The single-shot magazine for the ELR-40 is way too strong
The single-shot magazine for the ELR-40 is an interesting attachment; while it limits the weapon to a single round, it also significantly alters the range at which a one-shot body kill is possible. However, this attachment is highly problematic. The range for a one-shot body kill is far too generous. Although the description states an "optimal range" of 30 to 60 meters, in practice, it is capable of one-shot body kills from as close as 25 meters all the way out to 80 meters. To make matters worse, the damage is increased to 120, which means that even with the damage falloff applied to hits on the arms or legs, it can still secure a one-shot kill at ranges around 40 meters. This level of performance is simply abnormal. While the concept of a single-shot magazine reducing the one-shot kill range is an interesting mechanic, I would like to see the damage adjusted to 100, and the one-shot kill range reconfigured to align with the description—specifically, 30 to 60 meters.Platoons are back! What’s your vision?
The new roadmap and the return of the platoon system are truly game-changers!These will greatly contribute to the revitalization of esports and community events. And above all, playing in a platoon is the ultimate way to experience the true essence of PTFO.We can't wait for even more tactical teamwork on the battlefield.What kind of platoon are you planning to create? Or join?We'd love to hear your thoughts!338Views0likes10CommentsAgain... Casual duos
Hey You seriously need to make a casual duos mode........,........... Do you even know how frustrating it is to play with 3 randoms no coms? Heli guy flys over there and dies... Tank boys drive away that way and dies. Uss grant boys die over there.. underground bunker boys die down there... Teammates start unnecessary missions... People quit, people bugs out.. In most matches, people just run off on their own, too often little to no teamwork. With duos, its easier to have consistent teamwork, and if not, one can manage to play alone. Much easier to fight 1 v 2 than 1 v 4. And to not have to deal with 3 randoms no coms... Must be how heaven feels like. So much new things for non casual players in season 5. I hope you do more for the casual players in season 6. All we have is casual breakthrough and casual quads... Make my day SOGBattlefield 6
Technical Proposal Contextual StressBased Weapon Reload and Handling System Category: Gameplay Mechanics / Weapon Animation / Immersion Proposal: Modular Contextual Reload and Weapon Handling System 1. Introduction This proposal explores the possibility of introducing a contextual stress-based weapon handling system in Battlefield 6. The objective is to increase combat immersion by allowing weapon handling animations, character reactions, and sound effects to respond dynamically to intense combat situations. This concept is not intended to transform Battlefield into a hardcore military simulator or replicate the mechanics of Bodycam. Instead, it aims to enhance the existing Battlefield experience while preserving its identity, accessibility, and competitive balance. 2. Proposed System The system could evaluate contextual combat conditions, such as nearby enemy fire, explosions, incoming damage, and intense firefights. Based on these conditions, the game could introduce subtle variations in: Reload animation transitions. Hand and weapon positioning. Character breathing and physical reactions. Equipment movement and sound effects. Weapon handling animations during high-pressure situations. These changes would provide additional visual and audio feedback without necessarily changing the fundamental weapon mechanics. 3. Technical Feasibility and Development Workload A major consideration is the workload required to support Battlefield's extensive weapon collection and future weapon additions. To address this concern, the system could use a modular implementation approach: Reuse existing reload animations wherever technically possible. Introduce reusable animation transitions and contextual states. Begin testing with a limited selection of firearms. Evaluate compatibility with different weapon categories. Expand the system only after successful technical and gameplay validation. This approach could reduce the need to create entirely new animation sets for every firearm. 4. Competitive Balance Competitive integrity must remain a priority. The proposed system should avoid: Random reload delays. Unpredictable reload durations. Unfair mechanical disadvantages. Unnecessary changes to weapon damage or fire rate. The primary focus should be contextual visual and audio variations rather than random gameplay penalties. 5. Expected Benefits Potential benefits include: Greater combat immersion. More convincing weapon handling. Improved animation variety. More dynamic character reactions. Stronger audiovisual feedback during firefights. Additional opportunities for future weapon animation improvements. 6. Suggested Development and Testing A controlled testing phase could evaluate: Animation compatibility with existing weapons. Performance and synchronization. Reload consistency. Player feedback and accessibility. Development workload and long-term maintenance. The system should only be expanded if testing demonstrates meaningful improvements without negatively affecting gameplay. 7. Final Considerations This is an exploratory technical proposal, not a request for a complete weapon animation redesign. The intention is to investigate whether Battlefield 6 could benefit from a modular contextual stress-based weapon handling system that enhances immersion while respecting development resources and the game's established gameplay principles. I also welcome technical criticism and alternative implementation suggestions from the community. The goal is not simply to make Battlefield more realistic. It is to make combat feel more dynamic, responsive, and immersive without compromising what makes Battlefield unique.The Mystery of the 99 Damage
I wasn't sure where to post this, so I’m putting it here in the discussion section. Lately, when playing Battlefield 6, I’ve frequently found myself dealing exactly 99 damage. At first, I wondered if it might be due to damage multipliers/reductions based on specific body parts (like hitting an arm or a leg), but that doesn't seem to be the case. What exactly is going on here? If anyone knows, please let me know.A passionate plea from a veteran: Bring back the true permanent HARD-CORE mode!
Dear DICE and Battlefield Development Team, I am writing to you as a long-time veteran of this franchise, out of a deep love for what Battlefield has always represented. I want to talk about the true spirit of Battlefield, and what really sets this franchise apart from its main competitor, Call of Duty. Right now, the gaming market is saturated with arcade shooters tailored for a younger audience—games focused on slide-canceling, bunny-hopping, and mindless running-and-gunning, where the screen is cluttered with hitmarkers and endless UI elements. The real magic of Battlefield, the pure adrenaline that made us fall in love with the franchise, was perfected in the Battlefield 4 HARD-CORE mode. That mode was an absolute masterpiece. The immersion was unparalleled: no mini-map, no HUD, reduced health, and active friendly fire. You didn't just play the game; you were in the screen. Every corner turned required tactical thinking, every shot fired had weight, and squad cooperation wasn't optional—it was a matter of survival. The raw intensity of the battlefield and the absolute lack of visual clutter created an unmatched atmosphere. Lately, it feels like that unique magic has been diluted to chase the trends of other shooters. But Battlefield shouldn't try to be like COD. Battlefield is at its best when it embraces its tactical, gritty, and immersive roots. Please, consider reintroducing the classic Hardcore mode as a permanent, official playlist in the game, rather than just a temporary rotation or a custom portal setting. Give the veteran community back the hardcore tactical experience we are all craving. Thank you for your time, your hard work, and for listening to the community. Best regards, [Thread moved from BF6 IT to BF6 EN, please check our guide on how to find the right language board for your post. EA_Claus]Are players with a high ping at an advantage?
I play in Japan, and today, while scrolling through X (formerly Twitter), I came across a post claiming that "players with high ping aren't at an advantage; those who get taken down are simply weak." In my own experience, I’ve frequently encountered situations where players with high ping manage to land shots on me even when I’m behind cover, or where the number of hits I actually take far exceeds what the in-game audio cues and visual effects would suggest. Has anyone reading this ever been taken down in a strange way by a player with high ping? Also, are there any videos or analyses out there that investigate whether players with high ping actually have an advantage?Muzzle attachments other than suppressors should also have a reason to exist.
Currently, in the Asian (Japanese) region, the use of suppressors is so widespread that not having one equipped is practically seen as a sign of an amateur. I frequently use suppressors myself, so I can certainly understand why players choose them for various reasons. However, because suppressors have so few downsides, other attachments have effectively been relegated to the scrap heap—a situation I find a bit regrettable. Since the developers went to the trouble of creating attachments like muzzle brakes, compensators, and flash hiders, I believe adjustments are necessary to make these alternatives viable choices alongside suppressors. I propose the following three adjustments for suppressors: Increase bullet spread by 1.6 times when a suppressor is equipped, compared to when no muzzle attachment is used. Reduce the rate of fire to two-thirds of the original value. Increase the attachment point cost for each of the four suppressors that have been in the game since launch by 5 points.Reviving "Assist Counts as Kill": Fixing the Reward for Frontline Players
I would like to propose a fundamental discussion regarding the game's reward infrastructure and its impact on gunplay integrity, specifically focusing on the necessity of reviving the "Assist Counts as Kill" feature on the scoreboard. Currently, the matchmaking and scoring ecosystem feels incredibly unrewarding for casual and light users who actively engage on the frontlines. Imagine a scenario where a casual player pushes an objective, plays aggressively, and heroically lowers an enemy's health down to 20%. However, if a squadmate or teammate lands the very final bullet, that teammate receives 100% of the kill credit on the scoreboard, while the player who did 80% of the heavy lifting receives nothing but a basic assist point. This lack of a proper "Confirmed Kill" structure for high-damage contributions leaves casual players feeling completely deflated. It naturally discourages aggressive teamwork and rewards a passive playstyle where players hesitate to engage first, choosing instead to wait and steal final blows from their teammates. To fix this core game design issue, we should look back at the series' history. The Battlefield Studio needs to bring back the classic Battlefield 4 infrastructure, where dealing a substantial majority of damage (75% or higher) officially registers as a full kill on the scoreboard's actual kill count. Restoring this system is vital for the health of the community. It ensures that the efforts of light users are always fairly and accurately validated, making every firefight feel rewarding regardless of who gets the final hit. It shifts the meta away from passive kill-stealing and brings back the true fun of aggressive, coordinated gunplay. I would love to hear thoughts from the community and the development team on this. Should the studio officially adopt the BF4-style assist-to-kill calculation to save and revitalize the casual combat experience?