The Changes Fans Are Asking For In Battlefield 6 After Beta

While Battlefield 6 kicks off its second beta weekend after a much successful first weekend, a lot of fans have dug themselves deep in the gameplay and have come out with requests. Some fans are asking for minor changes to the gameplay, while others are asking for more drastic updates. Here are some of the bigger requests i’ve seen this week.

Closed Weapons

Old school Battlefield basically locked you to an assortment of specific weapon templates for each class. There were a few weapons that were available for each class, but ultimately the main weapons were locked behind a specific class. The problem ultimately was that if your squad needed say a Medic, you were stuck using that weapon class to fill the need.

Battlefield 6 seems to have changed that all up by allowing every class ultimate creation of their loadouts, only locking specific perks behind the class themselves. Like saving falling teammates faster as a medic, or quickly scouting enemies as recon. While the change seems mostly welcomed by all fans, there are a select few that still want the main game modes to include locked weapon classes. Their argument, it makes people learn and adapt to new weapons instead of sticking to the better “meta” weapons.

My take: I enjoy the open weapon selection. I felt that the locked classes somewhat hindered overall squads because people will generally just go to the class with the weapon of their choice, often being the assault class which offers little to no value team wise. Along with that I often find myself in situations where sniping becomes useful, but I don’t want to be a recon, I play medic. But it’s nice not being entirely locked into it.

Along with that, Battlefield 6 offers the most simplistic solution…. Game modes with locked classes. I noticed it more clearly with this weekend’s launch. If people want to play in closed weapon loadouts, the option is there. But forcing everyone into it? No thanks.

Sniper Glint Reduced

Battlefield is pretty iconic when it comes to weapon glint. It’s that bright light that is shining off on the ledge down the map, shortly before you get your head blown off. It’s a simple way of telling you a sniper is in the area, but with BF6 it seems to be way more dramatic than usual. The sniper glint in BF6 is noticeably bright, and it’s rather large as well.

Fans are asking for this to be reduced a bit, but not entirely due to the benefit of snipers themselves. Fans are seemingly complaining that the glint is so obnoxious that it makes it hard to aim properly at the snipers.

My take: I do think it needs to be reduced, it’s rather obnoxious. However another change I’d like to see is that it only glints when aimed in your general direction. It seems the glint appears even if the sniper is aiming in a totally different way, which makes you open to shots outside of view. The glint in its current state makes the sniper challenging in a not so fun way. And as we discover below, they are at a disadvantage in more ways than one.

Weapon Bloom

Another complaint I saw when a developer was discussing taking feedback and working on the game for the official release was a weapon bloom issue. Basically the definition of this is the accuracy of the first shot your player takes, regardless of steady aim or not. In the video attached to the complaint was someone with a sniper rifle taking a relatively easy shot on an enemy that wasn’t moving, while they were steady themselves. The bullet shot off to the right, then the second shot shot down and to the left. One could argue that this was a “zeroing” effect, but that is pretty debunked when the shots didn’t sail over the enemies head. (Zeroing adjusts the height of the shot up and down based on distance)

It’s pretty straight forward that the bloom effect in BF6 is pretty dramatic, leading to a lot of luck based situations, especially in close encounters and people running around with snipers.

My take: It does need some adjustments. Sniping overall feels a little off to me, but this was a real big drawback in smaller enclosed areas. There is no reason for a sniper at that velocity to be missing a shot that badly when steady. I feel that an RNG style bloom effect is just going to create more stress than anything.

TTK (Time To Kill) / TTD (Time to Death)

I’ve been seeing multiple people discuss the idea that the time to kill is way too fast in Battlefield 6. This is basically being called the “Super bullet.” . This issue was so widespread in communities that the developers are already addressing it and asking for videos to showcase. The issue stems from the idea that it’s both too easy to kill enemies, and it’s way too fast to die. There is very little, if any time, to address a situation and get out of fire because of how quickly a kill takes place.

My take: Fully agree with this complaint and hope it is addressed. The TTD seems faster than even Call of Duty, which doesn’t work in the Battlefield environment. TTD is slightly different from TTK in BF due to hit registration, but I feel like there is no opportunity to fight back when you eventually get hit. It almost feels like every death is one or two shots, dead, but this is mostly due to hit registration ultimately not telling you that multiple shots are landing. There seems to be no opportunity at times to run for cover, or escape a room.

TTK on the other hand feels horrible in a lot of instances (perhaps due to bloom as well) because you feel like you shoot way too much to get the same effect. Snipers especially, in close quarter maps, need to take 2 body shots to get a kill. They need to shoot, re-bolt the gun, and fire again. It feels frustrating with the condensed map sizes, a similar issue Medal of Honor had.

There are of course other requests I’ve seen such as a server browser, bigger maps, a counter knife option, and Rush mode basically becoming Breakthrough 2.0, but what are some things you are seeing that you want changed? Good or bad.

Dustin
Dustinhttp://TribeStudiocomics.com%20
Support My Comic https://theuprisingstudios.com/konnichiwa-tiger-barb-launching-the-epic-new-campaign-tiger-barb-goes-to-japan/

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