Bots need overhaul
Having played since day 1 I've noticed how more lethal bots have become, I'm fine with them being harder but having inhuman abilities I'm not, Things I believe need addressed. Bots should not be better than human players, even very good human players (playing legit) will not have perfect aim or be able to spot everyone whereas bots can spot you across the map, have laser aim & no damage drop off. Bots need to be stopped from using vehicles or at least be booted from them when real players enter (driver/gunner), right now bots will take vehicles & waste them, taking ground vehicles driving straight into objectives & abandoning them, often resulting in other team stealing it or you jump in a ifv for instance only to be a passanger while a bot gunner will be firing at everything but the enemy, as for bot drivers, if they're not driving right into an objective filled with enemy they go on a joyride. Bots should not be able to spot or shoot through smoke with high accuracy. Bots should have same spawn rules as real players, using as an example breakthrough, if attacking & not in a squad real players have to spawn at HQ whereas bots spawn right next to objectives & in great numbers that defenders have no chance to stop it being captured, lost count the amount of times I've been defending & had bots spawn almost on top of me. As many players seem unwilling to resupply or revive, Bots need to resupply/revive more often, I know they do it but as of late it doesn't seem as frequent as it once was, numerious times I've called for resupply or revive only for bots to completely ignore me.Dear DICE, I have a solution for how to make mortars fun and balanced.
As the community has been very vocal about, the Mortars are neither fun nor effective unless there is an irrationally sized group of players standing so close to each other they are at an arms length away from each other (and even then they tend to miss). I propose a change to how they function that will require players to do the work for making the mortar accurate and not relying on a large number of factors based around spread and randomness, a change that's more akin to sniping at longer ranges and requires skill rather than relying on these random aspects. So the change I am proposing is as follows: A new way of using the mortar that requires the player to zero the mortar manually The Mechanic will at its core will be to "unlock the zero-point" from the mini-map point of aim, and allowing the crosshairs of the mortar aim to be moved to a desired point, then having the player "lock in" the aim to that new spot. The new mechanic will still require the players to account for elevation and distance variations when they move their aim, to which they may have to re-zero the point of aim to the new impact zone after moving the aim, or they can choose to do a "hold-over" to just compensate for the shift in point of impact compared to point of aim if they possess the skills to do so accurately. This opens up for more accurate use of the mortars (which can still be counteracted via using the GPDIS grenade-intercepting gadget) This change should be relatively simple to implement, requiring 4 parts: UI design to keep the actual point of impact stationary while keybind is pressed and function is toggled on/off for the mini-map. Moving the crosshairs on the mini-map without moving the actual point of impact, in the same general manner as holding the keybind for free-look in vehicles, then pressing again in the new location to lock the point of aim relative to point of impact placement on the mini-map (or what the player believes to be that point). Mortar movement animations temporarily disabled while the movement of the crosshairs on the mini-map is being executed in "unlocked"-mode to not display animations disconnected from what is happening. Vast reduction of the spread of the mortar, as the spread is now a player-skill and effort issue and less necessary as a balancing measure. This change will allow for lower splash range of mortars, requiring more accurate placement of aim on the part of the players, and requiring less damage in the impact area needed to be effective enough with for players to get a kill when shots can be placed more accurately more reliably. This will make the mortar feel considerably better to use without being worse for the targets of the mortar, by letting players feel like it is rewarding to use as they get better at using it, like learning a gun to master its skill requirements to be effective with. Additionally this also opens up for the chance to have mortar-based challenges for future weekly challenges as well as seasonal or class challenges and assignments. This would also open up for it to be a relevant item for use in RedSec and changing up the gameplay-loop of RedSec BR, as both an attack-weapon as well as area-denial tool for such competitive modes, and making for unique ways to promote RedSec via gameplay never seen before in other competitors' BR variants. Because nothing says "battlefield moment" in a RedSec match quite like winning by finding a mortar and using such a core fundamental function to battlefield to secure a win. And is definitely a "free" way to add content to RedSec BR without having to create completely new content from scratch, but instead introducing a tide-changer like a mortar to RedSec. Please remember to upvote this thread so it gets more traction.103Views0likes9CommentsReduce aircraft low altitude status vs MANPADS
I believe the hovering/flight height for an aircraft to be considered "low altitude" should be reduced for the MANPAD. For context - I had a match last night on liberation peak where a chopper was farming kills by hovering over the hill nearby capture point F. Our team was pushed back to F and E with our chopper spawn camped and no viable pilots to compete. Noticing the devastation I decided to swap to engineer and equip the Anti aircraft. Unfortunately my efforts were in vain because the target was considered low altitude despite being above and in clear view, and so the farming continued. Nothing could be done even with weapons designed for this situation. Hillside in picture below. My understanding of a MANPAD was that they're designed to combat low-flying aircraft, helicopters, and UAVs. But in this situation nothing was working and I'm sitting there wondering .. what now?? It was definitely a useless feeling. May as well grab some popcorn and watch the carnage from a safe distance. Unless ofc you like being the fish in the barrel. Now I'm all happy for the missile to go off target if the pilot did evasive maneuvers such as LOS or low flying at speed, but at least allow me to get a lock to make them buzz off for a moment. I would rather it act as a deterrent instead of being just useless in this situation.Variable Zoom/Canted Sights Toggle Without ADS
It seems that using canted sights or variable zoom scope requires you to actively aim down sights in order to switch between zoom levels or between regular scope and canted sight. I'd like to be able to switch between those without having to aim, and some kind of indicator showing which one is active. BF4 had a great one at the bottom center of the screen which showed the toggle for zoom/canted sight/laser, the two gadgets and the zeroing of your weapon, as well as the keybind for each.An Approach to Improving Daily Active Users
Abstract: Use “Action Points” to upgrade weapons and vehicles, purchase items, and refresh missions to address the issue of insufficient daily active users. Identified Issue: Currently, Battlefield 6 has seen a significant decline in active users, and matchmaking times are relatively long. Analysis: There are many factors contributing to the decline in daily active users; this article focuses solely on the perspective of weapons. The core issues are twofold: first, weapon attachments do indeed have a significant impact; second, weapon upgrades require a considerable amount of time. Under the current design, players upgrade weapons through kills or assists. However, player skill levels vary widely, so high-level players have a higher kill efficiency compared to lower-level players. Furthermore, as Battlefield is a long-established large-scale multiplayer game, players have accumulated experience over time, which further widens the skill gap between players. Consequently, veteran players have a higher kill efficiency against new players. Thus, veteran and high-level players find it easier to upgrade their weapons. Once weapons are upgraded, attachments come into play, making high-level guns more comfortable to use and significantly increasing kill efficiency. Consequently, the gaming experience for lower-skilled and new players deteriorates further, leading to player attrition. However, some might argue that there are indeed lower-skilled and new players who persist in playing, upgrade their weapons, and subsequently improve their gaming experience, thereby remaining in the game. While such players do exist, the current system requires a significant amount of experience to upgrade weapons. Players must endure repeated setbacks over a long period to customize their weapons to their liking. This process often exceeds many players’ tolerance limits, leading to a significant loss of these players as well. At the same time, even high-level players face challenges. Among them, some are only comfortable with certain types of weapons and achieve high kill efficiency with those. After playing with their preferred weapons for an extended period, these players will eventually grow bored. When they try new weapons, they experience frustration, and the massive amount of experience required for upgrades forces them to endure this frustration for a long time. Consequently, these players become bored with their preferred weapons and frustrated by the upgrade process, leading to their attrition. Ultimately, only the more versatile, high-level players remain. Although these players often derive satisfaction from the game, the loss of the aforementioned players can still lead to a decline in the overall gaming experience. For example, if only high-level players remain, the game becomes more difficult while rewards stay the same, effectively diminishing the experience. Furthermore, excessive player churn may lead to a situation where these high-level players’ friends have already left, causing their social experience to deteriorate and ultimately driving them away as well. In summary, the weapon system is crucial to player engagement and retention and requires a dedicated solution. Solution: Introduce “Action Points” as an in-game supplementary currency to enhance the player experience and ultimately increase daily active users. 1. Acquiring “Action Points” “Action Points” can only be earned during matches through officially designated modes, and they are generated through gameplay that is strongly tied to specific classes. For example: Assault soldiers earn points by capturing control points, the number of times teammates are revived via beacons, the number of times the Assault Ladder is used by teammates, and the number of enemies blinded by breaching grenades; Engineers earn points by dealing damage to enemy vehicles, restoring health to friendly vehicles, and resupplying vehicle ammunition; Support soldiers earn points by reviving teammates, supplying teammates, intercepting grenades, and intercepting rocket rounds; Scouts earn points by marking enemies, eliminating enemies with Saber mines, dealing damage with C4 explosives, and destroying equipment. The key feature of these earning methods is that they do not rely on weapon kills, but rather on the role and functions of each class as designed in the game. In other words, high-level players can gain a sense of achievement through kills, while lower-level or new players can earn in-game rewards (such as weapon upgrades) by leveraging their class’s unique traits to serve the team. This ensures a positive gaming experience for both types of players: high-level players receive more support, while lower-level and new players do not miss out on weapon upgrades simply because they did not secure any kills in that match. This ensures that all players have a positive experience during the match and receive substantial rewards upon its conclusion, thereby reducing the likelihood of player churn. Furthermore, even if players grow tired of chasing kills during a match, they will still contribute to the team’s success by leveraging the unique characteristics of their unit, which in turn fosters their own progression and ultimately leads to a more satisfying gaming experience—ultimately boosting daily active user numbers. 2. Important Notes on “Action Points” Calculation “Action Points” are calculated based on the outcome of the match; the bonus for winning a match is higher than the bonus for losing. This is primarily to prevent players from focusing solely on exploiting unit traits to farm points regardless of the match outcome, which could negatively impact the gaming experience for other players. 3. Uses of “Action Points” “Action Points” can be used to upgrade weapon and vehicle levels, thereby unlocking attachments and enhancing the richness of the gameplay experience. This addresses the issue of slow weapon progression caused by a poor combat experience. It also encourages players who specialize in a particular playstyle to explore more diverse gameplay options. For example, players accustomed to infantry combat can try playing with vehicles equipped with fully unlocked attachments, thereby increasing daily active users. For high-level players, “Action Points” may not be necessary for upgrading weapons or vehicles. Therefore, they can be used to refresh missions they don’t want to do or to directly complete weekly missions they didn’t have time for by the end of the season. After all, no one can guarantee they’ll always have enough time to play, nor can they be sure that the missions refreshed each time will align with their current playstyle—especially in game features like the Season Pass that require a long-term time commitment. Therefore, introducing “Action Points” allows Battlefield fans to play more and accumulate these points during their free time. When they are busy and lack sufficient playtime, they can directly use “Action Points” to complete those otherwise difficult-to-achieve missions. This ensures players maintain control over their Season Pass progress. At the same time, as players gain more confidence in unlocking the Season Pass, they are more likely to purchase it. For game streamers, who typically have more time to play, the need to unlock missions and progress through the Season Pass may not be as urgent. Therefore, “Action Points” should be accumulative across seasons, allowing these players to unlock new weapons and vehicles in the new season immediately. This enriches their content and fan-created videos, enhancing not only the gameplay experience but also the quality of Battlefield series videos. Additionally, “Action Points” can be used to purchase in-game items, such as Season Pass XP boost cards, allowing players to unlock the Season Pass faster and improve their gaming experience. In other words, “Action Points” ensure that future game content remains accessible to players. Furthermore, as the number of seasons increases, skins, trinkets, and other items from past seasons may no longer be available through standard means. In such cases, players can use “Action Points” to purchase these items from previous Season Passes. In summary, “Action Points” provide a viable way for the majority of players to achieve significant in-game progression simply by playing the game, which will have a positive impact on the growth of daily active users. (This is a machine translation and is provided for reference only. The information contained in this article is subject to the Simplified Chinese version in the attachment.)+15% is nowhere near enough weapon XP
If I am wrong about the actual numbers for the mastery levels that unlock attachments, my bad because you were vague in the patch notes. New XP Curve, with a reduced XP requirement, about twice as fast in the early ranks and 15% faster in total. You are not clear about where the "early ranks" end, so I will assume you mean 20 15% Just wont do the job. It takes for Double XP event for the progression to start feeling reasonable as it is right now before the patch. The 15% is about 6 -7 times less than the 100% of the double XP event, people not even feel that "Twice as fast" should go all the way into until mastery 40 where the last attachment unlocks and all the other levels are just bragging rights You are bleeding out players, do not make half hearted measures that will lose you the attention of all the players who quit because of this horrid attachment grind.Do you think the RSh-12 revolver (.50 cal) could ever make it into BF6?
I just learned about one of the most deserving of the nickname of "hand cannon" in the history of revolver exists It has appeared in other games as well such as Tarkov and Resident evil 9. It is a 0.50 cal, so I guess it would be something that would drop someone on the chest from 100% Do you think it could possibly ever make it into a game like BF6? Would it be too strong even with the lowest possible rate of fire? So strong that it would need to be a primary instead of a sidearm? Maybe could be a pickup weapon like the railgun and the minigun?