The Lag Compensation is punishing good players
Hey everyone, I need to vent and see if anyone else is experiencing this, because the current state of the netcode and server performance is making 1v1 fights completely unplayable for me. It's been worse update after update. I play on a very stable, high-end fiber connection with a great PC setup, but it genuinely feels like I am being aggressively punished for having a good connection and hardware. Ever since the recent updates, the lag compensation feels entirely broken. Here is what 90% of my 1v1 gunfights look like right now: Dying around corners: I run behind solid cover, get completely out of sight, and then die a second later because on the enemy's screen, I’m still standing out in the open. Insta kills: I spot an enemy first, open fire perfectly, and hit my shots. On my screen, the enemy snaps around and deletes me in what feels like a single frame Fire rate my only blessing: It is practically impossible to win a 1v1 right now unless I am running the KV9. Because of the terrible desync, the only weapon that registers enough damage to compete is something with an extremely fast fire rate. If I use anything else, I lose. Sometimes even KV9 is not enough. This isn’t an occasional hiccup or an isolated lag spike. This is happening in roughly 90% of my engagements. It’s completely unpredictable and feels incredibly unfair. To make matters worse, this broken hit registration is even affecting vehicle combat. I’ve had instances where a tank rocket literally detonates directly on an enemy infantry and deals absolutely zero damage. Then, in the next fight, a rocket will explode away from a target and somehow secure a kill. It is an absolute nightmare right now. The game feels completely disconnected from what is actually happening on my screen, and the recent patches have only made it significantly worse. Are any other low-ping / high-refresh-rate players experiencing this heavy camera desync and broken hitreg? Devs really need to look into how the server prioritizes player data, because right now, having a good connection is a massive disadvantage. What I only noticed is, where my ping settles usually around 19ms, it spikes from time to time to 50-60ms without reason. It's not my local internet connection issue, as the same was happening in the hotel or via hotspot (mobile internet). Part of the issues may be caused by UNSTABLE SERVERS. Devs pls check this, it may be a dead end, but it's definitely worth checking.215Views8likes11CommentsINCREASE soldier mobility
Against most of the community opinions, I think it is necessary to increase soldier mobility. This does not mean reverting the slide activation changes from S4. After all, that change did reliably reduce accidental slide triggers, but it also completely eliminated certain movement techniques that were previously possible. At the same time, based on my testing, DICE's method of limiting consecutive slides is not through stricter velocity checks, but rather by bluntly adding a cooldown period after a slide. During this window, no matter how fast you are, you cannot trigger a second slide. This needs to be compensated. I remember back in S2 or another season, DICE nerfed slide distance. It's time to add that reduced distance back now. We need a longer, smoother slide. I'll explain the reasoning shortly. DICE also needs to improve the overall smoothness of soldier movement. I recently watched a video on YT comparing the first-person experience of soldiers traversing uneven surfaces like rubble piles in BF3 versus BF6. In BF3, the camera feels natural and smooth, with minor terrain bumps ignored to maintain a stable view that doesn't disrupt combat. This also aligns with real world logic, where the human body naturally buffers and maintains balance. In BF6, however, the camera feels like it has no buffering whatsoever. Tiny bumps in the terrain are directly translated into first-person camera movement, resulting in significant jitter that heavily interferes with aiming and shooting. Another issue I have to mention, which I believe many players have experienced, is getting stuck on all kinds of tiny objects, making it impossible to pull back into cover in time and leading to death. This is extremely frustrating. Also, when you're next to an MBT or IFV, the slightest movement of these vehicles causes massive camera shake. DICE should change the detection and calculation methods and prioritize a stable camera and smooth movement by ignoring small objects, minor terrain variations, and subtle interfering factors like vehicle movement nearby. Now let me answer that question: Why should mobility be increased? The reason is simple: a game's various design elements need to be aligned. When the vast majority of guns have a short TTK, and most maps are relatively small, complex in design, and dense with engagements, strong mobility is required. One thing needs to be clarified: if you often find yourself dying in BF6 before you can even raise your gun or react, or frequently get killed by enemies using seemingly absurd movement, this does not actually mean soldier mobility in BF6 needs to be nerfed. On the contrary, it indicates that mobility still needs to be increased. If the soldier you control becomes more agile, the difficulty of aiming and tracking for everyone else will increase. They will need more time to kill you, and you will have more time to react, allowing you to counter-attack or evade using that more flexible mobility. In other words, your chance of surviving unexpected encounters will be higher. Improving mobility primarily raises the skill floor for players. For those currently dominating in BF6 with complex movement techniques, increasing mobility won't raise their skill ceiling by much, as their execution is already approaching the limit. Meanwhile, with enhanced mobility making you more flexible, you'll be able to handle those seemingly insane movement techniques with greater ease. This narrows the gap between average and top-tier players, leading to a better gameplay experience for everyone. Or, look at it from the opposite angle: why did BF1 receive a massive mobility nerf shortly after launch? Because BF1's longer weapon TTK and its relatively open, linear maps did not match the initial soldier mobility. The gunplay and map design in BF1 gave players a larger window of operational freedom, and combined with the initially high mobility, this made chaining complex movement techniques possible—perhaps even mandatory. However, mastering these movement techniques was extremely difficult, creating a huge and hard-to-bridge gap between average and top players, which made the BF1 mobility nerf inevitable. But BF6 is not like that. The map design leads to frequent sudden encounters, and the shorter TTK further compresses the operational window. Increasing mobility won't make movement techniques more dominant; instead, it gives average players more possibilities. You might ask: why not change the gunplay and map design to create an environment suited to low mobility? If BF6 had no commercial targets and no live-service pressure, that might be possible. But at least for now, the cost and time required to buff mobility is far less than redesigning a full set of game mechanics tailored to low mobility. Some might also say that BF6's design feels too much like CoD. Whether that's true or not is a topic for another time, but one thing is certain: as long as there is still Conquest, Breakthrough, 64-player all-out warfare, vehicles, Classes, and all the various signature design elements of the Battlefield series, Battlefield will always be Battlefield. Each Battlefield title can lean into a different stylistic direction, because at its core, it is not any other game. No matter how much it might resemble CoD, it is not CoD—it is simply a Battlefield title with an unprecedentedly smooth infantry combat experience. BF6 does not need to deliberately cater to every design choice of older Battlefields. While great designs from the past can be used for reference, old Battlefield is not the gold standard; it can be changed, and even overturned. The times are evolving, and I hope the series is evolving, and that its players are evolving too. Thank you for taking the time to read through all of this. If you agree, please drop a like.Season 3 is here! We want your feedback!
Now that Season 3 has been released we want to hear from you. How does Railway to Golmud feel to play? Do you feel like the map is the right size? Too big? Or not big enough? With Season 3 vehicles were given a big overhaul. How do they feel to play now? Is there more versatility for ground vehicles? Does the Little Bird still feel dominant? Automatic weapon recoil was adjusted with Season 3, how is this feeling? This thread is primarily for feedback and discussion about the new Season. If you are having an in game issue please check to see if a thread has already been made and if not please make a thread reporting the issue.11KViews31likes765CommentsJump shots. This aint a basketball game!
I saw a YouTube video comparing the accuracy of shooting while jumping in BF6 to previous titles. It's like there is no penalty for shooting while jumping. Almost like it's encouraged. At this point, DICE should just add drain pipes and boxes to break with your head. Dear DICE, if you're not going to add a jumping penalty on shooting accuracy, could you please add the 'boing' sound when people jump? And make a mode where you have to rescue a princess, too.Can we get 'Sprint breaks out of ADS' option
I'm playing with mouse and keyboard with toggle zoom for infantry. I can't use hold zoom as i feel it changes the pressure on the mouse to the table surface which makes it harder to finely adjust aim while zoomed. This generally works fine for me with one exception. When I ADS and see someone already taken sight on me or someone gets up onto me too quickly so I want to attempt to evade I need to toggle aim again then toggle sprint or movement to slide in order to evade. This works fine when the visual feedback is fast for weapons that ADS quickly however on weapons that do not the visual feedback is just too slow that we are no longer aiming so I often then 'toggle' aim again to end ADS however as I'm already un-aimed and even if the animation has not completed yet I end up going back to ADS and I'm now stuck in aim mode while trying to sprint...this obviously does not work and invariably I get killed in this situation. I feel my reaction speed is not the problem here but the game mechanics prevent a smooth execution of my choices. Yeah skill is always a factor and I don't think ADS speed needs to change in any way to avoid this. What would be great though would be if enabling sprint while ADS could actually break out of ADS directly as this is what my muscle memory wants to do.Feature Request: Optional Two-Step Drone Deployment (Instead of Instant Launch)
Hey Battlefield team, Quick one: the Recon Drone needs a leash. Right now, the second you tap the gadget button, the drone's already in the air. There's no "equip" step like there is for every other piece of kit in the game, no moment to catch yourself. Weapons give you that beat. Grenades give you that beat. The drone just goes. And because gadget bindings shift from class to class, that one button doesn't always mean "drone." Muscle memory doesn't care what class you're playing, it just fires. So you're mid-firefight, thumb does what it's done a hundred times before, and suddenly you're staring at a drone camera instead of the guy flanking you. Not great. The fix seems pretty obvious: give it two states. Instant Launch: keep exactly what exists now, on by default. Nobody who likes it loses anything. Two-Step Deployment: first press equips the drone, second press sends it up. Same rhythm as literally everything else you carry. That's it. No balance changes, no nerfs, no new mechanics to learn, just a toggle that lets the drone behave like the rest of your loadout instead of like a hair trigger. If you've ever eaten a bullet because your thumb remembered the wrong class, you know exactly what I'm talking about. Drop a comment, throw a kudo on this if you want it too. The more noise, the more likely it lands in front of someone who can actually flip the switch. Cheers.Challenges Are Annoying
Challenges should be kept specifically to the class and its main weapons. Why am I doing a "get 20 kills with a sniper" for an LMG unlock?. Its annoying because Im forced to play ouside my playstyle and I get bored and log off. Im not interested in playing as a sniper in any way, but Im being forced, which takes away the fun in how I want to play. Personally, i never liked challenges. But i get why you have them: progression and player retention. But please just make them class specific. NEVER force the player to go far outside their playstyle because it feels horrible and boring. Cheers.When will the flash hider actually eliminate muzzle flash?
Right now the flash hider only removes spotting markers, but the actual muzzle flash in-game hasn’t been reduced at all. When will this attachment finally fulfill its proper function? Is this an intentional choice from the dev team, or just an issue that hasn’t been properly addressed?When will the flash hider actually eliminate muzzle flash?
Right now the flash hider only removes spotting markers, but the actual muzzle flash in-game hasn’t been reduced at all. When will this attachment finally fulfill its proper function? Is this an intentional choice from the dev team, or an issue that hasn’t been properly addressed?