Battlefield 6 Beta |OT| Open Beta/Closed Weapons.

Leaks of big map Sobek city
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Reminds me of the city areas of gulf of Oman.
 
2042 has improved a lot since launch. People are missing out if they can try it but don't.

Also BF6 Beta is pretty much the opposite from 2042. Hating both makes no sense to me (And I'm seeing that a lot on Reddit).
2042 isn't worth $3, it's an actively unpleasant experience. Incorporating that game into this game's promotion is a gigantic red flag. If I were EA I'd go as far as to audit the decisionmakers behind this, this smells like corporate sabotage.

Poisoned value.
 
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New maps looking super promising. Hopefully they don't ruin them with the auto spotting diamonds popping up everywhere. 2042 seems to have a decent spotting mechanic.
 
I've been back to 2042 since the beta, I've never really gelled with the game but the maps man, parts of them remind me of old games where you could make your own maps, they just don't seem AAA, I don't remember the maps on release being quite this bad, but the breakthrough playlists doesn't appear to be using any of them
 
nope, bf4 had an attachment to do just this, but was limited to carbines/DMR/snipers

otherwise its always been manual spotting

i have my suspictions as to why it was in the beta, and i hope its removed, because its straight dumb to be in the game.

i get the recon has this as perk, but imo should be limited to only work with sniper rifles, not all guns on the recon
Tbh it should be a gadget.
 
2042 isn't worth $3, it's an actively unpleasant experience. Incorporating that game into this game's promotion is a gigantic red flag. If I were EA I'd go as far as to audit the decisionmakers behind this, this smells like corporate sabotage.

Poisoned value.
Let's agree to disagree :)
 
2042 isn't worth $3, it's an actively unpleasant experience. Incorporating that game into this game's promotion is a gigantic red flag. If I were EA I'd go as far as to audit the decisionmakers behind this, this smells like corporate sabotage.

Poisoned value.
tin foil hat: they know it's so bad and they want to show how much better bf6 is.
 
Man I really wanna play again. Im downloading 2042 to get the skins for bf6 but I remember not liking that game as much. Ive seen they patched lots of things.
 
Played a couple of rounds of Iwo Jima in Conquest mode. Game's not great. Having basically no unlocks to play with while most of the server is kitted with meta loadouts isn't that much fun. The sector map is weird, players come from all sorts of random angles at all times. The little sniper drone was pretty handy but it really seemed like there was a lack of spotting by my team. And I think I was mostly getting flanked by random dudes with suppressors... of which I currently have zero suppressor options to equip on any of the default guns I have available. Maybe I'm crazy but the tac sprint seems to be infinite? And the sprint-out time is pretty negligible. I'll probably try some other maps and modes just to see if I can make getting through the free pass palatable before resorting to the AFK chopper farming suggestion. Of course some of it with 2042 was just that I was getting shit on.

After playing that, I have to unsurprisingly say BF6 is a lot better. Aside from the NYC map, the other 3 were actually good, flowed well. Easy enough to learn. Enough lanes to work through to where I rarely felt trapped in a 6 supply bags next to an alley with an endless retard nade spam fight going on like you might find on Operation Locker/Metro. I do have to wonder where BF6 will end up when most people have unlocked all the weapons/attachments/gadgets, and how it will play on larger maps. But I am totally on board for more Cairo type maps, and have high hopes for the larger ones.

They keep showing that other NYC map with the helicopter, they pull off something Siege of Shanghai-ish from BF4 or something Downtown-ish from Hardline, and I'm going to have a really good time.
 


Thank you to everyone who joined us during the Battlefield 6 Open Beta weekends—your passion and feedback have been invaluable. With tens of thousands connecting on
Discord
to play together, over 600,000 hours streamed, and over 30 million hours watched, your enthusiasm and participation is what made it great!

Initial Learnings and In-Game Changes

As we approach the launch of Battlefield 6 on October 10, we'd like to take a moment to look back at the recent Open Beta to share our key learnings and in-game changes we're making based on your feedback and in-game data.

Weapons

We're making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We've also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.

Movement

Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable.
Parachute physics have also been re-tuned, with reduced initial acceleration when opening the parachute for more controlled aerial movement.

Maps

We observed some players finding a way to reach rooftops and venture out of bounds. This gameplay is not intended for these maps, and the upcoming ladder for the Assault class is also not designed to access these areas. We're actively working on adjustments to prevent unintended access and ensure gameplay stays within the intended boundaries.
We also heard strong feedback from players excited by the larger-scale maps that Battlefield has to offer. While the Open Beta featured smaller, more fast-paced maps, larger-scale maps are already part of our launch package, delivering action-packed gameplay and memorable, unique moments for every player. As part of the upcoming Battlefield Labs testing, we'll be testing two new multiplayer maps: one set in Mirak Valley, the other a remake of the fan-favorite from Battlefield 3, Operation Firestorm. These two maps include the full complement of vehicles, like Liberation Peak, along with a more vast combat space.

Modes

When it comes to Rush, the conversation we observed wasn't just about player count, but also about how maps play, and the tactical experience they offer. Rush is a mode with deep roots, originally known as Gold Rush in Bad Company, where matches typically ranged from 12v12 to 16v16 players. Many of you remember this as the golden era of Rush, and it continues to inspire our approach today.
We've experimented with larger player counts over the years, such as 64- and even 128-player versions. While these matches created intense, fast-paced moments, they also led to issues: Overwhelming defenses, stalled frontlines, and too many games ending in the first sector. Rush is especially sensitive to higher player counts due to its tactical and strategic requirements; when a player tries to arm the M-COM while more than 20 opponents are defending, the intended gameplay becomes less tangible. Based on feedback throughout recent titles, we're lowering the default player count for Rush to improve the flow of combat and restore the tactical, methodical experience that defines the mode.
For those who enjoy large-scale Rush, Portal will allow you to experiment with different player counts at launch.
In contrast, Breakthrough is designed to accommodate higher player counts of up to 64 players, and that's where the mode really shines. Using win/loss data from the Open Beta, we're continuing to make map-by-map balance adjustments towards our goal of 50/50 win ratio for both Attackers and Defenders.


The Approach to Player Counts

There was some confusion around the number of players in different games so we wanted to take a moment to clarify our current direction for how these get determined. Rather than locking maps and modes to a fixed player count, our philosophy is to adapt to best fit the intended experience. This may vary by map or evolve over time with player feedback.
For example, at launch, some Breakthrough layouts will support 48 players, while others will have 64. It's the one of many factors we adjust to create the right balance and feel for each scenario. In Breakthrough higher player counts work well on open, dynamic maps, while smaller player-groups offer a more focused experience on denser maps. Portal gives players the flexibility to try different settings and find what works best for their group and playstyle.
Finding the right balance is an ongoing process as everyone gets familiar with map size, lanes, and combat spaces. For now, we've found that 8v8 provides a solid starting point for small-scale, fast-paced modes like Team Death Match, Squad Death Match, Domination, and KOTH.


Playlist Options

A limited variety of playlist options were created for the Open Beta to both showcase and test the flexibility of the matchmaking system. For more details on our playlist adjustments, see our post about
Open Beta Week 2 Playlist Options
. Playing with both Open and Closed Weapons will continue to be options in Battlefield 6 and we are looking for ways to keep them easily accessible.
We recognize that some players experienced difficulty finding games to complete the Challenge of capturing sectors in Breakthrough or Rush. It wasn't ideal and we're actively using your feedback and in-game data to review and improve the Matchmaking system, with the goal of providing a smoother experience in the future.


Reflecting on the Open Beta & Next Steps


With the insights gathered during the Open Beta play sessions, we will be introducing in-game adjustments in upcoming Battlefield Labs events. Stay tuned for progress updates and future opportunities to get involved.
Join our official
Battlefield Discord
server to talk more Battlefield, share feedback, and find squadmates.

Lastly, thanks again for joining the Battlefield 6 Open Beta. Your feedback and participation made it an incredible experience.
 
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Movement

Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable.
Parachute physics have also been re-tuned, with reduced initial acceleration when opening the parachute for more controlled aerial movement.

Weapons

We're making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We've also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.
Good shit on both of these.

Still concerned about the larger maps and the actual amount of vehicles that will be available.

They also still seem reluctant on addressing a server browser like in BF4.
 


Thank you to everyone who joined us during the Battlefield 6 Open Beta weekends—your passion and feedback have been invaluable. With tens of thousands connecting on
Discord
to play together, over 600,000 hours streamed, and over 30 million hours watched, your enthusiasm and participation is what made it great!

Initial Learnings and In-Game Changes

As we approach the launch of Battlefield 6 on October 10, we'd like to take a moment to look back at the recent Open Beta to share our key learnings and in-game changes we're making based on your feedback and in-game data.

Weapons

We're making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We've also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.

Movement

Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable.
Parachute physics have also been re-tuned, with reduced initial acceleration when opening the parachute for more controlled aerial movement.

Maps

We observed some players finding a way to reach rooftops and venture out of bounds. This gameplay is not intended for these maps, and the upcoming ladder for the Assault class is also not designed to access these areas. We're actively working on adjustments to prevent unintended access and ensure gameplay stays within the intended boundaries.
We also heard strong feedback from players excited by the larger-scale maps that Battlefield has to offer. While the Open Beta featured smaller, more fast-paced maps, larger-scale maps are already part of our launch package, delivering action-packed gameplay and memorable, unique moments for every player. As part of the upcoming Battlefield Labs testing, we'll be testing two new multiplayer maps: one set in Mirak Valley, the other a remake of the fan-favorite from Battlefield 3, Operation Firestorm. These two maps include the full complement of vehicles, like Liberation Peak, along with a more vast combat space.

Modes

When it comes to Rush, the conversation we observed wasn't just about player count, but also about how maps play, and the tactical experience they offer. Rush is a mode with deep roots, originally known as Gold Rush in Bad Company, where matches typically ranged from 12v12 to 16v16 players. Many of you remember this as the golden era of Rush, and it continues to inspire our approach today.
We've experimented with larger player counts over the years, such as 64- and even 128-player versions. While these matches created intense, fast-paced moments, they also led to issues: Overwhelming defenses, stalled frontlines, and too many games ending in the first sector. Rush is especially sensitive to higher player counts due to its tactical and strategic requirements; when a player tries to arm the M-COM while more than 20 opponents are defending, the intended gameplay becomes less tangible. Based on feedback throughout recent titles, we're lowering the default player count for Rush to improve the flow of combat and restore the tactical, methodical experience that defines the mode.
For those who enjoy large-scale Rush, Portal will allow you to experiment with different player counts at launch.
In contrast, Breakthrough is designed to accommodate higher player counts of up to 64 players, and that's where the mode really shines. Using win/loss data from the Open Beta, we're continuing to make map-by-map balance adjustments towards our goal of 50/50 win ratio for both Attackers and Defenders.


The Approach to Player Counts

There was some confusion around the number of players in different games so we wanted to take a moment to clarify our current direction for how these get determined. Rather than locking maps and modes to a fixed player count, our philosophy is to adapt to best fit the intended experience. This may vary by map or evolve over time with player feedback.
For example, at launch, some Breakthrough layouts will support 48 players, while others will have 64. It's the one of many factors we adjust to create the right balance and feel for each scenario. In Breakthrough higher player counts work well on open, dynamic maps, while smaller player-groups offer a more focused experience on denser maps. Portal gives players the flexibility to try different settings and find what works best for their group and playstyle.
Finding the right balance is an ongoing process as everyone gets familiar with map size, lanes, and combat spaces. For now, we've found that 8v8 provides a solid starting point for small-scale, fast-paced modes like Team Death Match, Squad Death Match, Domination, and KOTH.


Playlist Options

A limited variety of playlist options were created for the Open Beta to both showcase and test the flexibility of the matchmaking system. For more details on our playlist adjustments, see our post about
Open Beta Week 2 Playlist Options
. Playing with both Open and Closed Weapons will continue to be options in Battlefield 6 and we are looking for ways to keep them easily accessible.
We recognize that some players experienced difficulty finding games to complete the Challenge of capturing sectors in Breakthrough or Rush. It wasn't ideal and we're actively using your feedback and in-game data to review and improve the Matchmaking system, with the goal of providing a smoother experience in the future.


Reflecting on the Open Beta & Next Steps


With the insights gathered during the Open Beta play sessions, we will be introducing in-game adjustments in upcoming Battlefield Labs events. Stay tuned for progress updates and future opportunities to get involved.
Join our official
Battlefield Discord
server to talk more Battlefield, share feedback, and find squadmates.

Lastly, thanks again for joining the Battlefield 6 Open Beta. Your feedback and participation made it an incredible experience.

I think a better solution to the rooftop exploits to be either open up that part of the map and make the roofs and highway accessible to everyone but then cut then boundaries so that nobody can traverse them beyond a certain point without the "out of bounds" timer. Or make it so the highway and those buildings can be completely leveled. Of course they will need to rework how the bases are placed as well as objectives.

Those ladders that will be in the game are going to break a lot more maps with the added platforms and collision, so they need to open things up more rather than restrict.
 
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Thank you to everyone who joined us during the Battlefield 6 Open Beta weekends—your passion and feedback have been invaluable. With tens of thousands connecting on
Discord
to play together, over 600,000 hours streamed, and over 30 million hours watched, your enthusiasm and participation is what made it great!

Initial Learnings and In-Game Changes

As we approach the launch of Battlefield 6 on October 10, we'd like to take a moment to look back at the recent Open Beta to share our key learnings and in-game changes we're making based on your feedback and in-game data.

Weapons

We're making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We've also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.

Movement

Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable.
Parachute physics have also been re-tuned, with reduced initial acceleration when opening the parachute for more controlled aerial movement.

Maps

We observed some players finding a way to reach rooftops and venture out of bounds. This gameplay is not intended for these maps, and the upcoming ladder for the Assault class is also not designed to access these areas. We're actively working on adjustments to prevent unintended access and ensure gameplay stays within the intended boundaries.
We also heard strong feedback from players excited by the larger-scale maps that Battlefield has to offer. While the Open Beta featured smaller, more fast-paced maps, larger-scale maps are already part of our launch package, delivering action-packed gameplay and memorable, unique moments for every player. As part of the upcoming Battlefield Labs testing, we'll be testing two new multiplayer maps: one set in Mirak Valley, the other a remake of the fan-favorite from Battlefield 3, Operation Firestorm. These two maps include the full complement of vehicles, like Liberation Peak, along with a more vast combat space.

Modes

When it comes to Rush, the conversation we observed wasn't just about player count, but also about how maps play, and the tactical experience they offer. Rush is a mode with deep roots, originally known as Gold Rush in Bad Company, where matches typically ranged from 12v12 to 16v16 players. Many of you remember this as the golden era of Rush, and it continues to inspire our approach today.
We've experimented with larger player counts over the years, such as 64- and even 128-player versions. While these matches created intense, fast-paced moments, they also led to issues: Overwhelming defenses, stalled frontlines, and too many games ending in the first sector. Rush is especially sensitive to higher player counts due to its tactical and strategic requirements; when a player tries to arm the M-COM while more than 20 opponents are defending, the intended gameplay becomes less tangible. Based on feedback throughout recent titles, we're lowering the default player count for Rush to improve the flow of combat and restore the tactical, methodical experience that defines the mode.
For those who enjoy large-scale Rush, Portal will allow you to experiment with different player counts at launch.
In contrast, Breakthrough is designed to accommodate higher player counts of up to 64 players, and that's where the mode really shines. Using win/loss data from the Open Beta, we're continuing to make map-by-map balance adjustments towards our goal of 50/50 win ratio for both Attackers and Defenders.


The Approach to Player Counts

There was some confusion around the number of players in different games so we wanted to take a moment to clarify our current direction for how these get determined. Rather than locking maps and modes to a fixed player count, our philosophy is to adapt to best fit the intended experience. This may vary by map or evolve over time with player feedback.
For example, at launch, some Breakthrough layouts will support 48 players, while others will have 64. It's the one of many factors we adjust to create the right balance and feel for each scenario. In Breakthrough higher player counts work well on open, dynamic maps, while smaller player-groups offer a more focused experience on denser maps. Portal gives players the flexibility to try different settings and find what works best for their group and playstyle.
Finding the right balance is an ongoing process as everyone gets familiar with map size, lanes, and combat spaces. For now, we've found that 8v8 provides a solid starting point for small-scale, fast-paced modes like Team Death Match, Squad Death Match, Domination, and KOTH.


Playlist Options

A limited variety of playlist options were created for the Open Beta to both showcase and test the flexibility of the matchmaking system. For more details on our playlist adjustments, see our post about
Open Beta Week 2 Playlist Options
. Playing with both Open and Closed Weapons will continue to be options in Battlefield 6 and we are looking for ways to keep them easily accessible.
We recognize that some players experienced difficulty finding games to complete the Challenge of capturing sectors in Breakthrough or Rush. It wasn't ideal and we're actively using your feedback and in-game data to review and improve the Matchmaking system, with the goal of providing a smoother experience in the future.


Reflecting on the Open Beta & Next Steps


With the insights gathered during the Open Beta play sessions, we will be introducing in-game adjustments in upcoming Battlefield Labs events. Stay tuned for progress updates and future opportunities to get involved.
Join our official
Battlefield Discord
server to talk more Battlefield, share feedback, and find squadmates.

Lastly, thanks again for joining the Battlefield 6 Open Beta. Your feedback and participation made it an incredible experience.

Bruh the games fine just give me a noticeable confirmation when I kill someone

And FIX THE MENU TEXT it's unreadable
 
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Love how all the COD streamers who played the beta, unknowingly, demonstrated to DICE how fucked up the movement in the beta was.

Thank god it's being slowed down.
 
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Iwo Jima is incredible. Still looks like everything is made of plastic but great fun. Bring it over to BF6.

I'll do the free pass to get the 2 weapons and then see if I want to play more. Not sure I want to play another 20 hours to get the engineer skin.
 
Rush shouldn't be 64 players. Thanks. Figured out that 15 years ago? Or 20? When did Rush first come out?

It's rather obvious.

It's also a bit of gaslighting to tell the community you can do whatever in Portal. In this case tell the misguided people if they want 64 player Rush they can do it there.

But the cynical might think Portal was created in the first place so the suits have a place to send all the whiny desires. Ok really send all the desires they don't cater to. Misguided or intelligent.

Don't like anything about our game you can change it in Portal! You can play your BF just like you eat your Whopper with light mayo and no onions with bacon and crispy strips - alone.
 
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Karl Jobst, recently subjugated vassal to the GOAT Billy Mitchell, has weighed in on everyone's favorite topic. Catgirl Riley!


Bonus, saw this clip being discussed on Reddit, some goober COD streamer I don't know (Swagg?), but doesn't seem to have a stellar reputation:


1 frame (at 60fps), on controller, probably completely impossible with the turn rate limits in the game, even though I know you can get it pretty damn high with max sens. plus 200% ADS sens. in BF games, as it was one of the games you could configure to work really nicely with a XIM.

What's interesting is that this was at an EA event ahead of the Open Beta. So I guess he'd have to show up with some BF Labs cheats and hope for the best.
 
Karl Jobst, recently subjugated vassal to the GOAT Billy Mitchell, has weighed in on everyone's favorite topic. Catgirl Riley!


Bonus, saw this clip being discussed on Reddit, some goober COD streamer I don't know (Swagg?), but doesn't seem to have a stellar reputation:


1 frame (at 60fps), on controller, probably completely impossible with the turn rate limits in the game, even though I know you can get it pretty damn high with max sens. plus 200% ADS sens. in BF games, as it was one of the games you could configure to work really nicely with a XIM.

What's interesting is that this was at an EA event ahead of the Open Beta. So I guess he'd have to show up with some BF Labs cheats and hope for the best.

No idea how true it is but had a friend say the cat dude was banned for weekend two of the beta but could play on alt accounts

And a very good way of putting it that Swagg has a questionable reputation
 
Found a server lastnight on BF2042 that was just Rush on old BFBC2 maps, what a treat that was, brought back some fantastic memories. Arica Harbour still holds up.
 


Thank you to everyone who joined us during the Battlefield 6 Open Beta weekends—your passion and feedback have been invaluable. With tens of thousands connecting on
Discord
to play together, over 600,000 hours streamed, and over 30 million hours watched, your enthusiasm and participation is what made it great!

Initial Learnings and In-Game Changes

As we approach the launch of Battlefield 6 on October 10, we'd like to take a moment to look back at the recent Open Beta to share our key learnings and in-game changes we're making based on your feedback and in-game data.

Weapons

We're making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We've also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.

Movement

Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable.
Parachute physics have also been re-tuned, with reduced initial acceleration when opening the parachute for more controlled aerial movement.

Maps

We observed some players finding a way to reach rooftops and venture out of bounds. This gameplay is not intended for these maps, and the upcoming ladder for the Assault class is also not designed to access these areas. We're actively working on adjustments to prevent unintended access and ensure gameplay stays within the intended boundaries.
We also heard strong feedback from players excited by the larger-scale maps that Battlefield has to offer. While the Open Beta featured smaller, more fast-paced maps, larger-scale maps are already part of our launch package, delivering action-packed gameplay and memorable, unique moments for every player. As part of the upcoming Battlefield Labs testing, we'll be testing two new multiplayer maps: one set in Mirak Valley, the other a remake of the fan-favorite from Battlefield 3, Operation Firestorm. These two maps include the full complement of vehicles, like Liberation Peak, along with a more vast combat space.

Modes

When it comes to Rush, the conversation we observed wasn't just about player count, but also about how maps play, and the tactical experience they offer. Rush is a mode with deep roots, originally known as Gold Rush in Bad Company, where matches typically ranged from 12v12 to 16v16 players. Many of you remember this as the golden era of Rush, and it continues to inspire our approach today.
We've experimented with larger player counts over the years, such as 64- and even 128-player versions. While these matches created intense, fast-paced moments, they also led to issues: Overwhelming defenses, stalled frontlines, and too many games ending in the first sector. Rush is especially sensitive to higher player counts due to its tactical and strategic requirements; when a player tries to arm the M-COM while more than 20 opponents are defending, the intended gameplay becomes less tangible. Based on feedback throughout recent titles, we're lowering the default player count for Rush to improve the flow of combat and restore the tactical, methodical experience that defines the mode.
For those who enjoy large-scale Rush, Portal will allow you to experiment with different player counts at launch.
In contrast, Breakthrough is designed to accommodate higher player counts of up to 64 players, and that's where the mode really shines. Using win/loss data from the Open Beta, we're continuing to make map-by-map balance adjustments towards our goal of 50/50 win ratio for both Attackers and Defenders.


The Approach to Player Counts

There was some confusion around the number of players in different games so we wanted to take a moment to clarify our current direction for how these get determined. Rather than locking maps and modes to a fixed player count, our philosophy is to adapt to best fit the intended experience. This may vary by map or evolve over time with player feedback.
For example, at launch, some Breakthrough layouts will support 48 players, while others will have 64. It's the one of many factors we adjust to create the right balance and feel for each scenario. In Breakthrough higher player counts work well on open, dynamic maps, while smaller player-groups offer a more focused experience on denser maps. Portal gives players the flexibility to try different settings and find what works best for their group and playstyle.
Finding the right balance is an ongoing process as everyone gets familiar with map size, lanes, and combat spaces. For now, we've found that 8v8 provides a solid starting point for small-scale, fast-paced modes like Team Death Match, Squad Death Match, Domination, and KOTH.


Playlist Options

A limited variety of playlist options were created for the Open Beta to both showcase and test the flexibility of the matchmaking system. For more details on our playlist adjustments, see our post about
Open Beta Week 2 Playlist Options
. Playing with both Open and Closed Weapons will continue to be options in Battlefield 6 and we are looking for ways to keep them easily accessible.
We recognize that some players experienced difficulty finding games to complete the Challenge of capturing sectors in Breakthrough or Rush. It wasn't ideal and we're actively using your feedback and in-game data to review and improve the Matchmaking system, with the goal of providing a smoother experience in the future.


Reflecting on the Open Beta & Next Steps


With the insights gathered during the Open Beta play sessions, we will be introducing in-game adjustments in upcoming Battlefield Labs events. Stay tuned for progress updates and future opportunities to get involved.
Join our official
Battlefield Discord
server to talk more Battlefield, share feedback, and find squadmates.

Lastly, thanks again for joining the Battlefield 6 Open Beta. Your feedback and participation made it an incredible experience.

I like this news about the movement, a more traditional BF sim type of movement, not like COD.

I just hope they make the sniper gun more powerful. And bigger empire map with vehicles.
 
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So happy with the movement nerfs. This is Battlefield not COD. GTFOH with slide cancels and stupid bunny hop kills, they don't belong in this game. Happy to see DICE listen to feedback and make necessary changes before launch.
 
I had 95 revives in 31 matches, but my other stats were horrid. I was feeling pretty good by the end of it but those first matches were dogshit.
 
BF6 is in the steam top 1-4 since reveal and its 1st again. Sales will be crazy for this game, probably will be the fastest selling BF title
I'm kinda glad they dropped this reveal, then quick double beta so close to launch. Hype is real, good start with both sales and quality should ensure very decent support already in coming months after, without having to fix the game before dropping the new maps.

I'm also back to play some more 2042 now with the new pass, and while I didn't have a mostly terrible time playing from launch, in comparison it will definitely be great fun without having to wait a year or so while they fix the damn launch maps and game this time around.

Also good to see him back with some good points, hoping we'll see some more of the true classic maps
 
I'm kinda glad they dropped this reveal, then quick double beta so close to launch. Hype is real, good start with both sales and quality should ensure very decent support already in coming months after, without having to fix the game before dropping the new maps.

I'm also back to play some more 2042 now with the new pass, and while I didn't have a mostly terrible time playing from launch, in comparison it will definitely be great fun without having to wait a year or so while they fix the damn launch maps and game this time around.

Also good to see him back with some good points, hoping we'll see some more of the true classic maps

This will be a first in a battlefield game :D They can focus on content and QoL instead of fixing their mess and adding back the missing features from previous games in the first year like they always did in the past
 
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