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Here's the Tavor, with its ridiculous horizontal/left-diagonal recoil angle vs the ultimax. And yes I know is not completely 1:1 because the Ultimax I don't have the suppressor for yet. I don't use muzzle brakes because I don't like being spotted. I'll do the UMP later to prove my point that consistency is better across the board than ROF around a corner.
 
The UMP is rated exactly where it is because it's fucking terrible. Recoil means nothing when every gun is extremely accurate and the abysmal ttk gets you killed at every range that matters.
I hope BF6's UMP feels like MW2's UMP. That was THE jack-of-all-trades SMG back in the day. Competent, manageable recoil with decent range and DMG made it a versatile, iconic weapon for many engagements.
 
Probably late and gay but thoughts on the new maps and gamemode? Personally, Sabotage is pretty meh as I'm not a fan of these close quarters meatgrinders but I would say the few matches I played were ok as a one-off "trying new things" type of deal. As for maps Eastwood is definitely the better of the two maps, it flows quite nicely in all of the gamemodes it supports. Blackwell on the other hand is fine in certain gamemodes like Breakthrough or Rush, but a complete clusterfuck on Conquest or Escalation. Overall both would benefit from a marginal size increase, imo.

Other than that grinding out challenges and cosmetics has been pretty enjoyable, though I'm sick of these retarded devs not knowing how to properly code a challenge. For example one of the Medic specialist challenge require damage with the Fire Airburst. Easy enough, right? Except it only counts direct impact damage and even then its stingy on how much counted.
 
Why?
Recon you can spot the entire map with a drone, or paint targets. You can also shoot a guy across the entire map with a sniper.
Assault, while weaker on large maps can carry 2 main weapons, and the spawn beacon which helps doing conquest captures behind enemy lines.
Engineers can blow up vehicles.

Support can rez people, resupply, block incoming munitions...but that means you are dependent on the other classes. Many times I've played with a weak team and used the drone to boost the entire team's skills by marking every enemy on the map. Its a huge boon for the team. Engineer, if you take out all the enemy's vehicles and repair your own consistently, you can strongpoint a section and hold it.

Its a toss up between Assault and Support for which one is weaker, compared to the sharp edge of Recon and Engineer.

Your comments on the UMP and Ultimax are telling, I think you might just play small map modes exclusively if you think this. Or maybe youre just bad?
Spotting with recon implies your team will capitalize on it. Which they won't. The 320 is nerfed to shit in this game and the spawn beacon is useful, but again, requires a competent squad to take advantage of it. Engineer is the staple conquest class so it's obviously very strong. However support in it's current state has strong incendiaries, smokes, fast resupplies for engineers, heals, cover on command,, and can spam revive an entire room in seconds. It's extremely powerful. The defib needs a balance adjustment. I can't count the amount of times I've jumped onto a site, killed 10 guys, died to the 11th, and then heard that asshole spam revive every single retard I Just killed in seconds. Revive trains have reigned supreme in battlefield for over a decade at this point and it's not any different here.

The UMP and ultimax are also fucking awful and I won't accept anyone trying to tell anyone otherwise. Especially now that weapon accuracy has been buffed across the board they're even more horrendous when comparing to any of the actually good guns. The guns in this game have extremely manageable recoil and you don't need shitty meme guns to kill people at range and I would take any other SMG or LMG over either the UMP or ultimax. I have a near 3.0 player k/d and a 65+% w/r. I exclusively play conquest. I'm by no means the best player around, but I'm good at video games and frequently sit at the top of the leaderboard. I've tried to make both guns work and this game just isn't designed for them.
 
The UMP and ultimax are also fucking awful and I won't accept anyone trying to tell anyone otherwise. Especially now that weapon accuracy has been buffed across the board they're even more horrendous when comparing to any of the actually good guns. The guns in this game have extremely manageable recoil and you don't need shitty meme guns to kill people at range and I would take any other SMG or LMG over either the UMP or ultimax. I have a near 3.0 player k/d and a 65+% w/r. I exclusively play conquest. I'm by no means the best player around, but I'm good at video games and frequently sit at the top of the leaderboard. I've tried to make both guns work and this game just isn't designed for them.
I don't believe that you can get a 3.0 K/D with an LMG in this game, unless there is some mystical sauce of a loadout that makes them great that I am unaware of. I'd love to know what the "meta loadout" is for LMGs.

I just don't understand how someone can say that support is an amazing class because you can revive teammates and throw incendiaries. Smoke is super useful, but teammates rarely take advantage of it. I understand that medice has been a great and important class in every Battlefield game because it means you can have you entire team back up right there. Hell, if they removed regenerative health it would be the greatest class like it was in BF2.

But, If teammates are useless in terms of spotting for recon, or painting targets, then reviving them is just as useless because they are useless. The proper use of class, role, and gadgets is what wins battles here.

I'll give that Assault is contextually worse than support because it is basically only useful for infantry combat in close quarters...but there it is again. The idea that the game is designed around "who shot first" around a corner. The game's playable borders and level design is favored for that, but that in my experience is not necessarily what wins battles either.

If we are just going strictly by meta, then you can just always assume that using some kind of hipfire SMG with 1000 RPM is going to beat whatever other weapon you are using. My K:D is 2.0 because I play across all modes, I play to win matches, and am trying to build and test all of these different weapon loadouts.

Any time i set the support class as if I'm playing with restricted loadouts, aka an LMG my K;D is dragged down compared to using a carbine or SMG with the same loadout. And then as a support you're stuck being support, which means you are restricted by how good the other players on your team are. And you're also vulnerable to any air or land assets that might be controlled by a good player, or have an engineer repairing them. So you are essentially stuck following your squad around, doing whatever they're doing, and if they are not spotting, or planting the beacon, or good then you're dragged down with them.

Meanwhile the special ops class for recon has the quiet crouch-running "perk", and the ability to spot every moving enemy in an area with their grenade, and the movement sensor. The engineer can be kitted out with a bunch of anti-vehicle munitions. You can have mines, grenades, and a launcher all useful against vehicles obviously, which are superior to walking around in almost every instance except once again...CQC. This is a map design thing, it's not a weapon thing in my opinion.

In terms of Battlefield matches in general, I always find myself having to backfill whatever class isn't being used. That's why I say recon and engineer are the most powerful, because a superior team can be spotted and if your team isn't pants on head retarded, they will be able to take advantage of that. It's like guiding a swarm of ants around. If they're too retarded to take advantage, then it doesn't matter what class you're using.

TL;DR: I doubt the efficacy of LMGs over SMGs in close quarters, and that support is the top tier class, because its designed around support. And, I think its just the maps that determine ROF as being the most important thing right now. In any mid-long range engagement, that falls apart.
 
I just don't understand how someone can say that support is an amazing class because you can revive teammates and throw incendiaries. Smoke is super useful, but teammates rarely take advantage of it. I understand that medice has been a great and important class in every Battlefield game because it means you can have you entire team back up right there. Hell, if they removed regenerative health it would be the greatest class like it was in BF2.
For me, it’s contributing to the welfare of the team and the objectives. Correct me if I’m wrong, but some game modes are scored in life tickets. Dying gives the enemy team a small advantage.

One game I had 18 revives in one life where my squad was suppressing fire and picking off engagements. We lost, but even something as simple as providing health or reviving fallen teammates allows selfless gameplay for yourself and team chemistry.
 
I have not played the game since it launched but holy shit they couldn't make a worse UI for the Battle Pass.
I thought the sledgehammer was a bit much but damn it feels so good to takedown the enemy with it. As for the close quarter modes, they really have to do better because it's way too easy to be spawnkilled or locked at the spawn base for the entire match of Sabotage.
I wanted to try the Battle Royale but apparently it's squad-based so I guess I will stick to the normal multiplayer.
 
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I have not played the game since it launched but holy shit they couldn't make a worse UI for the Battle Pass.
BF6's UI is subpar itself. It's tricky to track challenges or find your rewards without having to search tiles into menus just to change a character skin or customize a class.
 
BF6's UI is subpar itself. It's tricky to track challenges or find your rewards without having to search tiles into menus just to change a character skin or customize a class.
Yeah, it feels like it was made for the consoles. They still have not fixed the chat window visible on the main menu where you can choose to leave a game.

Apparently this is going to be the new content for Season 2

View attachment 8188945
>little bird
Let's hope they don't make the same mistake they did in BF2042. That being said, playing as an engineer is pretty good in BF6.
 
Yeah, it feels like it was made for the consoles. They still have not fixed the chat window visible on the main menu where you can choose to leave a game.
Sometimes, when the next game starts, you’re stuck on the post game screen until you’d actually quit to the main menu.
 
Remember Hardline's attempt of competitive 5v5 multiplayer? That's back in BF6 in the form of 4v4 Strikepoint. No respawns, first to six won rounds, secure a point on the map.
 
Is the game worth picking up? I saw the battlepass and immediately became concerned. Are they paywalling weapons and adding in artstyle breaking skins?
 
Is the game worth picking up? I saw the battlepass and immediately became concerned. Are they paywalling weapons and adding in artstyle breaking skins?
All the new weapons in the battlepass are free unlocks, if I'm not mistaken.
Game isn't great, hardly good to be honest. But, it's probably the best casual multiplayer military shooter in ages.
 
Now is the time to try the single player campaign on Hardcore. Obviously, compared to Black Ops 7, it's a masterpiece. Itself, it's typical Battlefield fare. At best, it's a bargain bin plot that plays itself straight to be dumb action.
 
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