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Is player retention that bad or is it just improper expectations where Battlefield players are expecting Fortnite updates? Not to say it doesn’t have validity because of the $70 asking price, but I recall Battlefield 3 having eight maps at launch.
It's a pretty normal drop in players. Don't let the niggers who spam steam charts fool you. There's still hundreds of thousands of people playing. Even if it drops down to below 100k players daily between updates that's still more than all but like 15 games. Keep in mind a lot of the games that are regularly in the top 10 are full of chink bug people. PUBG is a good example of that.
 
It's a pretty normal drop in players. Don't let the niggers who spam steam charts fool you. There's still hundreds of thousands of people playing. Even if it drops down to below 100k players daily between updates that's still more than all but like 15 games. Keep in mind a lot of the games that are regularly in the top 10 are full of chink bug people. PUBG is a good example of that.
Exactly but if DICE is to be believed their anti cheat is catching a lot of the bug people.
 
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Unplugging your internet as it launches no longer bypasses the secure boot requirement. I am going to look into secureboot spoofing but from what I hear that still works (just turning on secure boot is prob easier, but I have a old gigabyte mobo and i refuse to risk bricking myself)
 
I miss being able to shoot friendly supply bags to make sure I was the only one getting points for ammo.

Super shitty that i had weekly for healing pop up and now i have to do 2000 points of healing on that challenge before i can finish the 3000 points of healing to unlock more class gadgets
 
You'd think it'd do more damage. A lot of the explosives should. The javeline should at least do 400 a shot
Not only that, it takes a minimum of three to destroy even an IFV, and you only spawn with 2. On top of that I've never gotten another javelin missile from supply packs so you will literally never be able to destroy a tank solo with it. If you spawned with 3 you'd at least be able to do it sometimes as tanks have a chance to avoid it via smokes or the trophy system. It's too slow to hit helis or jets, as well. It's a completely useless gadget.
 
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Battlefield 6 - Community Update - Latest Changes and Preparing for Season 1
Hello everyone,

Thank you for continuing to share your experiences and for helping us shape Battlefield 6 together. As we approach the launch of Season 1, we want to share another update on the changes and improvements we’ve been working on based on your feedback.

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Priority Battlefield 6 Game Updates​


Our immediate focus is on overall performance and the combat experience. As we move forward we’re investigating potential changes on key areas such as weapon dispersion, balance, visibility, aim assist, progression, and more. A number of updates have already been made available and we have more that are planned to rollout over the course of Season 1.
Live Now:
  • Custom Search: We’ve made some adjustments to improve how accurately matchmaking aligns with your selected map and mode preferences. The system still maintains flexibility to support reasonable queue times, so players with more specific selections may notice slightly longer waits. We’ll keep monitoring Custom Search performance and continue fine-tuning as needed.
  • Vehicle Spawn Bug: We recently deployed a targeted backend change to address an issue where vehicles could sometimes fail to spawn as expected across certain maps and modes. The current results have shown that it has greatly reduced the number of occurrences and started to improve the balance issues on some map/mode combinations. We are aware of a few outliers that this fix did not address, and we’re working on a fix to resolve these outstanding issues. We also saw that this backend change had a slightly positive impact on Breakthrough win rates, but we are working on further balancing changes that are meant to be more impactful and bring the win rates into a better state.
  • Portal Server Availability: Earlier this week, we made XP adjustments for Community Experiences. In case you missed it, check out the
    details on how to get Full XP in Verified modes.
Upcoming Changes:

  • Player Movement: We are actively refining player movement to address areas that previously felt inconsistent, while staying true to the gameplay pace and maintaining the core feel of the launch experience. In parallel, we are enhancing sight stability by minimizing reticle movement during specific animations. These adjustments aim to deliver a smoother and more precise aiming experience, all while preserving an immersive first-person feel.
  • Progression: We are continuing to monitor the impact of the changes that were made last week and already seeing a smoother experience as we roll into Season 1. Some additional areas we are tracking:
  • XP earned in Escalation and King of the Hill is not always working as intended. We are planning to significantly increase the payout to bring them in line with other modes and will keep monitoring once the changes are live.
  • We’ve seen all your feedback about the challenges and their criteria, the team’s working on a series of improvements to make challenges more straightforward to understand and faster to complete. Given the scale of challenges, these changes will roll out over at least two updates. Some examples of what we are currently considering are:
  • Class Assignment - Assault 1 - Get kills while using the Adrenaline Injector - 30 to 3
  • Class Assignment - Engineer Expert 3 - Repair Vehicles in a Match - From 6000 to 1000
  • Weapon Assignment - Deadeye 2 - Get headshot kills over 200m with Sniper Rifles - from 150 to 5
  • In addition, a later game update will reduce the 200m distance
  • Visibility: We are actively looking into adjustments to exposure and brightness. This will lead to improvements in places where players have experienced blinding light when looking outdoors, overly dark interiors when looking indoors, and a lack of visibility around weapon optics when zooming in. These adjustments are part of a wider pass focused on improving visibility that we expect to complete later in Season 1.
  • Weapon Dispersion: As part of our Season 1 Update 1 (October 28 ), we’re making several adjustments to how weapon dispersion behaves. These changes are aimed at ensuring each weapon’s accuracy better reflects its intended performance over range. We’ve also fixed a bug that caused dispersion to not decrease as expected when transitioning from sprinting to a prone position.
We’ll continue refining how weapon accuracy behaves in battle to make your shots feel more consistent and rewarding across all weapon types. Our upcoming tuning pass will reduce the overall impact of dispersion across multiple weapon types while keeping the core intent intact. Burst-firing will remain the most effective way to control a weapon, and each weapon will still perform best within its intended range. We’ve also identified a couple of bugs that caused weapons to feel less accurate than intended:
  • Post-Sprint Firing: Weapons fired immediately after sprinting while zoomed could retain higher dispersion, reducing accuracy.
  • Movement Start: Dispersion was increasing faster than it should when players began moving, making even small adjustments unexpectedly impact precision. This was especially noticeable on controllers.

Regarding Battlefield Labs​


We are taking a brief hiatus on Battlefield Labs as we prioritize the rollout of Season 1 content. Labs is at its best when we can iterate quickly with you, and it was invaluable in how much it helped us prepare for the launch of Battlefield 6. More updates will be shared when play sessions are returning and we will continue to develop the future of Battlefield 6 together.

Battle Royale Mode: Learnings and Updates​


Speaking of Battlefield Labs, we have updates on the Battle Royale mode following the suggestions we received during our play sessions. Your Battlefield Labs feedback has helped us fine-tune key elements for this experience. Here’s a quick look at what changes you may notice the next time you play:
  • Close-range TTK: We’ve adjusted time-to-kill at close range for all weapons to reward clean positioning and tracking while giving players more time to counter attacks. We’ll keep monitoring this once it’s live.
  • Armor Changes: Everyone will now have the capacity for 2 armor plates at the start of the game. All players will spawn with 1 plate, so you will have the chance to upgrade as soon as you start looting, giving everyone an equal chance at upgrading their armor fully.
  • World Improvements: We’ve been fixing pesky world bugs and optimizing areas to improve the environment. With these improvements, we made adjustments to the lighting as well as enhancing the visibility across the map.
  • Vehicle Balance: We’ve adjusted the balance for helicopters and combat vehicles to keep them as powerful tools showing off Battlefield’s core DNA, without making them necessary to survive or win the late game. This includes significant adjustments to the heli countermeasures and ammo economy.
We have also been working on providing smoother performance overall. We have identified and addressed a range of issues that affected performance that we simply couldn’t have done without our players’ involvement in the tests.

Let’s Go!​


Thank you for continuously sharing your feedback and suggestions. All of your clips, bug reports, and discussion on community channels are shaping what we do next. We also welcome you to join us on the Battlefield Discord to follow along and chat about the latest news and updates.
The start of Season 1 is planned for October 28, so mark your calendars for even more exciting ways to play your way, including new maps, modes, weapons, and more!
//The Battlefield Team
This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.


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BATTLEFIELD 6 UPDATE 1.1.1.0
We are deploying Update 1.1.1.0 on Tuesday, October 28, followed by the Season 1 launch later that day at the following times:
  • 09:00 UTC: Update 1.1.1.0 goes live on all platforms. Players will be prompted to download and install the update, which includes all technical and gameplay changes.
  • 15:00 UTC: Season 1 content, including the Battle Pass and new seasonal features, becomes available for all players.
Between these times, players can continue to play Battlefield 6 as normal after updating, but Season 1 content and progression will unlock at 15:00 UTC.
The Season 1 Update marks the next step in our ongoing journey to evolve and expand the Battlefield 6 experience. This includes fixes, balance changes, and quality-of-life improvements focused on polish, performance, and player feedback to deliver an even smoother experience moving forward.

Major Updates for 1.1.1.0:
  • Improved core movement and animations, including smoother landings, faster stance transitions, better vaulting behavior, and reduced “bouncing” issues on landing or spawning.
  • Reworked weapon dispersion to better align accuracy and handling with each weapon’s intended design and performance over range. These changes address cases where accuracy behaved inconsistently, such as dispersion not properly settling after sprinting, and bring overall firing behavior closer to the intended balance between precision, control, and weapon power.
  • Significant visibility and lighting improvements, with better exposure transitions, interior lighting, and reduced fog and smoke persistence.
  • Audio overhaul, adding new projectile flybys, destruction and explosion sounds, refined vehicle and weapon mixes, and improved haptic feedback across multiple interactions.
  • UI and HUD updates for clarity and consistency, including overtime indicators, end-of-round fixes, and new unlock markers for weapons and gadgets.
  • Map fixes across multiple locations, resolving spawn animations, out-of-bounds issues, misaligned assets, and general stability across Conquest, Breakthrough, and Rush modes.
CHANGELOG

PLAYER:
  • Fixed an issue where combat dive could break when diving uphill.
  • Fixed an issue where players would detach from ziplines when entering at high speed.
  • Improved steady aim and sight centering for more consistent precision.
  • Fixed an issue where movement could interrupt steady aim.
  • Adjusted misaligned character hitboxes for upper body and head to better match the visual models.
  • Fixed an issue where the jump animation could play twice when aiming down sights.
  • Landing animations now have their animation path properly centered, instead of shifting to the side when landing.
  • Fixed an issue where jump inaccuracy could linger too long after landing.
  • Fixed a visual issue causing weapons to appear rotated incorrectly after spawning.
  • Fixed an issue where throwing grenades from prone could make players appear standing in third-person view.
  • Fixed an animation delay when opening doors while sliding.
  • Fixed an issue where players could get stuck while vaulting over certain objects.
  • Fixed a visual issue where dead players appeared alive while swimming.
  • Fixed an issue where quick meleeing with a gadget would swap back to the primary weapon instead of the gadget.
  • Fixed an issue where getting killed by a mine would highlight it in the killcam.
  • Fixed a camera jitter that could occur when entering ladders and looking down.
  • Fixed an issue where camera and weapon sway behaved incorrectly after entering or exiting vehicles.
  • Fixed an issue where weapons of other soldiers could clip through walls when they entered your view.
  • Fixed an issue where pistols disappeared while swimming.
  • Improved lighting precision for visibility while hip-firing and aiming down sights.
  • Reduced occurrences of bouncing or landing issues when dropping onto certain objects.
  • Fixed an issue where the killer snapshot sometimes did not display in the killcam.
  • Small improvements to weapon and camera sway for smoother movement.
  • Fixed an issue where enemies could take melee damage in protected vehicle seats.
  • Fixed an issue where vaulting could fail if triggered right as the player hit an obstacle.
  • Fixed an animation issue where repeated vaulting could cause incorrect hand placement.
  • Fixed an issue where simultaneous melee hits could make an enemy briefly invisible
  • Fixed an issue where soldier heads briefly disappeared during redeploy transitions.
  • Improved training path progression display to better match actual unlocks.
  • Fixed an issue where friendly players could clip into each other when climbing ladders.
  • Fixed an issue preventing vaulting directly from a slide.
  • Fixed an issue causing the camera to rotate abruptly after a takedown.
  • Fixed an issue where hands briefly disappeared after using the AJ-03 COAG Med Pen.
  • Improved stab animations when reviving with drag and revive.
  • Fixed issues affecting peeking and prone transitions, ensuring both actions function correctly.
  • Fixed a camera clipping issue when going prone while strafing.
  • Fixed a missing third-person animation when transitioning from prone to sprint.
  • Fixed an issue where falling while sprinting caused incorrect hand movement.
  • Fixed visual clipping when soldiers stood too close to glass doors.
  • Fixed jittery aim animations in third-person when mounted.
  • Fixed a bug where mounting near walls prevented aiming left or right.
  • Fixed an issue where leaning, peeking, or mounting could cancel unexpectedly.
  • Fixed an issue where third-person hit reactions were missing when hit while mounted.
  • Fixed an animation issue where the character’s knee clipped with the camera when falling while crouched.
  • Fixed takedown inconsistencies, allowing players to properly perform melee takedowns even near walls.
  • Fixed an issue where taking melee damage interrupted weapon fire.
  • Fixed multiple visibility improvements including lighting, exposure, and fog behavior for better contrast and clarity across all maps.
  • Improved vaulting, parachute, and door-opening animations for smoother transitions.
  • Fixed rare animation freezes for friendly soldiers reloading off-screen.
  • Fixed minor inconsistencies in mounting, peeking, and prone transitions for more reliable gameplay.
  • Added parachute customization for soldiers.
  • Prevented unintended shoulder bump animation when equipping a weapon while sprinting.
  • Improved ragdoll impacts for more consistent and reliable reactions.
  • Improved stance transition and landing animations to settle faster and feel smoother.
VEHICLES:
  • Fixed missing haptic feedback when switching between tank weapons.
  • Fixed a visual issue where the player’s hand clipped with the M1A2 SEPv3 handle when sitting in external seats.

GADGETS:
  • Fixed a rare issue where the MAS 148 Glaive could block the first-person view during a combat dive.
  • Fixed a MAS 148 Glaive visual issue during combat dives in first-person.
  • Fixed an issue where Defibrillators appeared floating during vaulting animations.
  • Fixed an issue where the Supply Pouch would sometimes not resupply correctly.
  • Deployable gadgets are not destroyed/removed from debris piles
  • AT grenades now create a small sized crater instead of a medium one.
  • Buildings now take more hits to be destroyed by a Sledgehammer.

WEAPONS:
  • Weapon dispersion has been rebalanced to better match each weapon’s damage profile across all ranges. Lower-damage weapons will now see a slightly higher increase in dispersion when firing, while higher-damage weapons will experience slightly less.
  • Using Sniper Rifles with any class other than Recon will no longer increase weapon spread. Instead, weapon sway will now begin during the zoom transition, maintaining balance and distinguishing Recon’s precision advantage.
  • Fixed a misalignment issue with top-mounted red dot sights.
  • Fixed an issue where mounting a bipod while zoomed only changed the FOV instead of using the correct optic.
  • Fixed an issue where the Long Suppressor used the wrong attachment point cost for some weapons.
  • Improved reticle settling for automatic weapons to make burst firing more efficient.
  • Fixed an issue where using a bipod too close to complex geometry could throw the player off position while prone.
  • Balanced sledgehammer damage against world objects for better consistency.
  • Fixed an issue preventing players from leaving the Firing Range.
MAPS & MODES:
  • Improved fog and smoke effects after destruction to prevent them from lingering too long and impacting visibility.
  • Improved exposure transitions between indoor and outdoor areas for better visibility.
  • Fixed an issue where the zipline carabiner could appear offset and fly next to the wire instead of along it.
  • Squad names are now randomized at the start of Squad Deathmatch matches.
  • Added visible bomb meshes to armed M-COMs in Rush.
  • Updated overtime UI visualization across all modes.
  • Fixed animation and positioning issues during insertion sequences on all maps.
  • Fixed an issue where the game mode UI could display incorrect scores or fail to update during a round.
  • Fixed an End of Round progression issue in King of the Hill mode.
  • Fixed an issue where players could encounter a bouncing animation when spawning at HQs after capturing new territories in Escalation across multiple maps.

Mirak Valley
  • Fixed a misaligned zipline mesh in Conquest.
  • Fixed an issue where the deploy camera in Rush displayed attackers on the wrong side of the map.
  • Fixed an issue that prevented players from arming M-COM A in Rush due to a misplaced asset.
Siege of Cairo
  • Fixed overlapping territory lines and boundaries during the briefing screen in Escalation.

Liberation Peak
  • Fixed an issue in Escalation where a portion of the map on the NATO side was disconnected during the first period of the match.
  • Fixed an issue in Rush where part of the Attacker’s HQ area was incorrectly marked as out of bounds.

New Sobek City
  • Fixed an issue preventing players from capturing part of Flag C in Escalation.
  • Fixed an issue where players could ignite when spawning near a burning lorry in Team Deathmatch.
  • Adjusted an infantry vehicle spawn that was placed too close to a building in the PAX Armata HQ area.
Manhattan Bridge
  • Fixed an issue in Breakthrough where players could become stuck on the End of Round screen if the party leader left during the EOR sequence.

UI & HUD:
  • Added new markers for newly unlocked weapons, weapon packages, attachments, gadgets, and throwables.
  • Updated 3D previews for certain gadgets to show their deployed state.
  • Added preview videos demonstrating how gadgets work.
  • Added new cosmetic options for selected gadgets.
  • Changed “Save & Close” to “Close” in the Deploy menu for clarity.
  • Fixed various UI issues in Loadouts.
  • Fixed an issue where Battlefield 6 Ownership XP Boost did not display properly at End of Round.
  • Fixed multiple text inconsistencies in Dog Tags and Challenges.
  • Fixed an issue where the HUD would not appear when using a 16:10 aspect ratio with certain resolutions.

SETTINGS:
  • Added Flick Look bindings to Helicopter, Jet, and Transport control schemes.
  • Fixed visual issues where some aspect ratio settings caused transparent borders or inconsistent display behavior.

SINGLE PLAYER:
  • Fixed an issue in Mission 01 where players were unable to lean out during the Last Stand sequence if the cinematic began while the knife was equipped.
  • Fixed a black screen issue in the Night Raid mission.

PORTAL:
  • Fixed an issue where the Host Experience screen did not display the Portal experience image.
  • Fixed a crash that could occur if a party leader started a Portal server while Content Packs 01 and 04 were disabled.
  • Improved loading times for the Server Browser experience info tab to ensure joining functions properly.
  • Corrected a spelling error in the message shown when attempting to join an unavailable server.

AUDIO:
  • Fixed an issue where footstep sounds were missing when moving with the knife equipped.
  • Fixed a voiceline issue where directional callouts (e.g., “enemy north”) played the wrong direction.
  • Tuned haptic feedback across multiple actions, including window barging, defibrillator use, swimming, rocket pods, mounted MGs, and sea vehicle collisions.
  • Polished large projectile audio with new missile, rocket pod, and cannon shell flyby effects; improved distance handling and overall mix for more realistic impact sounds.
  • Updated audio configs for light rockets and LMGs; refined explosion sound crossfades and adjusted distant sound behavior.
  • Improved vehicle and weapon firing audio balance, reducing noise artifacts, unwanted phasing, and over-saturation.
  • Added radio chatter through controller speakers.
  • Fixed an issue where firing range dummies and vehicle-hit reactions sometimes played incorrect or processed hurt sounds.
  • Disabled radio processing for stationary vehicle pings and fixed compass orientation for ping indicators.
  • Fixed missing or incorrect ambient and destruction sounds across several maps, including Siege of Cairo, as well as missing explosion sounds for silos and tanker trailers.
  • Added missing ambient audio setups for environmental props like construction barriers and buses.
  • Added new sound effects for the bulletin and takeover sections of the main menu, including improved reveal animations.
  • Fixed an issue where delayed challenge tab displays triggered early audio playback.
  • Fixed an issue where defibrillator loop sounds could get stuck when vaulting.
  • Fixed missing or out-of-sync reload sounds.
  • Corrected the M39 EMR using suppressed audio when unsuppressed.
  • Restored missing external sound effects for RWS Gunner countermeasure mines.
  • Fixed issues where soundtrack tracks cut off abruptly or skipped mid-song.
  • Reload audio polish for several weapons.


This announcement may change as we listen to community feedback and continue developing and evolving our Live Service & Content. We will always strive to keep our community as informed as possible.
 
Holy fuck so many people are going to mald at this lmao. Im glad my "fuck that shit" attitude has paid off.
Yeah I've been ignoring assignments mostly since I knew, based on how they acted during 2042's assignments, that they'd probably change them with how much people were bitching
 
Would you say this is worth getting at 70?

I haven't played a battlefield game since Battlefield 2 a long time ago. I enjoyed it then. I've played a lot of ARMA, CS, Insurgency in the years since.

I was able to play the open beta and found it fun, though the maps were small.
 
Would you say this is worth getting at 70?

I haven't played a battlefield game since Battlefield 2 a long time ago. I enjoyed it then. I've played a lot of ARMA, CS, Insurgency in the years since.

I was able to play the open beta and found it fun, though the maps were small.
After reaching level 42 and unlocking some shit, I personally like it, It's a good mix of arcady and requiring teamwork for me. It's a little more on the arcady side like cod if you're used to ARMA or Insurgency.

The meta of flying around corners with SMGs and carbines is annoying, but It's not as bad as it was in the beta and still being reviewed by the devs.

looking back, is it worth it at 70$ after 3+ weeks of playing it? No, I just wanted to play day 1 with my co-worker and pull a few all-nighters like the good old days. I had and am having fun.

It runs great and the download size for the Multiplayer alone is 30 GBs, but turn off soldier and campaign VO as well as Commander VO in the audio settings so you don't have to hire the annoying diversity hires mouthing off every 5 seconds.

Not to double post, but I've been banned for 7 days for saying "This team is full of black people."

Lol, they waited 3 weeks to get enough people over the 2 hour steam refund period to start dishing these out. That's my fault though and I should have known better for pre-ordering, I'll be sure to unbind all my "type to text", "push to talk keys", and turn off voice chat once I'm unbanned and start pirating EA's games from now on.

No wonder most of this game's players do nothing in terms of team work.

I understand the feeling Null gets he says he just wants to sell everything and move into a log cabin, never to be seen again. I sometimes wonder if I'm a fucking loser for not just selling my computer and just buying a fuck ton of ammo for the second civil war.
 
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Holy fuck so many people are going to mald at this lmao. Im glad my "fuck that shit" attitude has paid off.

When they did it using bots, does it matter? I did the syringe one already and it may have been tedious, but it wasn't eye-gougingly bad. Nothing like killing 3 people at once with a Spartan Laser in Halo 3 or anything.

Would you say this is worth getting at 70?

I haven't played a battlefield game since Battlefield 2 a long time ago. I enjoyed it then. I've played a lot of ARMA, CS, Insurgency in the years since.

I was able to play the open beta and found it fun, though the maps were small.

That depends on how much you value your money. It was easy enough for me, but I only buy 5 games each year these days when it used to be around 20. They just don't make em' like they used to.

I'm rank 62, and I'm a filthy casual in that I have to work for a living and have other pursuits in life that take precedence, but the game is fun to play. Maps are predominantly small with 3 outliers, though seasons will likely fix that. If you're a purebred sniper it might be better to wait, but the other classes are in their element.

Not to double post, but I've been banned for 7 days for saying "This team is full of black people

Is there a modern-day FPS which would let that go? I don't think any of them post-360 era would. I think the last time I spoke publicly was when I received a suspension in WoW for calling my team "fucking useless" in Battlegrounds.
 
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I still remember battlefield 4 having an abysmal fucking launch, with lots of stability issues to boot, to the point where me and only one other friend got it despite our larger group having played every battlefield before it. It didnt get better till much later, people forget easily....
Speaking of which, I went back to Battlefield 4 for a modern FPS fix. There was a server for Final Stand maps, I think they take place in Russia. Two winter maps, two thawed out maps.

Thanks to a Battlefield Friends video, I discovered there's a hidden weapon in the snow maps where your knife turns into an icicle.


The perfect murder weapon, Fun and rewarding as hell to execute a kill with it.
 
Speaking of which, I went back to Battlefield 4 for a modern FPS fix. There was a server for Final Stand maps, I think they take place in Russia. Two winter maps, two thawed out maps.

Thanks to a Battlefield Friends video, I discovered there's a hidden weapon in the snow maps where your knife turns into an icicle.

https://youtube.com/watch?v=t8sLfgA1ka0
The perfect murder weapon, Fun and rewarding as hell to execute a kill with it.
IIRC, there was an achievement for killing with it.

The Battlefield Friends are a nice little insight into the problems the other games had as well. I think half of their videos were addressing one issue or another that was present in the game at their time of making. They were the best fan-based content for Battlefield by far. except for one video
 
IIRC, there was an achievement for killing with it.
There is, along with getting a kill with each of Final Stand's new gadgets: a railgun, a shotgun/pellet turret, a hovertank and a jet propeller minigun. Oh, and the Hanger map where you can exhaust fire on Objective A.

I think half of their videos were addressing one issue or another that was present in the game at their time of making.

It's easy to get vehicles stuck in Battlefield terrain. No lie, I had a LAV stuck between a downward slope and concrete. RPG, knife, a smaller vehicle, could not get it out.
 
There needs to be some kinda adjustment to Sobek. Maybe having attack helis and AA isn't the move. You can keep the helis locked in spawn or in one little corner of the map if you have one autistic asshole(me) sitting in the AA the entire game doing nothing but harassing them as soon as they fly anywhere near the rest of the map. It'd probably be a decent map if it had no stationary AA, no attack helis, and no mobile AA. Though that's also predicated on being able to take down D tower as it also fucks the map over massively.
 
Do you guys have any favorite maps for close quarters / conquest? I fucking loathe playing Manhattan or Sobek, both feel like a massive honeycombs where you can get attacked from anywhere and everywhere. Iberian Offensive and Liberation Peak are a step up, but still nothing worth praising.
 
If you manage to grind the M60 uuntil you get the 50 bullet mag it becomes the best LMG, which really isn't saying much.
And man, is the KV9 fun to use. You gotta grind until you get the 23 bullet mag but when you do...wow.

Do you guys have any favorite maps for close quarters / conquest? I fucking loathe playing Manhattan or Sobek, both feel like a massive honeycombs where you can get attacked from anywhere and everywhere. Iberian Offensive and Liberation Peak are a step up, but still nothing worth praising.
Iberian's the best when it comes to close quarters. Saint's Quarters is if you took the alleyways from Iberian Offensive and just made that the whole map. Sorry, that's as good as it gets.
 
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