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.7.2KViews27likes529CommentsWeekly 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. In our last couple of discussions we discussed the changes made with Season 3 for both the Recon class and the Engineer class. Lets bring it back round to the Support class. Since the release of Season 3 how has Support felt? Have you noticed much of a difference between the last Season and now. As always the discussion is driven by you folks, we’ll be jumping in with our own thoughts, but we’re especially interested in your feedback, playstyles, and any tips you’ve picked up along the way. If you’ve got clips or standout moments, feel free to share those too.Banned (false Positive) appeal unaccepted
Hello i am here to just share my story even if this doesn't go my way i would love to figure out why i was banned i just downloaded the game the other day because i got a new pc and figured id be able to run the game and play for real it was to damanding for my old system anyways i get on the game play for a couple hours 2 hrs and 24 mins exactly i didn't think i did good i didn't think i played bad but apparently javelin thought i was cheating because i came back to the game a couple hours after i got off of it and i was banned PERM BANNED i don't know if i had a program on in the backround i don't have a cheat engine or any "trainer" mods for other games i was playing the game 100% the way it was supposed to be played after this ban happened i don't know how else to prove to these guys that i wasn't cheating i want to get into the game and enjoy it there isn't that much out there right now . i tried playing on my other account and recorded the gameplay this time for proof even in display capture but an hour into my session i was kicked out i have the footage i don't know whereto put it or who i can send it too but this is very frustrating if i really was cheating i would've accepted the ban and moved on with my day but i want this fixed because this really is a false positive. if anyone EA staff or DICE staff can please help and give me an answer that would be great and dont tell me to appeal it cause i did and they gave me nothing as a response thanks this is my tracker if you want to take a look: https://tracker.gg/bf6/profile/1005699971699/overviewSolved129Views0likes18CommentsPlayers LEAVING after dying in Redsec?
Have you found your self minus a full squad or even running solo at the end of a "RANKED" play. After having to wait 5-7 minutes for matchmaking to happen. Being in the low ranks or even high it must take anywhere for 3-7 minutes. You might get 12-15 matches in a 5-6 hour window in the morning, that might even be pushing it a little bit. But to have to go through all the waiting then the players leave, that is dum bro. Penalize them crabb apples by an hour penalty delay per squad break up before that player can re-enter a game. Its Ranked homies. I dunno. Anyone find this annoying¿The IGLA should be removed from the game
The Igla should be removed from the game until the flare interaction bug is properly fixed. At this point, it’s the only realistic way to make air gameplay bearable again. The developers have already acknowledged that there is a bug involving how AA missiles interact with flares. In the recent Discord Q&A, it was confirmed that missiles can sometimes ignore flares entirely. This isn’t speculation anymore. The issue is known. The problem is that the Igla is by far the worst offender. This isn’t an occasional annoyance that happens once every few days. Anyone who spends a significant amount of time flying will run into it repeatedly. If you’re flying and you’re actually surviving long enough to engage in air combat instead of crashing or dying to simple mistakes, there’s a very good chance you’ll die multiple times to missiles that completely ignore your flares. That is not a minor bug. It’s a game-breaking issue for air vehicles. The frustrating part is that this has existed in some form since release. Lock-on missiles and AA missiles have always had inconsistent interactions with flares. Sometimes they work correctly. Sometimes they don’t. The Igla, however, takes the problem to another level. It seems to ignore flares far more often than any other launcher in the game. When your primary defensive countermeasure randomly fails, there is no meaningful counterplay. Flying becomes less about skill, positioning, or decision-making and more about hoping the game doesn’t decide that your flares simply don’t count this time. I understand that fixing this bug may not be simple and could take time. That’s exactly why I think temporary action should be taken instead of waiting indefinitely while the issue continues to affect every pilot in the game. Remove the Igla from the game until the bug is fixed. While the launcher is disabled, investigate exactly why it behaves differently from other AA launchers and why it appears to ignore flares so frequently. More importantly, continue working on a proper fix for flare interactions across all lock-on and AA missiles so that the problem is finally resolved at its source. The current situation makes air gameplay unnecessarily frustrating, and the Igla is the biggest contributor to that frustration. Until the bug is fixed, it has no place in the game.446Views10likes35CommentsHow will the recoil system in Battlefield 6 be modified?
Will adjustments to recoil make it more manageable? The recoil in Battlefield 6 is extremely frustrating when I use traditional burst-fire techniques; I can’t even predict where the second shot will drift. How will the recoil system in Battlefield 6 be revised to improve its controllability? Will the devs revert to the classic recoil mechanics seen in BF4 and BF1, or will they iterate upon the current recoil system? I’d like to know the potential improvement directions.Hello ..
I want to ask EA to add my kurdistan country too intoto the battlefield 6 rewards, we are kurdish we are more than 40 - 45 million people around the world you we want to see our flag on our battlefield class chest you can read about kurdistan about halabja about dash what they did to kurdistan 🙏🏻🙏🏻🙏🏻Feedback on the Planned New Sobek City Rework
With Season 5 bringing planned reworks to New Sobek City and Blackwell, I wanted to focus specifically on New Sobek City. Overall, I think New Sobek City is a great map. I’m not going to discuss the commonly mentioned issues such as rooftops, boundaries, or infantry flow. Instead, I want to focus on vehicle balance, because I think that’s where the map still needs the most attention. Conquest My main issue with New Sobek City is that there are simply too many vehicles for a map of this size. Currently, the map can have: * MBT * IFV * Mobile AA * Little Bird * Attack Helicopter * Transport Helicopter For a relatively small and dense urban map, that feels excessive. Personally, I think the map would play better with fewer vehicles overall. If it were up to me, I would keep only the Little Bird as the primary air vehicle in Conquest. Its role fits the scale of the map better than having multiple helicopters operating alongside heavy armor, an IFV, and a Mobile AA. Reducing the overall vehicle count would also benefit infantry gameplay. New Sobek City is a relatively compact urban map, and having fewer vehicles would create more opportunities for infantry to move between objectives without constantly being pressured by armor or aircraft. That said, even if DICE decides to keep the Attack Helicopter in Conquest, I still don’t think the Mobile AA belongs on New Sobek City. The reason is simple: aircraft are already heavily countered without it. New Sobek City already has: * A stationary AA turret * Engineers with anti-air launchers * Enemy helicopters * IFV shells * IFV TOW missiles * IFV gunner weapons * MBT main gun shells * MBT TOW missiles * MBT gunner weapons * Dense urban cover that naturally limits aircraft sightlines and engagement opportunities On a map as compact as New Sobek City, aircraft are often exposed to several of these threats simultaneously. It’s common for a helicopter to be dealing with engineers, armor, enemy aircraft, and the stationary AA at the same time, even before factoring in a Mobile AA. Because of that, the Mobile AA doesn’t fill a missing role. It feels like an additional anti-air layer being stacked on top of an environment that is already full of anti-air counters. Most of the time, the Mobile AA sits near the back of the map, locking aircraft and spraying them with its main cannon whenever they attempt to engage. Flying often becomes less about participating in vehicle combat and more about avoiding a Mobile AA that can safely operate from the rear of the map, protected by the CRAM enabling it to retreat and be immune to missiles. Whether Conquest ends up with only a Little Bird or both a Little Bird and an Attack Helicopter, I don’t think the Mobile AA contributes anything positive to the overall balance of New Sobek City. Escalation My opinion is slightly different for Escalation. I actually don’t have a problem with both the Little Bird and Attack Helicopter being present because the Attack Helicopter arrives much later in the match through the escalation system. The problem is the timing of the Mobile AA. Currently, the Mobile AA spawns far earlier than the Attack Helicopter. As a result, the Mobile AA spends a large portion of the match primarily fighting a Little Bird and a Transport Helicopter. That doesn’t feel balanced. The Little Bird has very limited, well basically no options against a Mobile AA, and the Transport Helicopter has no counter. Meanwhile, engineers generally struggle to pressure a Mobile AA because it often operates deep in the back of the map and can retreat into protected areas whenever it comes under threat. The Attack Helicopter is the vehicle that can actually challenge a Mobile AA consistently. Because of that, it would make far more sense for the Mobile AA to spawn at the same time as the Attack Helicopter, or perhaps a minute or two beforehand. If the Mobile AA is going to remain on the map, it should not be spending nearly ten minutes countering aircraft that have no ability to fight back. Pax Armata Attack Helicopter Bug There is also a long-standing issue where the Pax Armata side still does not receive an Attack Helicopter on Sobek escalation. As far as I’m aware, this bug has existed for a long time and remains unresolved. Conclusion I think New Sobek City is already one of the better maps in Battlefield 6 and doesn’t need major changes to its core design. My concern is that the vehicle balance feels overcrowded. There are too many vehicles operating within a relatively small space, and there are already numerous counters available to aircraft before the Mobile AA is even considered. My suggestions would be: * Reduce the overall vehicle count in Conquest. * Preferably limit Conquest to the Little Bird as the primary air vehicle. * If the Mobile AA remains in Escalation, move its spawn timing much closer to the Attack Helicopter. * Fix the Pax Armata Attack Helicopter spawn bug. I believe these changes would improve vehicle balance while preserving what already makes New Sobek City an enjoyable map.Make Battle Pass Have a Catalogue so we can Grind anytime
All this FOMO still and would appreciate it if there is a catalogue like Helldivers would make this game be able to grind cosmetics whenever would love this .. I would be willing to pay extra cash including exclusive assignments and BF PRO added it and be able to grind anytime and don't expire so much opportunity even the event passes as well.Interesting read on a likely bug affecting tank gameplay.🧐
Hey y'all! I'll paste a few extracts of the doc here, but here's the link for the full document. Perfect reading material for chilling at work or on the toilet. x) Have a nice rest of your day! A single mistaken sensitivity multiplier in BF6's source code is quietly hurting tank gameplay for both mouse and controller players in ways you (and quite possibly DICE) might not expect! 🧐 You can verify this statement for yourself, if you wish, through a simple 10–12 minutes experiment in a portal experience (“KK's test range”, or any other with tanks and bots), which I'll walk you through shortly. It can also be verified through data and tests (pages 19/20/21). -------------------------------------------------------------------------------------------------------- As a result of this flawed sensitivity scaling ratio between 1st- and 3rd-person views, you're forced into undesirable trade-offs that have never existed in any previous BFs. In fact, tweaking your tank sensitivity (no matter the slider you use) will always come with unwanted side effects. Some of those are input-specific, others common to both mouse and controller. Their nature depends on the unconscious choice you already made when setting your sensitivity, leaving you in one of the following three situations (or somewhere in between) : 1 - In first-person: Common to both inputs: You feel (though you may no longer consciously notice it) like something is off with your muscle memory compared to tanks in previous BFs, or even compared to tracking targets as infantry at speeds similar to a tank turret's traverse speed, especially considering both scenarios use similar magnifications (tank 1st-person unzoomed ≈ 1x–1.5x / 1st-person zoomed ≈ 4.5–5x). This leaves you with a weird sensation, as though the barrel and your shots are somehow out of sync with your mouse or joystick input. Controller specific: Your turret turns more slowly at max joystick deflection than it needs to, even though the game allows it to turn faster by increasing your sensitivity. The problem is that you don't want to increase it, because your 3rd-person sensitivity is already where you want it. KB/M specific : You're having to lift and reposition your mouse more often than should be necessary (think TOW guidance, prolonged target tracking, or scanning large areas). 2 - In third-person: Side effects are all common to both inputs: Your sensitivity is unnecessarily high for one of the two main purposes of this view: awareness. As a result, its other purpose—engaging targets in CQB, or even at mid-range while staying aware of your surroundings—suffers, because you're forced to use a higher sensitivity than necessary, increasing the likelihood of missed shots. Your sensitivity also feels very high compared to your infantry hipfire sensitivity. While a bit of a discrepancy is acceptable/expected because the two cameras use different FOVs, it shouldn't be large enough to be noticed. This in turn unconsciously forces camera switches that otherwise wouldn't be mandatory, and you might not even use the 3rd person camera to shoot at all because of that (?). 3 - Both of the above are true, but their impact is roughly 50% lower. Self-explanatory. You picked the sensitivity setting that offers the worst compromise, because you didn't want to make any trade-offs. You then ended up inheriting both problems—just to a lesser extent 🙂