WE NEED A CLAN SYSTEM OR FULL 32 PLAYER DROP
we need a clan system , and a 32 player group drop before i even spend a SINGLE £1 ON BF6 COBSIDERING THIS WILL FIX THE PROBLEMS BATTLEFIELD HAS , 4 PLAYERS THAT KNOW WHAT THEY ARE DOING AND THE REST OF THE 28 PLAYERS ARE USELESS NPCS , NO THANK YOU , UNTIL YOU IMPLEMENT A CLAN SYSTEM JUST LIKE HOW MAG HAD IT NOW LOOK AT THAT AND LEARN HOWTO CREATE OBJECTIVE BASED GAMES ..... EA , DICE AND LEARN , WITHOUT CLAN SYSTEM OR GROUP DROP ITS A MESS , AND WE HAVE HAD THIS PROBLEM SINCE AFTER BF HARDLINE , AND NEVER AGAIN, WITHOUT THIS BASIC SYSTEM FOR OBJECTIVEBASED GAME, NO THANKS ,NO CLAN SYSTEM , NO BUY 👍Scope Glint needs to go.
Honestly, the claim that scope glint is the only way to balance scoped weapons in gameplay is a lazy excuse for an equally lazy mechanic that effectively not only punishes players for using a scoped weapon, but also renders the sniper roll and class useless in its intent and purpose. It's also now become so comically bad with how bright it gets that stealth isn't really even an option. Why is it so bad? In my opinion, it's because scoped weapons have pretty much blended with their carbine and battle rifle counterparts. Mechanics like quick scoping, and the ability to move rapidly while aiming down the scope is pretty much what has made the sniper and marksman weapons so overpowered. And while the scope glint mechanic may make sense in games like Call of Duty or Destiny, where small maps limit movement and gameplay to fast paced, run and gun tactics, Battlefield is a self-proclaimed "military game" which allows and encourages different roles and play styles. While I'm not calling for Battlefield to be a full on mil-sim like ARMA, it is, and mostly has been, a fast paced, military based, almost simulator like game. And scope glint is one of those mechanics that, in my opinion at least, detracts from that spirit, and very much breaks the immersion of the game. So here's my suggestion for balancing scoped rifles: Stop treating sniper and designated marksman rifles and roles the same as other classes. The purpose and intention of those roles and weapons has usually been as either a stealthy force multiplier in the case of snipers, or with the designated marksman as a stationary overwatch similar to machine guns but with more precision and range focused capabilities. As such, make the mechanics of those weapons and classes match those roles. Remove mechanics like the ability to quick scope and limit ADS capabilities when moving with magnified optics. Anyone who's ever used a scoped weapon in real life could probably tell you how difficult it is to quickly aim down a scope and acquire a target, let alone while also moving. Magnified optics usually require quite a bit of intention and patience to employ when engaging a target. A good way to do this would be to apply ADS penalties based on magnification. A 1x magnification, such as red dots or iron sights, would effectively have no penalties. Low powered magnifiers of around 2x to maybe 5x would have slight penalties and be slightly more difficult to aim without some small amount of patience to engage medium range targets. With high powered scopes, such as 10x or higher, make it more challenging by making the weapon shine when the player utilizes a stable shooting position, and exercises more patience when acquiring and engaging targets. This doesn't necessarily have to be in prone, but at the very least, the player is not moving, and is holding through the scope at a specific area of engagement. The more stable the position, like shooting prone off a bipod, offers the greatest capability over less stable positions like standing. This could also allow for additional mechanics to help stabilization like using walls, trees, or barricades for support. Any major or rapid movements would create artifacts in the scope, like reticle parallax, or loss of focus or eye relief, and clear sight picture would be restored once the player finds a stable shooting position again. Small or slow movements would cause little to no issues, and again, the lower the magnification, the less impact movement has on aiming. Another mechanic is the use of smoke trails similar to that found in the original Halo multiplayer. In this case, carbines and battle rifles would have none, DMR's would have minimal if no smoke trails, while snipers would have very brief and light trails that could be traced to a general direction, and larger more powerful rifles, like the M82 or M200, would have slightly longer and more visible trails. I believe these mechanics would stay true to the DMR and sniper classes and the roles of the weapons without inherently punishing players for using them. It would also encourage more diverse play styles with these different weapon systems as well as encourage better tactics to counter those different play styles. Which I feel is really the core of what Battlefield is. Players taking different roles to work together and complete the objective. Example photos from StoneMountain64 gameplay.Sliding and gun recoil
Just want to preface that I played Battlefield since bad company 2 and BF3 is my absolute favoritrle FPS game. The only battlefield that I haven't played is 2042. This game tried to integrate new things, and I'll be damned to say it, but it was a good idea. Although, not all ideas are worth it and welcomed in this franchise. Attack sprint - removed from Battlefield 6. This is good, because it creates an incentive to be in constant assault and also diverge the gameplay from pre-meditated to just spontaneous fast reaction skill-based. Sliding - Integrated earlier, I can see why people wanted it to be added to the game. It offers more maneuvering and skill expression. Although, here comes the problem : even if you add a 1 second cooldown to it, it can still be spammed. No battlefield fans enjoy having to be confronted by a character model moving faster than a bullet and being reduced to a crouch-sized position and moving through the screen. No battlefield fan will agree that it is fine to have incentive to waste tickets by just rushing entire enemy squads. If the "rabbit slider" is not taken down, it becomes a competition of who can survive an assault by just going in spamming slides and jumps. This has nothing to do with the Battlefield "DNA". I know it happens sometimes ; someones get a good flank opportunity and is able to neutralize more than 5 targets, up to 10 or above. It happens. But if it does, it's because of thoughtful positioning and patience... or luck. By removing the slide, it doesn't remove anything of value to the Battlefield franchise. It just preserve it. I would tend to think that many people still want it, i get it. As a substitute to the current version of BF6, I would see the assault class being able to slide, and only this class. Imagine having a javelin and a Igla in your back as an engineer, or a support with LMG and 400 spare ammos with other equipment, or a sniper with .50 anmo packages, it is hard to agree they would just spam slide, especially on asphalt lol. I know it's not always about realism, it can be about gameplay and skill expression, and I think this is the best solution still. It would also help the assault class to feel a bit less team reliant, as many people have pointed they don't agree too much with it. Gun recoil - With the many videos available online, it is clear that most gun have low recoil, and some have next to none. Are we shooting laser guns now? I know having to shoot 5 bullets for a kill can be exhausting at times, but man... no recoil on a gun makes it less fun to play to be honest. When you shoot a LMG and the iron sight doesn't even move an inch, it feels more like water gun than an actual machine gun. That is without considering the balance issue, having people shooting down a target from more than 100 meters away in less that a second, with more than 4-5 hits. Some people are really good with aiming I know, but at this distance, no guns should be allowed to maintain a fully automatic shot and take down a moving target in less than a sec. It should take semi auto or rafale. Don't bring back the PP-29 of 2042 and apply it to every guns please. It's hard to believe this gun created an entire backlash followed by a patch to balance it, when now it's just normal to have every assault rifle made with this feature. I know guns can have attachment to stabilize it, but just make it start from further. What I mean is, the guns should have way more recoil at first, and with those attachment, you would still see the increased stability without having it to reach "laser gun-like" stability. Thank you for listening to the community!Request: Full Gyroscope Aiming Support and Auto-Calibration Toggle
Dear Dev team, I’m a PlayStation player and a big fan of first-person shooters. I truly appreciate developers who implement gyroscope aiming — it’s a modern, precise, and comfortable mechanic that significantly enhances controller gameplay, especially for players who are physically disabled. I’d like to share a suggestion regarding future gyroscope support in your game. In Battlefield, for example, gyroscope aiming is technically present in the latest alpha versions (such as BF6), but it’s currently non-functional. I’d love to see a fully developed and customizable implementation of gyroscope aiming — similar to how it works in Fortnite, THE FINALS, or Call of Duty. Most importantly, I’d love to see: An option to disable gyroscope auto-calibration. This system is built into PlayStation controllers and often interferes with small, precise movements — such as when using sniper rifles or trying to control recoil. While it can’t be disabled at the system level, some games successfully disable it within their own engine (e.g., Fortnite). Comprehensive customization options — sensitivity, acceleration, input threshold, inversion, and more — just like in the titles mentioned above. Features like these show care for detail and greatly improve the controller experience for many players. Thank you for your work — I hope this feedback is useful! Sincerely, Artem Rolar Horun P.S. I played the BF alpha and it was awesome.522Views24likes24CommentsM142 Himars, Mortar, Jet with JDAM Rocket - GBU31 JDAM 2000 pound guided bomb
Artillery systems would make the game more impressive. Also the jet with its JDAM bomb. The explosions would make the combat moments epic, which would make it resemble modern wars but the explosions should be big, especially the jet's JDAM bomb which has a really big explosion.GLITCHES AND CHEATERS
I have been playing this game since the beginning and understandably there was glitches then too but it was still in development. However, as time goes on it seems that Apex is not capable of fixing the glitches when it comes to the ending of a season and a new season. Always freezing or getting kicked out of a match with a penalty and then having to restart the game since they throw error codes like it's going out of style. There is also the problem of cheaters, no one is capable of spinning and killing you and then not show up on the kill cam and no one should be able to speed up their shots, or move super quick or have aimbot. There is also the issue of spawn killing. If the game has to mention a spawn camper and not do anything about it; what is the point of the announcement? If apex can't fix these issues, they should just shut down the whole game. Especially now that they are asking for more when it comes to the battle passes splitting it for 2 passes in one season. 🙄57Views1like2CommentsPortal Suggestion] 3-Faction with Armies from Past, Present and Future
Hi Battlefield Team, I’d like to share an idea for Portal that could really expand the possibilities and fun of the mode. What if Squad Deathmatch (or Conquest) supported 3 or even 4 factions at once, with armies from different timelines battling for control on a large map? For example: Team 1: Modern U.S. Army Team 2: WW2-era Germany Team 3: A futuristic army, like the Pan Asian Coalition from Battlefield 2142, or a custom faction like Pax Armata On a 64 or 128-player server, each faction could have its own squads, starting zones, and objectives. This would create an epic 3-way war between past, present, and future. Strategy would be totally different depending on which army you choose! The Portal system already allows for creative matchups — but allowing 3 or more teams would take things to a new level. It would also open the door for community-made mini-campaigns or alternate history modes (like “WW2 vs Future Tech” or “NATO vs Dual Enemies”) [Portal Idea] 3-Faction Warfare: Past vs Present vs Future I have a creative idea for Portal. Imagine a Squad Deathmatch or Conquest mode with 3 or even 4 factions from different eras: WW2 Germany Modern US Army Futuristic army (like Pax Armata or BF2142's Pan Asian Coalition) All fighting in a large-scale map. It would create total chaos — but in the best way! This concept could lead to amazing DLCs or themed content in the future. A mode where history, modern warfare, and sci-fi collide would offer unique gameplay and replay value. Thanks for bringing Portal back. These are just my creative ideas, of course, but you know better.