: Dividing the weapon types amongst the classes in this way reinforces each class's identity, while at the same time providing each class with enough versatility to fulfill all of its intended roles. Additionally, there would be very few, niche situations where running one of the other class's signature weapons on the Assault Class would be the better choice, but this is still an option that is available to players. Under this structure, the Assault Class becomes the most user-friendly class to those who are not yet familiar with Battlefield, but the other 4 core classes still hold distinct advantages over it and play more team-oriented roles, which helps to deter players from playing the Assault Class equipped with one of the other class's signature weapons.Magnifier Add-Ons
Something that has been missing (understandably in the case of BF1 and BFV) since BF4 is flip-mount magnifiers for 1x optics. Acknowledging that this is likely the case because red dots now come in 1.25x and 1.5x varieties, I would prefer to have them be pure non-magnified optics when used standalone and have the option for a magnifier for those longer range engagements. Magnifiers are fairly common in real life for use on standard issue rifles, notably the Dutch Armed Forces and Swedish Armed Forces issue magnifiers (typically Aimpoint 3XMag) for certain personnel. These seem to me to be self-balancing attachments to a large extent as the magnifier bodies take up a lot of screenspace when used, as well as obstructing part of the field of view when flipped to the side. Red dot optics should in my opinion be truly non-magnified optics with an optional magnifier attachment available for slightly further out engagements. Given that LPVOs (Low Power Variable Optics) already exist in Battlefield 6, notably for the M417 A2, I would surmise that having different zoom levels depending on the situation is not something that the developers/designers consider inherently wrong or game breaking, as such, I recommend that magnifiers such as the Aimpoint 3XMag-1, EOTech G33 be included in game. While higher power magnifiers (e.g. Aimpoint 6XMag, EOTech G43/G53) exist, I would argue these are too powerful for balance to be maintained in Battlefield and therefore recommend only at maximum 3x magnifiers are included. As for mounting solutions, there are a variety of options. Most popular (in the real world) is probably the twist-mount configuration where the magnifier device is completely removed when not needed and then attached as the situation requires it. However, flip-mounts also exist where the magnifier is simply flipped to the side when not needed. Additionally, Unity Tactical and Spuhr offer vertically pivoting magnifier mounts. In conclusion, I hope this has presented a compelling argument for the inclusion of magnifier devices in Battlefield 6 as well as the reduction in inherent magnification of red dot sights to be pure 1x/non-magnified in nature.Increase the Headshot Multiplier
In other games it was 2x or more. In BF6 it's like 1.3 or something which is ridiculously low. There was zero need to change it. Without a high headshot multiplier it basically makes assault rifles useless at anything except close range as tap fire headshots was the main way you take out snipers at long range.Custom emblem in bf6?
As a long-time fan of the Battlefield series, I wanted to kindly ask if there are any plans to bring back the custom emblem feature similar to what we had in Battlefield 4. That system allowed us to create and display personalized emblems on soldiers, vehicles, and weapons, which added a strong sense of identity, creativity, and community to the game. For many of us, these emblems had deep personal meaning, such as honoring family members who served, or representing local units and heritage. It was a small feature, but it made a big difference in how connected we felt to the game.800Views12likes13CommentsEA/Dice, please don’t CoD this game - Listed Fixes/Nerfs/imps. is must!
(**Changes 19/08/2025) — Promote subject guys for better and more enjoyable gameplay in the future💙 **First I wanna say the game is little bit dissapointed and I explain why, the Game feels like cod we would like the game to feel more like Battlefield. **(I allready see people jump shot, drop shot, bunny hopping, and slide shotting every corner with accuracy of 99/100% hit just like in cod with sweaty players, its soo anooying!) Nerf — The Jump slide, the slide is too far. Nerf — The overall of the slide needs a very tiny touch, but not like Battlefield v. Nerf — The drop shot, make the prone more animated and not fast like cod. Nerf — The accuracy of the gun when sliding>ads so it won't be accurate just like in CoD. Nerf — The accuracy of the gun when jumping>ads so it won't be accurate just like in CoD. Nerf — The overall of the movment speed with the smg's/pistols when ads is a little bit fast. Nerf — The Auto spoting detect enemies from far away, and it need to set to close/medium range like in bf4. Nerf — Remove The glint of the sniper scope is too strong, or turn it down a lot and to show the glint only for 1 second when someone pointing the scope on you. **Fix — Remove the emoji wheel from spotting enemies and keybind it to something different, the emoji wheel showing all the time, and brought up too fast. **Fix — Remove the ping sign marks when trying to spotting enemies the ping sign marks cover and hide the enemies, instead of spoting clearly enemies. **Fix — The position of the smg's when running is not centered on screen. **Fix — The game needs to be optimized cause the Gameplay performance is very bad the game is on very low and its stutering and thers very low fps even on rtx4070ti. (high spec pc etc..) **Fix — Time to die is too fast, It feels like if you don’t have 1 millisecond response time or if anyone sees you first you’re dead. No chance of killing the person already shooting at you. **Fix — The bunny hoppin in this game specialy after slide momentum, seriously what the hell is going on it meant to be battlefield not CoD. **Fix — The wrong hand placment on some foregrips. (added pictures down below to shown) **Fix — Mini map is too tiny even on 100% size. **Fix — Remove the 100-point attachment limit for weapons. Instead, allow players to equip as many attachments as they want, but make each one come with stronger pros and cons. This way, customization can be more creative without breaking balance Now here is why so many call it CoD and not battlefield.👇🏻 https://youtube.com/shorts/HnMw0emtrsk?si=VsV27pRXS21MKfeQ12KViews43likes60CommentsPlease improve infantry weapon's Accuracy
For now BF6's Gunplay is completely a Chimera- a weird mixture of random recoil pattern+ dispersion+ strong gunkick...... Which things never should be so complicated like this. Right now the best way to fix gunplay is to COMPLETELY REMOVE DISPERSION, whenever it's for spray or it's for moving while shooting. Just add some more randomness in spraying recoil or increase recoil randomness while moving...... Overall the goals are the same-- Adding randomness for spraying to limit the range of "mindless spraying"- and by the same time give those players who choose to burst fire their rewards in killing efficiency. Since random recoil pattern and dispersion did the same thing- limiting weapons' capable range, it's clear that adding both of them into the game system is unnecessary, even could be described as a little bit too complicated for players to learn and to shoot. So one of them must be abandoned. For modern players, dispersion is already a concept which is too old to be learnt, so I do believe kick dispersion out of the game is fine Let me know if you agree or not in the comments...... maybe......1942 Weapon Scopes misalignment
I love using the M1 Garand in 2042, but the (2-4x?) scope appears to be misaligned to where the vertical reticle line extends up and past the center of the scope circle. I've noticed this for the other 1942 portal guns that use the same scope. It makes enemies hard to track and shots hard to follow-up because the lines of the scope are so thick and the bullets don't travel to the center of the scope, they instead travel to the misaligned tip of the vertical reticle line. I also noticed the skewed angle of the lower-magnification sights on 1942 portal weapons (1-1.5x) where the angle of the sight seems skewed and the circular reticle is also misaligned vertically in the sight. Was this intentional or am I just bad?Recon Class Feedback (Sweet Spot Should Be Removed Instead...)
1- "Sniper glint" The glint glow is too noticeable, the glint should remain but the glow strength should be reduced. 3- "Sweet Spot Mechanic" "Sweet spot" is a useless mechanic. There's no way to tell if an enemy is within range. That's why you're trying to hit them headshot at every distance. Instead of sweet spot, you need a one-hit kill from the torso at close range, like 0-40m. So, it should be like BF3-BF4. TTD in the game is fast. All assault, smg, lmg weapons in the game kill in 4 hits from close range, some full auto weapons kill in 3 hits. And assault carry two weapons second shotgun 1 shot kill. Also, when you attach lasers to full auto weapons, hipfire becomes very powerful, there is no need to open ads. Snipers cannot single-shot body kill and in this situation it is impossible to fight them. Sniper weapons should fire single shot kill from the body from a distance of 0-30m 0-20m. If this is not fixed, recon will remain a dead class like in bf 2042, no one will prefer it. For a fair fight, it should kill with a single hit to the body at close range like BF3-BF4. Additionally, sweet spot mechanic that forces players to camping from a distance. If instead it's a single close-range shot to the torso, no one camps, everyone plays in the combat. 4- "fatal sniper headshot" The fatal sniper headshot mechanic should be removed from the game, it disrupts balance and team play. 5- "TUGS" If you want to play snipers from a distance by placing a sweet spot, then tugs are a useless gadget. A motion sensor ball should be added instead. 6- "spawn beacon" I heard that the spawn beacon will be removed from recon and given to the assault class. This change makes the recon class completely useless. 7- "pistol" The pistol is very important for the recon class. Because Sniper rifles can't kill with one hit at close range, so you have to draw a pistol, and the pistol feels terrible. The pistol needs to be redesigned. There is no need to look for adventure, just make the recon class like BF3-BF4-BC2.1.3KViews8likes25CommentsMake headshots great again
Hi, don’t you think the headshot multiplier in the beta was too low? For most weapons it was set to 1.35. It was possible to use special ammo that increased the multiplier to 1.7. As you can see in the attached table, it simply wasn’t worth aiming for the head. In most cases, with the base multiplier, the difference is just one bullet. And I don’t need to explain that landing 5 body shots is much easier than hitting the head 4 times. In my opinion, the base multiplier should be set to 1.7. dmg btk hs multiplier dmg btk hs multiplier dmg btk 35 3 1,35 47,25 3 1,7 59,5 2 34 3 1,35 45,9 3 1,7 57,8 2 33 4 1,35 44,55 3 1,7 56,1 2 32 4 1,35 43,2 3 1,7 54,4 2 31 4 1,35 41,85 3 1,7 52,7 2 30 4 1,35 40,5 3 1,7 51 2 29 4 1,35 39,15 3 1,7 49,3 3 28 4 1,35 37,8 3 1,7 47,6 3 27 4 1,35 36,45 3 1,7 45,9 3 26 4 1,35 35,1 3 1,7 44,2 3 25 4 1,35 33,75 3 1,7 42,5 3 24 5 1,35 32,4 4 1,7 40,8 3 23 5 1,35 31,05 4 1,7 39,1 3 22 5 1,35 29,7 4 1,7 37,4 3 21 5 1,35 28,35 4 1,7 35,7 3 20 5 1,35 27 4 1,7 34 3 19 6 1,35 25,65 4 1,7 32,3 4 18 6 1,35 24,3 5 1,7 30,6 4 17 6 1,35 22,95 5 1,7 28,9 4 16 7 1,35 21,6 5 1,7 27,2 4 15 7 1,35 20,25 5 1,7 25,5 4 14 8 1,35 18,9 6 1,7 23,8 5 13 8 1,35 17,55 6 1,7 22,1 5 12 9 1,35 16,2 7 1,7 20,4 5 11 10 1,35 14,85 7 1,7 18,7 6 10 10 1,35 13,5 8 1,7 17 6