The problem is that most scouts carry nothing but Claymores and C4
I think it’s great that Scouts can carry lethal equipment like C4 and Claymores, as it broadens tactical options. However, as things stand now, most players use Scouts to kill infantry or destroy vehicles with explosives, and the vast majority neglect their original role of reconnaissance. I play in Asia (Japan), and I’ve rarely seen players using drones, Sofram, MTN-55, or decoys for spotting and laser lock-on, or using the HTI-MK2 and drones to destroy gadgets. On certain maps—especially Hagenthal Base—I occasionally see scout players who spot for the team, but on maps other than Hagenthal Base, there’s maybe one such player in every 10 matches. I think the Scout’s reconnaissance abilities should be made more appealing, and there should be benefits to carrying gadgets other than explosive ones. Let me give a few examples. Restore the HTI-MK2’s gadget destruction performance to what it was when it was first implemented. Double the Drone’s spotting range and spotting speed. Extend the Soflam’s laser lock-on duration to 1.5 times its current length, and allow players to attack locked-on vehicles in top-attack mode when firing the MAS148. If the Sofram continuously tracks the same vehicle, its shots should penetrate thermal smoke and flares to hit the vehicle directly. If an enemy highlighted by a decoy shot is taken down, members of the squad to which the downed player belongs should also be highlighted. The duration of the MTN-55 will remain unchanged, but its spotting range will be adjusted to match that of the TUGS. The TUGS’ spotting range will be increased from 1.5 times to 2 times the current value; enemies who are prone or crouching will be spotted normally, while those walking or running will be highlighted as if a decoy had been fired at them. With these adjustments, I believe we’ll see more scouts engaging in activities other than just spotting and killing. Please don’t misunderstand—I play as an infantryman at all ranges—close, medium, and long—and while I’m not at the expert level, I also drive tanks, fly helicopters, and pilot fighter jets. I’d like to conclude by noting that I’m proposing this idea as a player who enjoys both infantry and vehicle gameplay.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,109Views2likes19CommentsM320A1 new sight? Like wtf are you idiots doing
You make every gun sight smaller but yet you make this thing. Huge **bleep** reticle like just give me more reasons to stop playing this game… stg you guys have no clue what your doing.. my favorite gadget and you absolutely destroy the sight why in the absolute fk do you wait almost a whole year to change the sight on this stop destroying things… like i do not understand yall devs.. games been out a year for starters… second why make everything else smaller but the gadgets get way bigger .., ill even attach this for you clowns. Like wtf are yall doing. its horrible.. either leave like it was considered this gd game has been out a year or make it the same as the guns which yall decreased their size smh but hey let's make this one huge.., 🤦🏻♂️ i find myself losing so much interest in this game .. yall are rly killing this game since the start….. stgHow is this even posseble
Black auras on scopes on ps5 where are the play testers at and now youre telling me its gonna take weeks to fix someting thats game breaking🤦♂️ i dont care this shouldent have ever have been even posseble yet you guys knew about and realised the patch anyway the incompetence is realHello PS5 dudes
As you might now scopes are now broken so im just gonna spare you guys from headache and list the scopes that are least playble they are following 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 you may still find some of the unlisted scopes playble but least these are effected the leastA year later changes are unacceptable…
You change sights but yet we can’t customize them.. your devs are idiots stg i cant with yall.. you do not make such drastic changes to a game year later… the only thing that needed to be added with any gun and gadget sights is them being customizable to players preference… like i dont try to spread negativity i want this game to be great but yall are so dumb for this.If there was an option to play without your updates i would
… i just man what. .. where did you get these devs? Cod.. like stg i cant play this pile of crap anymore… this game has been out a whole year you dont wait to change everything a year later…, i dont get yall if this was something you was gonna do which alot of guns needed it.. but not gd year later are you serious? I just cant with this title anymore.. your last two updates = 🗑️Missing Assignment: MAS 44 Mastery I (Weapon Level 10 Bug)
Hello EA Support team, I reached level 10 with the MAS 44 in Battlefield V, but due to the known inventory/server sync issue, the 'MAS 44 Mastery I' assignment was never granted to my account. This is the last weapon I need to complete all gold masteries. I already tried reaching out through standard web support channels without success, which is why I'm posting here. Could a community manager or advisor please check my account inventory and manually grant the assignment? Platform: PC EA ID: Nufre Thank you!33Views0likes1CommentWhy change something that isn't a problem? SSDS 6X Scope
I went to play today, didn't know about all the update notes cause I also have a life and this week was heavy, but then I spawned in as recon and my scope was weird, actually it was horrible. I've been using the SSDS 6X scope since the beta, because it was the only one that was nice for me, being more suttle and letting me see what I'm aiming for and having the mil dots for when I do counter sniping. But it was changed for something so off, with a bright red that just distracts the aim and no mil dots anymore. Why? Really hope this is reverted, if some people like the new one, just MAKE A NEW SCOPE and put it in the game. Changing a scope that was a year in the game just to f up some players custom was such a bad decision. It is easier to change reticles that are not for snipers.Proposal: Dedicated CAS Jet Class for Large-Scale Combined-Arms Maps & Modes
CONCEPT I’d like to propose a new fixed-wing vehicle class based on real life match-ups: the Close Air Support (CAS) Jet. NATO: A-10C Thunderstrike PAX Armata: Su-25 The CAS Jet would be designed specifically for close air support, trading speed and agility for heavier armor, survivability, and sustained low-altitude firepower. The goal isn't to make the existing Attack Jet stronger. Instead, the CAS Jet would fill a fundamentally different role on larger combined-arms maps, where ground forces can sometimes consist of large numbers of heavily armored vehicles. I got the idea after playing Escalation on Mirak Valley and encountering around five enemy tanks at once. The Attack Jet can deal with ground targets, but spending most of an aircraft's lifespan trying to eliminate a single tank doesn't feel like the ideal role for it. That made me think there could be room for a dedicated CAS aircraft. Attack Jet: Get in → deliver ordnance → get out. CAS Jet: Get low → stay in the battlespace → repeatedly support ground forces → survive long enough to return. The CAS Jet should still be vulnerable and should require good positioning and teamwork. It would simply be designed to remain over the frontline longer than a conventional Attack Jet. FLIGHT & DAMAGE MODEL - 1.5× maximum health compared to standard fixed-wing aircraft. - Structural redundancy: higher thresholds for wing and engine damage. Critical engine damage reduces maximum thrust by 40% rather than immediately causing a stall. Wing damage reduces roll rate by 15% rather than immediately causing catastrophic flight-control failure. - 25% lower maximum speed and overall roll rate compared to the F-61V/F-39E Attack Jet. - The aircraft performs best at low and medium altitude. Flying near maximum altitude would result in increased drift and yaw sluggishness. The idea is that the CAS Jet is difficult to immediately **bleep**, but its lower speed and agility make it much less capable of simply escaping danger. LOADOUT The CAS Jet would have three customizable weapon slots, with two options for each. SLOT 1 — 30mm CANNON AP Belt Designed primarily for engaging armored vehicles, particularly vulnerable areas such as MBT and mobile AA top armor. Reduced effectiveness against infantry and reduced splash damage. Maximum continuous firing time: 2.2 seconds, followed by a 4.5-second jam/cooldown. HEI Belt Designed primarily for infantry, rooftops and lightly protected targets. Reduced effectiveness against heavy armor. Maximum continuous firing time: 3.5 seconds, followed by a 3-second cooldown. SLOT 2 — WING PYLONS 70mm FFAR Unguided Rockets Larger volleys with lower individual projectile damage. Effective against infantry and light vehicles, with noticeable ballistic drop. 14 rockets per replenishment. Optical Missile — AGM-2000H/K / KHM-29T Two missiles capable of mid-flight optical guidance. Primarily intended for armored targets, but potentially usable against structures, infantry or aircraft with enough skill. The missile would use a dedicated camera for guidance rather than functioning like a standard lock-on missile. Maximum: 2 missiles. SLOT 3 — VENTRAL POD Heavy Precision Bomb — GBU-42B TITAN / ABM-50M SLEDGE An unguided ballistic bomb launched using the standard CCIP bomb reticle. If a friendly unit uses a laser designator, the bomb deploys steering wings and guides itself toward the designated target. This would allow coordinated CAS strikes against buildings and ground assets while still requiring another player to provide the designation. Maximum: 1 bomb. Directional Jammer Prevents handheld/vehicle locks, and is based on the F/A-81F Super Spectre jammer. WHY A CAS JET? Battlefield already has several different aircraft roles, and I think a dedicated CAS aircraft could complement rather than replace them: Fighter Jet: Air superiority Attack Jet: Rapid hit-and-run ground strike / semi-multirole CAS Jet: Persistent low-altitude close air support Naval jets are not listed because those are obviously locked to naval maps, such as Wake Island. The CAS Jet would therefore not simply be a "thiccer Attack Jet." Its lower speed, reduced agility, limited precision ordnance and emphasis on staying close to the frontline would give it a different gameplay identity. MAP RESTRICTIONS I don't think CAS Jets should necessarily be available on every map. They would make the most sense on larger combined-arms maps and modes with enough ground vehicles, airspace and counterplay to support them. Smaller infantry-focused maps could simply exclude them. This would also allow different maps to maintain their own vehicle ecosystems rather than forcing every aircraft into every map. FINAL THOUGHTS The main purpose of this suggestion is to create another distinct combined-arms role rather than simply adding another powerful aircraft, while also using armaments already present in the game. With larger-scale battles, heavier ground-vehicle concentrations and increasingly complex vehicle ecosystems, I think there is room for an aircraft specifically designed around persistent, low-altitude CAS. I'd be interested to hear what people think about the role itself, the loadout options and whether a dedicated CAS aircraft would fit Battlefield's current or future combined-arms design.