Attack boats are pathetic. Yet more ground fodder for helicopters.
As the title says. The minigun on the Gunboat must be shooting .22 Long Rifle rounds. This garbage weapon gives off ZERO deterrent to any helicopters. Where as the Miniguns on the Littlebird and the Blackhawk absolutely shred the gunboat. Even the Blackhawk transport helo can shred the gunboat. I have 1000+ hours on the BF4 Gunboats. The BF4 boats are way faster , way easier to maneuver, have more armor, and have formidable defenses against Helicopters. How are flying helicopters more hearty and have more HP than an armored gunboat?? Make it make sense DICE!Attack Helicopter — Killing Machine. Mobile Anti-Aircraft Unit That Never Gets
Dear DICE Team, I am writing this because it is painful to keep playing like this. The Attack Helicopter is a true killing machine — powerful radar, strong weapons, can strike and retreat, and always receives attention and adjustments patch after patch. Meanwhile, the Mobile Anti-Air vehicle is left behind, forgotten, and placed at a clear disadvantage every single match. The imbalance is obvious: - Missiles lock-on too slowly while helicopters attack and leave before we can respond - Missiles sometimes fly straight into the ground instead of climbing toward the helicopter - Thermal smoke blocks OUR vision completely — we lose sight of the very targets we are supposed to stop - Helicopters have "below radar" protection, flares, and countermeasures that reload fast — we barely have anything to reliably counter them - We send videos, screenshots, and detailed feedback over and over — yet nothing truly changes Infantry gets updates. Helicopters get fine-tuning. Every other vehicle gets looked at and improved. But Mobile Anti-Air? It stays broken, weak, and neglected. I have to ask — why is it like this? Why does everyone else get balance love and improvements, while Mobile Anti-Air players are just ignored? Do DICE truly hate this vehicle and the players who choose to use it? Is it so hard to give us the same fairness you give to pilots? We don't ask to overpower everything — we ask for equality. We ask to be able to defend our team without being an easy target from above. Please stop leaving Mobile Anti-Air behind. Respectfully,365Views11likes83CommentsHello guys ,welcome to new map layout called Operation Granby!
A gigantic Conquest with all vehicles,new battlefield locations, dogfights and more across the Area22B.Loads of stuff to pick up. -Armory in each HQ (BOX) -Team Switcher in HQs (dummy) -FTP Just type "Operation Granby" into the search engine (In BF 6). https://www.youtube.com/watch?v=E6HCtMZNvAs EA/DICE Devs it would be nice to highlight that prject in a game ,it took me so many hours to create it. BF 6 FTW ! EA/DICE please don't highligt Operation Metro and Gulf of Lyndon every day since 8 months,it’s ridiculous—don’t be surprised that people are leaving; give other creators a chance!Unstoppable Force bundle purchased, BF coins removed, content missing
I purchased the Unstoppable Force bundle in Battlefield 6 using BF6 Coins on PC September 21, 2026, at approx. 2pm. The BF6 Coins were deducted from my account, but none of the bundle content was added to my account. The bundle page disappeared from the store immediately after I purchased it, so I cannot open it again to show it as purchased. More than 24 hours have passed and still no content. I did follow all the troubleshooting steps EA recommended but no luck. Anyone else had the same issue or a similar issue and know how to resolve? Input appreciated. Thank you.27Views0likes6CommentsHello PS5 dudes re post since the og has been burried by many other posts
If youre on ps5 i highly suggest you to look into this post so as you probably know alot of the scopes are broken in away that they have that kinda of weird border on them here are the least effected scopes with few new ones that i thought to add since they dont look as bad unless you move while ads mini flex 1.00 R-MR 1.00 Osa-7 CQ RDS 1.25 ROX 1.50 1P87 1.50 A-P2 1.75 BF-2M 2.50 SDO 3.50 LDS 4.50 GRIM 1.50 PAS-35 3.00 TH-RDS 1.00 S-VPS 6.00 SM RIFLE VARIABLE TS-HD 6.00 now to new ones PVQ-31 4.00 MGO 3.50 SU-230 LPVO 1-4 QMK 3.00 MARS-F LPVO 1-5 MC-CO LPVO 1-6 DVO LPVO 1-6 1P88 Variable 3-10 BAKER 3.00 if you bealive that i missed some be sure to add them here were all in this together so we might just well make the expirence more barable for each others while waiting on the fixFormal complaint about Battlefield 6 and the player experience in Latin America
To the EA and Battlefield team, I have spent more than 300,000 Argentine pesos on Battlefield 6, skins, and battle passes. After spending that much money, the experience I am getting is deeply disappointing. One of the main problems is finding ranked matches in my region. I queue up to play ranked, but there do not seem to be enough players available to get a match. What specific steps are you taking to ensure that players in Latin America can consistently access this mode? I am also extremely frustrated by how inconsistent gunfights feel. I repeatedly encounter situations where I start shooting an opponent, see them react afterward on my screen, and still end up dying first. I understand that shooting first does not guarantee winning, but the frequency and nature of these encounters make it difficult to trust what the game is showing me. I cannot determine whether the cause is latency, synchronization, or hit registration. What I can describe is a frustrating experience that needs serious investigation. As for the maps, I find the new designs increasingly disappointing. Seeing new content focused on water and boats while these issues persist makes me question your priorities. My priority as a player is reliable hit registration, responsive servers, and being able to find matches. Those are fundamental requirements for a shooter. The impression I am left with is that selling skins and battle passes receives more attention than the quality of the gameplay experience. As a customer who has spent a substantial amount of money, I expect solutions and clear communication about unresolved problems. I am asking for a specific response explaining what you are doing to improve ranked matchmaking in Latin America and investigate inconsistent gunfights. I would also like to know where players can track progress on these fixes. I am extremely dissatisfied. I bought Battlefield 6 to enjoy the game and compete, but right now I finish playing feeling more frustrated than entertained. I expect this complaint to be taken seriously and forwarded to the team responsible. Gustavoweapons we need to bring back in Battlefield 6
1)HK416 (M416) People's favourite weapon. 2)M249 SAW - this is the Machinegun the game really needs. 3)Barret M82 - we need this sniper rifle but we need 1 shot kills by this sniper. Damage xp should be 200 hp. We really miss 1 shot sniper kills long time. I m telling that in body shot sniper should kill with 1 bullet.Battlefield 6: Offensive Side Experience Imbalance and Optimization Proposals
## I. Preface The core hallmarks of the Battlefield franchise are total theatre war, multi-dimensional attack and defence, free-form tactics and flanking manoeuvres. Players are encouraged to compete through diverse aggressive playstyles including assault, flanking, guerrilla tactics and rapid repositioning. However, the current build of Battlefield 6 contains systemic attack-defence imbalance. Core rules heavily favour static defensive anchoring, while aggressive offensive play is penalized by multiple mechanics. Tactical variety is greatly reduced and match tempo becomes rigid, which seriously deviates from the core gameplay identity of the series. Based on widespread community feedback, in-version testing and real-world military logic, this document lists key issues in descending order of impact, alongside actionable optimization proposals that balance gameplay, authenticity and cross-platform experience for both controller and mouse-and-keyboard players. ## II. Core Issues (Sorted by Severity) 1. Severely reduced global mobility coupled with lowered ADS movement speed; crippled survivability for attackers To refine aiming accuracy for controller users, the game adopts a blanket reduction to baseline player mobility alongside major cuts to movement speed while Aiming Down Sights (ADS). Compared with Battlefield 2042, strafing, direction changing and positional flexibility are noticeably degraded — this is a widely recognized grievance across the community. In a one-sided pursuit of immersive realism, core shooter movement mechanics have been sacrificed. This mechanic triggers cascading negative consequences. In close-to-mid range fights, attackers cannot use strafing, sudden stops and directional changes to evade incoming fire. Offensive actions such as shooting on the move while ADS are systematically penalized. Exposure time during pushes, flanking and repositioning increases drastically. The margin of error for aggressive play becomes extremely narrow, and the tactical value of movement-based gunplay is effectively eliminated. 2. Suppression mechanics are nearly ineffective; static defenders face no counterplay or risk Compared with classic entries such as Battlefield 3 and Battlefield 4, suppression has been heavily nerfed, almost removed. When taking sustained incoming fire, the reticle shake, visual distortion and accuracy penalties of suppression are minimal. The community widely describes this mechanic as underwhelming. The lack of meaningful suppression creates severe imbalance. Defenders behind cover can hold angles with almost no pressure or risk. Matches boil down to a simple rule: whoever spots and fires first wins, with this advantage amplified to an extreme degree. Even if attackers pre-identify defenders entrenched behind cover, sustained fire cannot force defenders to reposition, expose themselves or retreat. Attackers lose a primary tactical tool to push and trade space. 3. Dense cover and widespread head-glitch angles eliminate offensive tactical room Maps feature excessive static obstacles and tight chokepoints. Many cover pieces enable constant head-glitch firing positions: defenders only need to expose their head to cover entire lanes while presenting an extremely small hitbox, granting very high survival benefits. Combined with low player mobility, attackers are left with minimal tactical options. Available attack routes are scarce and linear. Flanking, backcaps, guerrilla play and multi-pronged pushes are nearly unworkable. Defenders control sightlines and key chokepoints cheaply through terrain and head-glitch spots. Attack-defence tactical diversity collapses, reducing matches into repetitive head-on pushes and stationary duels. 4. Poorly tuned movement spread and muzzle velocity compound attacker disadvantages According to detailed community weapon testing, movement spread values are far too low and projectile velocity excessively high. Accuracy while moving can even exceed stationary baseline spread seen in Battlefield 4. Following Update 1.3.3.0, spread growth for high-damage weapons was further strengthened, applying double pressure on attackers. This creates a fundamental conflict: stationary defenders firing from rest maintain near-perfect accuracy with almost no room for error. Attackers pushing across open ground or repositioning are easily eliminated by near-instant high-velocity gunfire, leaving little space for evasive movement or in-the-moment counterplay. Meanwhile, hipfire/ADS accuracy while moving is intentionally weakened, systematically limiting offensive damage output and devaluing aggressive play. ## III. Cascading Consequences of Mechanic Imbalance (Summary of Core Pain Points) Low mobility + ineffective suppression + prevalent head-glitch angles + high muzzle velocity / low movement spread = systemic attack-defence imbalance. Defenders: Full sightline advantage, low-risk static anchoring, minimal counterpressure and high kill reward. Passive holding angles delivers consistent wins with simplistic, high-yield tactics. Attackers: Long exposure windows, ineffective movement counterplay, weak mobile damage output and minimal margin for error. Tactics such as flanking, enveloping and guerrilla assaults yield near-zero reward. Match pacing becomes rigid. To maintain win rates, players abandon Battlefield’s signature mobile tactics and adopt static angle holding. This directly undermines the franchise selling points of total war, layered combat freedom and multi-dimensional warfare, hurting long-term retention and replayability. ## IV. Targeted Optimization Recommendations Core design direction: Restructure ADS penalties and restore tactical tradeoffs alongside functional suppression. Replace the current rigid movement-speed penalty while ADS with accuracy-based penalties. Reinstate classic suppression mechanics, rebalance attack-defence counterplay while preserving realism and parity between controller and mouse-and-keyboard users. Detailed proposals: 1. Adjust ADS movement mechanics: Restore ADS movement speed close to hipfire movement speed and remove hard movement speed reduction while aiming. 2. Redefine ADS penalty logic: Add reticle wobble and increased dynamic spread when moving while ADS. Faster movement creates stronger reticle shake and wider bullet spread. Once stationary, reticle and spread quickly settle. This returns the tradeoff: mobility in exchange for precision. 3. Fully restore suppression mechanics: Recreate BF3/BF4-style suppression effects. Sustained incoming fire induces visual blur, reticle shake and amplified weapon spread on targets, granting attackers a tool to pressure defenders and force repositioning. 4. Dual-input balancing: Slightly strengthen aim-assist tracking for controller players to offset their inherent disadvantages in movement-based gunplay, preserving quality of life for both controller and mouse-and-keyboard audiences without favouring one input method. Expected outcomes: Attackers can push, flank, reposition and execute enveloping tactics with normal movement speed, reviving Battlefield’s core mobile gameplay. Tradeoffs between mobility and precision become a matter of player skill rather than forced rules, raising skill ceiling and match depth. Systemic penalties against offensive play are removed. Static angle holding is no longer the universally optimal strategy, reviving diverse offensive and defensive tactics. Stationary defenders retain high accuracy at range and keep their baseline defensive value; defenders are not over-nerfed, achieving dynamic balance between attack and defence. ## V. Authenticity Justification (Real-World Military Context) The current “ADS slowdown” mechanic lacks grounding in real military doctrine and is purely artificial game design. In reality, soldiers moving forward with sights mounted while maintaining a low ready stance retain normal walking pace; aiming through optics does not inherently reduce movement speed. The real penalty for shooting while advancing lies purely in degraded accuracy. Gait-induced wobble shifts the sight picture and increases shot dispersion, so real-world mobile firing relies on short controlled bursts for suppression rather than precise kills. This aligns perfectly with our proposal: no ADS movement penalty, but increased spread and reticle shake when firing on the move. This preserves immersive authenticity while maintaining competitive shooter counterplay and tactical depth. ## VI. Conclusion The current attack-defence imbalance in Battlefield 6 stems not from player skill gaps, but systemic flaws in underlying mechanics. Poor mobility, neutered suppression, misaligned weapon values and map design stifle the franchise’s signature mobile tactics and render the “total theatre war” identity hollow. The core proposed change — shifting penalties from ADS speed reduction to accuracy degradation plus restored suppression — fixes imbalance and revives tactical variety without breaking immersive realism or favouring a single input type. This returns the game to its core loop of mobile battles, attack-defence tug-of-war and rich tactical options, matching Battlefield’s brand identity and core player expectations | |Must have laid off all your good developers 😆
I stood for this game and this franchise….. but yall have disrespected the battlefield franchise even in itself. Just heads up here your player count is dropping fast…. You’re losing your true og fan base.. yall better figure out who actually plays and buys your games and stop Making changes in favor of streamers and cod lovers….. you’ll share the same fate of their doomed franchise. . I will continue to support future battlefield games and this franchise…But this game is game is cooked… yall started great even amazing to such a disappointment… its probably not fixable with the devs you have running things… very 👀 you go from outstanding and poitive reviews tk mid and bad reviews.. and its not hate.. its the fact you have made minimum good changes for thinngs in this game from the start and many horrible changes… back tracking along with forgetting your true fan base and players… this game was so much better at launch… its playable now. Its still fun but dude wtf have you guys been doing? Especially idk whos idea it was to drag season 1 out for so long skipping holiday events all together that’s laughable for any game….. for starters.. anyway i wont rant… love battlefield but yall have **bleep** this one up… congrats with where you started tho 💯 side note…When did redsec become more important then your Core game modes… and battlefield franchise…..? best of luck