Stop playing this slop
The balance is just god awful...overtuned legends and overtuned guns. You literally HAVE TO use some guns or just get washed no matter how accurate you are. Abilities are getting to overwatch level with just screen clutter SLOP. Map changes are HORRIBLE. They ruined this once great FPS.126Views5likes7CommentsRE-45
CHANGE THE RE-45 back to what it was originally. It was so good and I started like only using it before I quit I come back I pick it up and I say "oh they switched it to energy" then I'm like okay it'll prolly just shoot like normal but no it shoots like a **bleep** burst they need to change it back it was so much better in my opinion.Feedback and Suggestions for Battlefield 6
Hello to the dev team and the community! After spending several hours on Battlefield 6, I wanted to share some feedback and suggestions that I believe could make the overall experience even better. 1. Map Size, I find that the current maps are a bit too small. Fights often feel too confined and lack the strategic depth that made previous Battlefield titles so great. Larger maps would allow better vehicle usage and bring back that epic large-scale battle feeling the series is known for. 2. New and Classic Maps, While new maps are always welcome, it would also be amazing to see the return of some classic maps from older Battlefield games — such as Operation Metro or Laguna Presa. These iconic maps hold a lot of nostalgia for players and would add great variety to the current rotation. 3. New and Iconic Weapons, Adding new weapons would help refresh gameplay, but I’d also love to see the return of classic iconic weapons like the M1 Garand, M16A4, AS VAL, M98B, MP5K, F2000, L96A1, or XM8. These weapons were an important part of Battlefield’s identity and would be a welcome comeback for longtime fans. 4. Conquest System and Ribbons, Bringing back flag icons within conquest zones, as in older titles, would improve visibility and immersion during battles. Also, bringing back ribbons (earned for in-game actions) would be a great way to reward players for their specific playstyles and contributions to the team. 5. New Squads and Faction Variety, It would be great to add new squads within the factions, each with unique appearances, accents, and equipment. This could also be a perfect opportunity to bring back old class skins from previous Battlefield games, which added extra personality and variety to the soldiers. Overall, Battlefield 6 has a lot of potential, and with a few tweaks like these, it could feel even more authentic to the Battlefield spirit. Thanks to the devs for listening and for all their hard work!1.2KViews8likes26CommentsBfpro Skin given for free… despite grind and purchase.
So I completed the bugged out bfpro pathway for the ‘ghost’ looking skin. And as we all know it was bugged with the points given out for completing the challenges. I purchased using battle points as I didn’t wanna miss out despite the grind…. To find out today that the whole pathway has been given out for free. I feel scammed and want my points refunded back. I felt cornered into the game mechanics and was naive to think it was my own game issue. But the fact it’s been acknowledged as a glitch and now given out for free is such a slap in the face. I’d love my refund of points spent. Not to mention the additional real cost of bfpro anyone else had similar?Your opinions on strafe speed and infantry combat.
In Battlefield 3 (from what I have observed) strafing is slower than walking forwards and faster than walking backwards and the maximum strafe speed is not instantly reached when the action is engaged, it takes a brief interval* as such gameplay videos of Battlefield 3 tend to depict combat that looks more structured or relatable to the human form, slowing the pace of the game down, making the battlefield more clear and readable; further complimenting its cooperative military attributes. What is your opinion on strafe speed in Battlefield 6? With regard to your opinion on strafe speed how do you imagine infantry combat to occur in Battlefield? Do you expect players to be able to dodge bullets in close range combat? How do you imagine sniping to work? Please answer the questions as best as you can. *EDIT - Upon re-testing I now do not think the strafe speed in Battlefield 3 is using a kind of acceleration, but the camera rotates in the Z-dimension to give the impression of weighted footsteps this gives the view a left - right step style sway effect which can give the impression of acceleration or a delay depending on which direction your strafing and which direction the view rotates to (which I think is based on which foot you start the animation on), everything else mentioned appears to be as I described. Also I have noticed that in both games the default bullet speed values of many guns appear similarly to one another but when playing Battlefield 6 the practical result in game shows them looking slower in their trajectory (not describing RPGs and possible sniper rifles) then some of the projectiles in Battlefield 3. I think this is also why in Battlefield 6 one can strafe between bullets and also why one has to lead their shots at close range; I would guess there is a ratio or scaler value in the game just like there is for Portal for defining overall bullet speed.Please do a collab with “Warfare”
I was watching the movie “Warfare” and it clicked, that these guys in the film would make great skins in Battlefield 6. There’s enough variety to them and enough of them where you could make a skin for each class. Also the paint they had on the DMR they were using could also make for a good skin to add tot he bundle. Could also make a map matching the city they were in. This would be a good grounded military pack also bringing people who has seen the movie to the game. Especially with the identity crisis battlefields has been going through this would help redeem the games image some more. I hope EA considers this and if they do I hope they can get the partnership with “Warfare”.[Suggestion] RPG Variable Ammo System
Proposal: Introduce specialized ammunition for the RPG to improve its versatility against different targets. These would be unlocked through weapon progression: Fragmentation Rounds: Increased blast radius for anti-personnel use. Heavy AT Rounds: High-damage shells specialized for heavy armor and tanks. Standard Rounds: Balanced for light vehicles and environment destruction. Goal: This system rewards player mastery and allows for better tactical adaptation depending on the combat situation.Rampage LMG balance
Hello, The Rampage LMG is pretty much a perfect gun, except for its fire rate. You can pretty much assure that you will lose every fight in the game, unless it's revved up or you have some sort of upper hand over your opponent. It makes it not much of an effective gun. Revving it up with a thermite or having it as a sling for Ballistic are good things. But for this gun to be more competitive it must increase its fire rate. I would suggest: 1.5x the fire rate on the base Rampage and 3.0x the fire rate when revved up. Test this and try to implement a balanced update to its fire rate. This gun otherwise doesn't keep up with the rest. Thank you for reading, best regards GamesPlayer. Ciao!6Views0likes0CommentsShotgun balance
Hello, I would like to suggest some changes to shotguns. A few seasons back they had a rework across the board. At some point the mastiff was even considered the best gun in the game. Now not even close. My main concern is about the precision of pellets. They tell you: "The problem is on you. You are not precise enough! You have to land the pellets!" But I feel the precision is not on me, but rather on the spread of the pellets themselves. □ Peacekeeper: The choke is necessary in order to be precise. In its red tier state was an amazing gun. Recently you had to reduce the damage of 1 pellet for the current 99 maximum damage. The damage is fine, making it one of the best shotguns, but the speed of the choke and pellets concentration should be considered. Make it slightly better. □ Mastiff: This used to be considered for a season the best gun in the game. Since then, it got nerfed in ways that fighting produces a lot of 32 and 48 damage rather than the upper values that it used to have when it was amazing. I would suggest improving the pellets and pumps to get better damage than 32 and 48. Also, I would like to say to the team that these guns only have 5 shotgun shells, therefore they must be effective in these 5 shots. You can't afford to lose in close range like that. Just do the math. You have to be effective at close range. □ EVA-8: The damage and fire rate are fine. The problem is that this shotgun, unlike the Peacekeeper, cannot choke the pellets. The concentration of the pellets should be worked out. More precision. That's what's missing. □ Mozambique: Akimbo Mozambiques are at the moment one of the most utilized guns. I would keep them as is. Keep them good. TL;DR: Improve precision of pellets. It will make them more effective and consequently more fun. Thanks for reading, best regards GamesPlayer. Ciao!4Views0likes0CommentsGive tapstafing back to controller players or remove it entirely!
Give tapstafing back to controller players or remove it entirely! Almost every game i get into, i ALWAYS die to an MnK tapstrafe warrior... getting tired of now being able to do it myself whilst getting juked by players who can STILL do it! [CM edit - CAPS]