Can't revive
So when players die around me they call for a medic and if I'm running assualt or recon it won't let me revive them it just shows them as a dead body with no option to revive them while their still calling for a revive could someone look into it I have clips below to show what I meanSolved[Request] Offline bots
Hi EA, Could you please consider offline solo/co-op bots for all multiplayer modes? I think this is a great way for some to experience the game that are minimally experienced and also a great way to come back to the game after its prime. I think this would be an excellent thing for every single Battlefield game to have actually. Hope for this to be considered. Thanks.Weekly Vehicle Debrief - AH - 6 Little Bird
Welcome, everyone, to the Weekly Vehicle Debrief Each week we will be rotating through each vehicle to discuss everything from Balancing, loadouts, tips and more, YOU drive the discussion. The vehicle we discussed last week was the Infantry Fighting Vehicle M3A3 Bradley. This week we're changing it up from ground to air. Let’s break it down: Quick take: The AH-6 feels good harassing squads in the open making fast attack runs, but with coordinated anti air it can go down fast. 🔧 Balance How does the Little Bird feel right now in actual matches? Is the Little Bird too hard to deal with? Is it too strong? ⚙️ Loadouts What’s your go-to setup and why? Any attachments or upgrades that feel mandatory or completely useless? 🧠 Playstyle & Tips What separates a good pilot from a great one with the AH-6? Best positioning or tactics that consistently work for you? ⚔️ Counterplay What’s the most effective way you’ve found to deal with this Scout Heli? Does it have any clear weaknesses that aren’t being used often enough? 🔥 Hot Take What’s ONE change this Scout Heli needs right now? Quick vote: Drop your thoughts, clips, and setups below - let’s see how everyone’s using it. The vehicle up for discussion next week will be the AH-64 Apache.107Views3likes6CommentsStart console banning hackers and cronus players.
People signed the terms and agreements can't you guy just console ban the people hacking and using cronus like what the **bleep** are you even doing sleeping on the job? Just letting that **bleep** slide if you can ban someone **bleep** console ban them or strip the game away not just a little 7 day ban all they do is make a new account. If you console ban or take the game permissions away they can't hack because they won't be able to join the game. Simple do your **bleep** jobs **bleep**!!! No wonder the game is dying.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?335Views8likes15CommentsWeekly Class Debrief - Support
Welcome everyone to the Weekly Class Debrief. You know the drill! Each week we will be rotating through each player class to discuss everything from Balancing, best equipment/weapons to use, tips and more, YOU drive the discussion. This week we're coming back round to talk about the Support class. Last week we had some excellent discussion on Engineers with some excellent points being made surrounding balance, particularly on the number of Rockets the class receives compared to previous games. On top of that we had some good feedback raised about how situationally the SMG tends to be more accurate than LMG's at range and how that doesn't quite feel right. Appreciate you folks adding your points to the discussion and we'll get that feedback sent on! This week we return to discussing the Support class, how does it feel right now, what would you change about the class if you could. What works right now and what doesn't quite hit the mark? This discussion will stay up and running for the next week before we roll into our next discussion on another Class, the class up for discussion next week will be Assault253Views6likes18CommentsGunplay 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.Exsisting battlefield 6 maps "firestorm" or "seige of Cairo" At night
I would love to play exsisting maps at night no remakes or smaller versions of the maps Like a full conquest map at night where you can use nods or night vision or thermal vehicle vision would be amazing for future battlefield gameplayClasses fix update
Melee weapons need more variation on what they do; hunting knife keep boost run speed and atk speed, combat knife change it to quicker takedown, add throwing knifes here instead of recon, sledgehammer should create small holes on walls instead of destroying them. throwables change; smoke, and standard grenades will be open to all classes. Assault will also get stunt and flash grenades, engineers will get AT and impact grenades, support will get mini and incendiary grenades, finally recon will get proximity and EMP grenades (disrupts or destroys electronics which will temporarily rid of players huds), throwing knifes will be added to melee options. Suppression should be split between gun and explosives; gun supression will slightly blur vision on target but slight blur on those close to target, has a small AoE while explosive supression will block health regen inside the impact area and delay health regen on those outside the impact area but are nearby. It has a wider AoE. Effect will be removed if suppression is not sustained. From here on I will make most changes to classes to be more in line with their roles. Signature weapon will change to weapon debuff, this should work regardless of your preference for open or closed weapons system. Skills and gadgets will be swapped around as well and some will get some additional feature. ENGINEER will change its signature gadget to supply create (resupply ammo for vehicles and soldiers and will also heal vehicles nearby). Weapon debuff reduce mobility of vehicles and infantry with all explosives. Signature trait will stay as is mechanized infantry (while near a vehicle, reduce explosive dmg and block enemies from stealing vehicle, repair to prolong effect). This will make this class the preferred choice for those who enjoy explosives and vehicle play. Gadgets will be mostly the same; rocket launchers (stinger, RPG, javelin, guided, law), mines (AT, acoustic/sound, tripwire), EOD bot, I would add mortar to this class as its focus on explosive dmg would hinder enemies advancement. COMBAT ENGINEER his ability would change to “repair tool” this would allow him to heal and destroy vehicles and constructs faster, can dmg players. His initial skill will remain as gadget fortification (overheal gadgets). Next skill will change to "equipment tinkering” (vehicle equipment cool down will be reduced when fixing or riding the vehicle). Last skill will remain as vehicle regeneration (start vehicle health regen if health is critical but will have an extended cool down). This path will focus on vehicle survivability. ANTI ARMOR ability would change to “repair tool”. His initial skill will stay as extra rockets (+2). Next skill will stay as launcher proficiency (+15% reload speed and missiles will fly faster), and the last skill will change effect "devastating impact" (reduce fix rate and boost explosive dmg with consecutive explosive hits). This path will focus on crippling and destroying vehicles while slowing enemy advancement SUPPORT I will keep signature gadget as supply bag (heal allies and resupply non-lethal gadgets). Weapon debuff will be improved blur vision (effect will scale with prolonged fire at enemies but will also fade if fire is not sustained. This allows self and allies to take less fire from suppressed enemies, however reloading will terminate the effect). Signature trait will remain as squad resupply (resupply ammo and heal upon contact). This class will focus supporting allies Gadgets will be; deployable cover. Would like to add a deployable turret as a gadget. Add adrenaline injector (boost speed, debuff resistance and explosive dmg) from assault here, Interceptor systems will go to assault, mortar will go to engineer and pouch will be added to recon, and Smoke launcher will be added to weapon mods COMBAT MEDIC his ability will change to “defibrillator ” (revive allies with low hp, full hp if charged and able to kill enemies on a single hit). Initial skill will remain as urgent aid (removes debuffs and quicker healing). Next skill will remain as revive recovery (quicker revives and immediate health regen activation upon revive or near supply bags). Final skill will change to “Brothers in arms” this reduces the effects of debuffs on nearby allies or near their supply bags (buffs don't stack). This path will focus on reviving, healing, and removing debuffs FIRE SUPPORT his ability will change to “defibrillator ”. Initial skill will remain as logistic expert (resupply non-lethal gatgets faster). Next skill will change to “personal protective equipment or PPE” (resistance incendiary, explosive, and immune to gas dmg). Last skill will change to “hold your ground” immune to suppression effects and steadier shooting if mounted or mounting his weapon ASSAULT signature gadget will change to “deploy beacon”. Weapon debuff will cause a slight flinching. Signature trait will remain as mission focused (faster objective progression, quicker out of combat cooldown which allows faster allies respawn). The tip of the spear, this class is our most numerous, the first to engage enemies, and take objectives faster adds to its versatility to advance but also the best at creating spawn points to allow his team traverse faster and safely Gadgets will change; keep weapon sling, flash breach, move Interceptor system (anti grenade and anti missile) here. Should consider adding chest plates, and bullet proof shields. launchers like (HE, incendiary, smoke) and incendiary shotgun will be removed from gadgets and added to weapon mods. Ladder will be moved to recon FRONTLINER will gain the ability “HE grenade launcher”. Initial skill will change to extra grenades, +2 to throwables. Next skill will change to “agile shooter” this will reduced ADS penalty to movement speed while shooting and moving). Final skill will remain as “quick recovery” this will boost health regen rate). This path will focus on prolonged confrontation and being ready to engage with minimum down time. SQUAD LEADER will gain the ability “HE grenade launcher”. Initial skill will be “drill sergeant” this will boost reload speed and movement speed. Next skill will be “defense focus” (improves gadget performance and range). Final skill will be “lead by example” boost dmg and score points to squad members who are capturing objectives set by squad leader or are near him. Im still working on this path but focus on commanding and improving squad mates. RECON keep his signature gadget to “TUGS” (will display enemies in the mini map). Weapon debuff will mark enemies postion briefly in mini map and in-world. Signature trait will remain as "auto spotting ” this will spot enemies in world for squad. This class will focus on gathering information and relaying it to their team. Gadgets will mostly be the same; laser designator, C4, decoy, claymore, dart gun (Would like to add a EMP version or just replace it), I would like to move ladder to this class as it would help with better positioning SNIPER his ability would change to “drone” spot enemies for 60 sec with in a 100 m radius in minimap and in world for all allies. Player can manually control the drone otherwise it will fallow player, if drone is destroyed the abilities is over. Initial skill will change to “sniper training" this will improve marksmanship, reduce sway and better breath control for steadier aim. Next skill will change to “enhanced perception” this will improve spotting range and area of effect from crosshair, spotting will be quicker and last longer). Final skill will remain as confirmed kill (enemies can't be revived from a head shot by a bolt action rifle). This path will focus on trimming down or assassinating enemies from long range. 2 skills are from recon signature set (both make more sense on sniper then in recon) SPEC OPS his ability will change to “drone”. Initial skill will remain as “stealth tactics” this will reduce sound unless standing and reduce movement speed penalty while squatting. Next skill will remain as gadget awareness (spot nearby enemy gadgets unless sprinting). Final skill will remain as “low profile” this will make player lose spotting quicker when prone and undetectable to thermal while prone and squatting. This path will focus on stealth and maneuvering behind enemy lines. Best class to hunt enemies and counter snipers. Notes Support deployable turret will have the option of setting on open space but no shielding (cover bottom half) and set up on a wall or sand bags will add shielding (covers sides and front has a slight opening) Pouch will become an explosive bad to ressuply all types of explosives, not sure if I should give it to recon or assault as a gadget609Views4likes13CommentsNew Portal update 25th Feb 2026 4 player start
So EA have updated portal to have 4 players start now, with or without bots and modified XP for both. I see why they have made modified XP for verified server running with bots enabled to help stop XP farms, but why have we got modified XP for verified server that don't have any bots enabled. Only yesterday we had Full XP and Full Stats for none bot enabled verified servers and Full XP and no player stats for bot filled servers. What is EA doing, are they trying to kill Portal or are they not testing things before they go live with them. All I ask is shouldn't Verified none bot backfilled servers not running bots be Full XP and Full Stats as it is just actual players and no possible way to farm XP? Can we have this changed please. Or because there has been no official news posted on the change yet, are they still working on this and it's a bug till all sorted out? The only reason I know this is because I changed my map rotation and reloaded the server to see 4 player start and modified XP with bots on, so I shut it down and disabled bots reloaded server and 4 player start and still modified XP. I even made a new server without bots even that has modified XP. Please fix this issue to Full XP for Verified None Bot Backfilled Servers with 4 Player Start and let communities thrive.