Sidearms During Revives
I think it would be a great idea to let downed players use their secondary weapon while being revived. Right now, a lot of players hesitate to revive teammates because it’s simply too risky. It’s very common to see teammates — especially non-medics — run past downed players without even trying. Not necessarily because they don’t want to help, but because reviving often puts them in immediate danger. Allowing the downed player to defend themselves with a sidearm during the revive could change that dynamic. It would make revives feel less punishing and encourage more players to take the risk. Of course, this would need proper balancing to avoid being overpowered: -The downed player should still be vulnerable and can be fully eliminated if shot -Accuracy should be reduced (weapon sway or instability while being revived) -If the player is being dragged, maybe limit it to hip fire only or add a heavy aim penalty The goal isn’t to make revives safe, but to make them less punishing and more viable in active combat situations. I believe this kind of mechanic would: -Increase revive attempts -Improve teamplay -Add immersion to the Battlefield experience What do you think?Roll back the changes to the RPG!
The current changes not only broke the way the thing aims but there was no reason to reduce the speed of it. The rpg was already underpowered and needed a dead on hit to kill infantry or else it does 70 or lower , only like 170-300's most the time to armor, and mostly had luck when it came to hitting aircraft. Who else thinks this thing never should have been nerfed?334Views8likes15CommentsAdd back suppression from older titles
It is kind of confusing to me when suppression was changed from the something that is actually effective (affecting weapon sway and weapon accuracy) to something that is completely meaningless (prevent only natural health regen). Adding back the actual suppression effect would do the following: adds meaningful counter to SVK and Snipers in general, thus increasing the skill ceiling for sniping and using SVK address the current player frustration with movement + high ttk weapons with high movement accuracy (slide/slide jumping around corners into machine gun fire and winning) indirect buff to the LMG class that is not increasing movement speed/accuracy or damage.Gunplay balancing
I’m not sure why we are nerfing accuracy again. AR’s are almost unusable at range already now you’re nerfing accuracy again? Why do we keep trying to “widen the skill gap”, I havent experienced a drastic need for that, the game feels pretty balanced. This is only an issue for streamers and turbo sweats, that want to crush every lobby they go into. “ widening the skill gap” just skews the game towards the no life’s. I’m still dying around corners and dying in a single frame, There are actual issues with the game on the fundamental level but we’re focusing resources on skewing the game towards the vocal minority that don’t like that new players can still have a chance, even if they aren’t running Meta guns and sliding all over the map. I’m so tired of the people that cry the loudest getting catered to. “ aim assist is OP.” dude you can play with the controller at any time? It is your choice to play this way. Keyboard mouse makes heads shots easier, recoil control way easier, and reaction speed too, but no one is here crying to nerf keyb/ mouse. Both inputs have pros and cons, you just need to pick your poison. I love this game and I want it to succeed, chasing the complaints of a small part of the base while the hit reg is still not there is killing the player base. I have like 300 hours in this game, and I have fun when I play, the only thing that takes away from that is the bugs and net code. It seems like all the fixes that have come are to appeal the usual suspects on Reddit, that seem to hate the game even though they have a thousand hours in it. But the actual net code is still broken. Not to mention the “loosing que” phenomenon, where you get five games straight where you loose every gunfight, seem to always get them down to 10 health and then you get lasered. And then look at the scoreboard and the entire enemy team has a 5+ KD and only two people on our team aren’t negative. I understand that random chance can result in this phenomenon, but five games straight? And I know it’s not an Internet issue, because our entire team will be negative. But we are all at 22 ms. It’s like the source code just decides this team is going to dominate and they have priority connection or something. My point being, there’s clear inconsistency in the games connection and hit reg. But we are nerfing rpgs five times? Where are the priorities here? I just don’t understand the rational of changing the gun play again, when the core mechanic is the biggest issue. Seems like a bandaid fix to appease the Reddit lords.Address the TTK/Distance of Engagement
After around 1000 hours in BF6 and mastery 50 across all the weapons. I think while the gunplay of BF6 still retain most of the essence of what make gunplay in BF6 great, one glaring issue standing out above all weapons, the bullet velocity and bullet drop. Across the 1000 hours I have never, and I mean never, had to lead a shot outside of 200+ meters with most guns, that is absolutely insane. If we want to talk about getting lasered/lasering outside their intended distance of engagement and and TTK of SMGs and Carbines and SMG-like rifles (M433 and VCR2), this is the main point we should be address instead of map size. It does not matter if I am playing on Mirak Valley, Firestorm, or Iberian, if my SMG have 500 m/s velocity, I am going to laser that guy 100m out regardless of recoil or damage drop. In my opinion SMGs should have their velocity cut in half across the board, this make them still effective in close quarter while much less effective 75m+, Carbine should received similar but less reduce in velocity. SMG-like rifles such as TR7, M433, and VCR2 should have the same reduction as carbine. Not sure if anyone else have the same opinion as me, but after a night of outsniping DMRs and Snipers using the SL9, while funny, is ridiculous when it comes to weapon balancing.An honest fan perspective, Missing the classic battlefield scale and soul
I’m writing this because I’ve been a huge fan of this series for as long as I can remember. But honestly, looking at the state of the game 6 months after launch, I felt the need to share some honest thoughts not as a critic, but as someone who truly loves what Battlefield used to be. Right now, to be blunt, it feels like the game is having an identity crisis. Here’s what’s on my mind: The Scale Problem: Battlefield was always about those massive, breathtaking maps. Lately, it feels like I’m playing an arena shooter—almost like CS2. Everything is so cramped that I’m often dying to a grenade before I can even take ten steps. That legendary "combined arms" chaos is missing. Where are the vehicles: One of the best things about this franchise was looking up and seeing a real player in a jet, or planning a strategic approach because there’s a tank guarding a ridge in the distance. Now, that tactical layer feels gone. We need that interaction between air, land, and infantry back. The mechanics: I really miss the "weight" of the gameplay. Specifically the bullet drop Having to actually calculate a long-range sniper shot was what made the gunplay so rewarding. Simplifying these things makes the game feel a bit hollow. I’m not saying this to be harsh; I’m saying it because I want to love this game. I want those "Only in Battlefield" moments back where strategy and scale actually matter. Please, bring back the soul of Battlefield. Don't let it turn into just another fast-paced shooter. We’re still here, waiting for the game we fell in love with.Ammunition and attachment combos: concept/suggestion.
Hi all, I was wondering what if we had ammunition and attachment combos like this. Would you want them in the game and how does it effect your favorite weapons? Standard - When used in conjunction with the basic barrel, you are re-funded 10 attachment points. Penetration - When used in conjunction with an extended barrel, targets behind the initial target take 85% of the damage delt to the initial target and increases damage to soft skin vehicles by 35%. Subsonic - When used in conjunction with a suppressor, further reduce your weapons sound signature and minimap detection range by 7m. Duration you're spotted on the minimap is reduced by 50%. Lightweight - When used in conjunction with a lightened barrel, gain an additional 10% bonus to all movement, ADS and gadget/weapon swap speeds while that weapon is in use. Hollow point - When used in conjunction with a shortened barrel, gain an additional 15% bonus damage to body and limb shots. Frangible - When used in conjunction with a heavy barrel, upon impact your targets' movement speed is reduced by 25% for six seconds. Synthetic - When used in conjunction any muzzle attachment other than a suppressor or flash hider, gain 2X damage with headshots. Long-range - When used in conjunction with an extended barrel, increase the range in which your damage drop off and sweet spot mechanic starts and ends by 20m.Update is meh
Update is half assed kills are like a lottery feels awful one minute they die next minute full mag and they win the fight. Did tanks really need a nerf when everyone is an engineer with an rpg? Now there like a cardboard box with a cannon attached meanwhile the heliscout flies about so unrealistically like its a tie fighter from star wars murdering everyone. Guns all still feel the same none really feel fun to use. There is no suppression! Its a **bleep** poor update from top to bottom. Its simply not battlefield this game. How does it get worse with everyupdate like who plays and tests the game and agrees that this is a good battlefield title? It just feels off and its clear for all to see you made call of duty with tanks. Time to put this game to bed.