Recon Drone Killing Mortar w/ EMP is too Much
Note: I'm a closed weapons player. I watched a YouTube video the other day on TheCadWomen's channel, and I found out that the recon drone can kill a mortar guy with a simple zap. This is ridiculous. Getting killed by the drone EMP as a mortar player is highly unrealistic and feels unfair. It's a bit much. It doesn't make sense. Its used to fry technology circuits (or something similar), if I'm correct. So why is it killing people? And then you have the fact that the mortars visual perspective has been nerfed since BF1, which I'm actually OK with -- because Id rather have mortars in the game with this balance, than not at at all. But having that balance with the fact the Recon drone EMP can kill a player with a zap is obnoxious. Who thought of that? Its overkill. With the amount of snipers that are on the field, I can see this getting very annoying. Because lets be real here, most snipers will probably use the drone to scout with the drone. And when they see a mortar: zzzt! Embarrassing... And right now, it feels like support players are getting it rough by recons with this issue in place, and the fact that the suppression mechanic is non-existent since the beta -- and after watching all these videos with these larger maps. What's the point of support, then? More ammo? Lovely. The EMP killing should be removed entirely.If you have a problem with the BF5 game then don’t play it or don’t buy it?
That’s your opinion ok! It all started out with BF5 when it was really bad. But overall BF 2042 was the #1 worst game in the franchise! If you are having a hard time understanding me then, I could fix it myself. I have a small ENG like it’s Problems like autism ok, it’s one of them too. My English it’s more American and British.4Views0likes0CommentsIf you have a problem with the BF 2042 game then don’t play it or don’t buy it?
That’s your opinion ok! It all started out with BF5 when it was really bad. But overall BF 2042 was the #1 worst game in the franchise! If you are having a hard time understanding me then, I could fix it myself. I have a small ENG like it’s Problems like autism ok, it’s one of them too. My English it’s more American and British.Which Tier 1 items are you working on?
Hi there, players! 🙌 Unlocking a Tier 1 skin for a Specialist, Vehicle or Gun is of course quite an achievement. An achievement that should be shared and celebrated! That is why we made this thread, so that we can share and celebrate these great achievements with each other, and so that we can share tips & tricks for unlocking the Tier 1 skins as optimally as possible! For example, Tips & Tricks can be about the best Game Modes, Maps and/or ways of playing to make the best possible progress! Good work on those Tier 1 skins, @Its_Travis_199, @NexonXG, @EA_Atic, @ElliotLH, @Chytrooki, @TTZ_Dipsy! 🥳 Well done! So, share those Tier 1 skin unlocks and celebrate those achievements! 🙌 Good luck out there on the Battlefield, No-Pats!26KViews71likes2776CommentsIt's Hard to kill soilder
Hi. I AM VETERAN BATTLEFIELD PLAYER. I don't know , I can't understand why official TTK is similar to warzone. It's really hard to kill enemy. In previous battlefield TTK was good - realistic. But current TTK is so bad. I Feel like I was playing COD/Warzone. Please @EA @DICE do something. Bring back BF3/4's TTK&TTD back. Or put Hardcore mode in Main menu for fast acces.barricades
Can we get bullet proof/wood barricades for door ways/windows?! it would add some diversity for imersive changes as matches progress. it would be similar to BF5 where you could build most structures outside of engineer class. Another thing I would suggest is adding a deploy slot item for emergency armor patch to give a med/large chunk of repairs for yourself/team when riding around in light/heavy armor vehicles?! are we going to get super shorty as secondary in this game without buying a battle pass?! it would be nice to not have a paywall for such an essential CQC secondary…secondary
As previously mentioned in another post, could we PLEASE get the super shorty back without having it enabled via paywall?! I really do love some CQC infantry gameplay and the adrenaline of getting upclose and personal with that bad boy is like dishing out punishment… maybe include it in earned equipment after a certain rank?!On the eye relief of low-power scopes.
Dear Battlefield Official Team,I would like to provide feedback regarding an issue in the core gameplay of Battlefield 6, and I hope you can take this suggestion into consideration. After multiple rounds of testing, I feel that the eye relief on low-magnification optics is currently too long. The sight picture appears too small and obstructs too much of the field of view, which feels very uncomfortable.Would it be possible to introduce an adjustable eye relief setting to accommodate different players' preferences? Many others have also been reporting the same issue, as this significantly impacts the gameplay experience for infantry combat players.Thank you for your attention. n.Open/Closed Weapons: A Hybrid Solution
Premise: To resolve the Open/Closed weapon debate in a way that does not split the player base into two separate playlists, I am proposing a hybrid solution be adopted that incorporates both the open and closed weapons playstyles together into a single rebalancing of the class system. The main idea is to make the open weapons playstyle part of the Assault Class's toolkit. This strengthens EA's new intended identity for the class as a an objective-oriented, jack-of-all-trades class that can equip itself with any tool that is required to help them capture flags. The other 4 core classes (Medic, Support, Engineer, and Recon) are each given a choice between three weapon types, one being the Signature weapon of that class and the secondary options being shared between all classes. The signature weapon type each of the core classes has access to is designed to best complement the team-oriented role that class is intended to play. Locking the weapon types of the other 4 core classes but providing an open weapons outlet in the objective-oriented Assault Class strengthens the identity of each class while at the same time avoiding some of the problems the open weapons system creates in certain weapon/class combinations. Additionally, it funnels the players that would rather play to a specific weapon type vs class into an objective-oriented role, if they were really intent on breaking the class/weapon status quo. At the same time, however, there are very few situations in which playing the Assault Class with a signature weapon from one of the other classes would be more desirable than just playing the class of which that weapon is signature to. The obvious exception being if the player wants to play with a carbine on an infantry-only map, where the Engineer's kit is mostly unnecessary. This dynamic helps to push players toward one of the more team-oriented classes, rather than playing the Assault Class equipped with one of the other class's signature weapons. The proposed class/weapon rebalancing is as follows: Assault Class Primary weapon choices: Assault Rifle (Signature and Exclusive) SMG LMG Carbine Shotgun DMR ***Notably absent are Sniper Rifles Weapon sling choices: Shotgun DMR Notes: This class remains as the true "open weapons" pick. Giving the Assault Class access to most weapon types fits its identity of an objective-oriented front-liner that is able to utilize any tool that is required to help them drive the team forward. Exclusive to this class is the Assault Rifle, but it also has access to each of the signature weapons of the other classes. Notably absent from this list is the Sniper Rifle, which has been made unavailable to encourage objective-oriented use of the Deploy Beacon. If utilizing the weapon sling, this class can also equip one of the shared primary weapons (Shotgun or DMR) as a second primary. Medic Class (New Class) Primary weapon choices: SMG (Signature) Shotgun DMR Notes: This class is being added as a 5th class and is separate from the Support Class. Separating Medic from Support allows each class to dive deeper into its niche. Healing gadgets, combat stims, and the defib are moved to this class's toolkit. The signature weapon of this class is the SMG, which positions them in a place where they can better support the frontline with healing and revives. It is given access to DMRs as a secondary choice to provide a longer ranged option for larger maps, and shotguns for an alternative close quarters option. This balance is dependent on the health regeneration of the game being slowed down, because with how fast the health regeneration is in BF6 currently the healing gadgets aren't really needed. Support Class Primary weapon choices: LMG (Signature) Shotgun DMR Notes: With healing responsibilities being taken away from the Support Class, it is now able to better focus on supporting the team through other means. Support retains its ability to resupply teammates with ammo and its access to supportive gadgets like trophy systems and mortars. The signature weapon of this class is the LMG to emphasize its role of providing covering fire to teammates and suppressing enemies. It is given access to Shotguns as a secondary choice to support a more mobile playstyle, and DMRs for longer ranged suppression. This balance is dependent on the suppression system being reworked, because as of now the suppression mechanic is largely useless. Engineer Class Primary weapon choices: Carbine (Signature) Shotgun DMR Notes: This class is given Carbines as its signature weapon type to provide it with versatility that is not quite as long ranged as the Assault Class's assault rifle. This weapon choice gives Engineers the required versatility to ensure that anti-vehicle ordinance will always be present on a team. For those seeking to use a Carbine on infantry-only maps, the Assault Class can be selected in its place. Engineers are given Shotguns as a secondary weapon choice to offer a more close quarters playstyle, and DMRs for a longer ranged option. Recon Class Primary weapon choices: Sniper Rifle (Signature and Exclusive) Shotgun DMR Notes: Snipers being made exclusive to the Recon Class emphasize its role of providing reconnaissance to the team instead of front-lining. DMRs are also made available to this class as a secondary weapon choice for a more versatile option, and shotguns to support a close quarters style of play. This balance is dependent on the Recon Class being made the ONLY class that can spot enemies with a red dot over their head, while spotting on other classes will be reduced to only reveal enemy locations to the team via the minimap. With the Deploy Beacon being moved to the Assault Class, Recon needs its identity strengthened in this way. Closing Thoughts: Dividing the weapon types amongst the classes in this way reinforces each class's identity, while at the same time providing each class with enough versatility to fulfill all of its intended roles. Additionally, there would be very few, niche situations where running one of the other class's signature weapons on the Assault Class would be the better choice, but this is still an option that is available to players. Under this structure, the Assault Class becomes the most user-friendly class to those who are not yet familiar with Battlefield, but the other 4 core classes still hold distinct advantages over it and play more team-oriented roles, which helps to deter players from playing the Assault Class equipped with one of the other class's signature weapons.186Views4likes26Comments