Revolutionary
Member
2042 was full price on Steam yesterday. Maybe it'll update the PSN price sometime during the weekWhy is 2042 not $3 on PSN. What must it always be this way. Elite is $15 like elsewhere.
2042 was full price on Steam yesterday. Maybe it'll update the PSN price sometime during the weekWhy is 2042 not $3 on PSN. What must it always be this way. Elite is $15 like elsewhere.
Reminds me of the city areas of gulf of Oman.Leaks of big map Sobek city
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Yep, just hope we can actually use those roof tops instead of being forced to using exploits.Reminds me of the city areas of gulf of Oman.
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.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).
Tbh it should be a gadget.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
I think most are just using it to scratch an itch left behind by the beta. Most aren't saying it's good, just acceptable.People in here trying to convince themselves and others that 2042 is really good now
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 disagree2042 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.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.
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.
Good shit on both of these.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.
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.
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.
LMAO there are plenty of things to fix and change in the game.Bruh the games fine
Going back to 2042, spotting worked great with just pinging a person.Was hoping to see something about the auto spotting. Fingers crossed
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.
Watching them trying to jump around while being shot is hilariousCod players already crying about the movement changes on twitter, delicious![]()
Day 1: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
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.
Yeah I guess they were streaming and their main account the game crashed several times in a row and they even tried repairing the game but it still crashed and closed out but running on that alt account they were fineDay 1:
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Final day:
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Pretty sus
Where did you get those personal stats from?Didn't get to play very much for the second weekend.
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Where did you get those personal stats from?
as above just go to battlefield.com/player-statsWhere did you get those personal stats from?
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.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