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

I've seen this before, but this doesn't show the map boundaries. I think most of that upper portion is out of bounds, which makes little sense.
Dunno.

Th map boundaries are in the other image I posted earlier yesterday I think. Doesn't seem that far off.
 
I thought BF2042 may have veered back into the realm of unplayability as the Iwo Jima 24/7 list disappeared, but they have it under Breakthrough, so the free pass grind continues. This was the first week where I actually had to look at the objectives, and learned that the weekly bonus is actually locked until after you do some of the lower tier missions. And the bonus objective damage didn't track for shooting at choppers with the Stinger for me, so that was annoying. Bot lobby in portal solved that decently well. I think I'm not too far from clinching finishing the pass so long as I finish the remaining weeks of missions. And the last two weekends are apparently going to be triple XP, so should be very easy.
The Call of Shame channel is not a great channel to go by as it seems that guy makes a lot of stuff up

That said it amazes me the amount of people who don't understand how modern aimbots work, well good aimbots anyhow
What are the misconceptions about 'good aimbots'? Are we still relating this to Catgirl? If the next-day handcam shows the correct mouse movements (including the subtle micro adjustments post flick and recoil control) and very similar clips to the original montage why would I declare "must be aimbot" at that point?

I think the concepts are all pretty obvious on what would make a harder to detect aimbot. Instead of snapping to the target in one frame, snap over many. Instead of having perfectly uniform inputs, add noise. Instead of always snapping on the center pixel of the head, snap to other parts of the body. Instead of perfectly tracking from frame to frame, drift some. Instead of snapping the instant a target is available, wait an appropriate random amount of time that falls within human reaction speeds.

Clearly no developer has a good handle on actually stopping cheats. The funny thing about the CoS stuff is that AI computer vision seems like a much better fit for creating an undetectable aimbot than it is for detecting aimbot use. And that such an aimbot can work just as well for walled-garden-console-paradise as it does for a PC game. Just output the video from the game to a dedicated cheating device which also is man-in-the-middle style connected (like XIM for example) to the input device and Bob's your uncle.
 


Sledgehammer seems massively OP.

Single player getting shown at TGS

zv94XR3Bth8gj6VX.jpg
 
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Unfortunately it seems that Sobek City is another medium sized map. Ill give them credit for not having the capture points in a straight line, and it looks like there will be more verticality compared to the other maps but still, I wanted to see more wide open spaces for flanking and vehicles to move around in.


new-sobek-city-map-layout-v0-8t4ogh36mdof1.jpeg
 
Unfortunately it seems that Sobek City is another medium sized map. Ill give them credit for not having the capture points in a straight line, and it looks like there will be more verticality compared to the other maps but still, I wanted to see more wide open spaces for flanking and vehicles to move around in.


new-sobek-city-map-layout-v0-8t4ogh36mdof1.jpeg
Fair or unfair, a lot of gamers don't like running for minutes on end in open space only to get shot by a sniper. Shit ain't fun. You shouldn't be forced to use vehicles for travel. 2042 maps are mostly terrible because of the large open spaces
 
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Fair or unfair, a lot of gamers don't like running for minutes on end in open space only to get shot by a sniper. Shit ain't fun. You shouldn't be forced to use vehicles for travel

Thats a core component of Conquest in Battlefield......if you don't want that then you stick to the smaller, infantry focused modes.
 
Thats a core component of Conquest in Battlefield......if you don't want that then you stick to the smaller, infantry focused modes.
I like vehicles in my battlefield, but it is dumb as hell if you can't navigate by foot. Massive open spaces are bad, imo. I am glad Dice seems to agree
 
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This week we begin testing a new addition to our Battlefield universe, a Battle Royale built on Battlefield's unique DNA. The information and feedback from players in Battlefield Labs will be incredibly valuable in helping to refine and deliver this experience. The details below are intended to help players understand our philosophy for this mode, and to provide context for participants in the upcoming Battlefield Labs test so they can jump right into the action.

Battle Royale, The Battlefield Way

We see a great opportunity to infuse the core Battlefield pillars of class-based squadplay, tactical destruction, and vehicle combat into the Battle Royale genre to create a high-stakes and adrenaline pumping gameplay experience. This is Battlefield's twist on the classic formula, so you can expect to find all of the core principles of Battlefield taking place within this mode; gadgets, explosives, destructible environments, and vehicles can all be used to secure the win.

Battlefield at its Core

Key Elements players can expect in this test:
  • Map: Battlefield is no stranger to epic maps, and this all-new map has been built for the Battle Royale experience. It features a diverse array of tactical Points of Interest, each with distinct layouts and themes that offer unique gameplay opportunities.
  • Vehicles: Players can find common transport vehicles around the map and even unlock powerful armored vehicles to turn the tide of battle. The intent is to offer more ways for players to traverse the map early on in a match and to create interesting combined arms action in the process.
  • Tactical Destruction: Destruction will be everywhere in this mode. From creating pathways through walls to toppling buildings, we look forward to seeing players' ingenuity with destruction and how they use it to defeat their opponents.
  • Squadplay: For this test, each match will feature 100 players, organized into 25 four player squads, fighting to be the last one standing. Communicating with your squad through pings, text, or VOIP aims to boost the experience and enhance their tactical options.
  • Second chances: Between the Support class revives and Mobile Redeploy options, there are multiple tools to keep your squad in the fight.

The Deadliest Ring in BR

We set out to bring the most dangerous ring in gaming to Battle Royale that instantly kills players upon contact. With urgent warnings as the fire approaches, soldiers will be pushed into more intense firefights as the game space continues to shrink. There's no jumping in and out of it, no using it for cover, no walking through it - if you get caught in it, you are done. We're excited to see how the ring affects the pace of the game and how it creates spontaneous showdowns.

Classes, Training, and Traits

Each squad gets to plan and choose which of the classes they will bring to the battle. From a balanced squad of all four classes to a focused squad that's all one class, your team will use the unique strengths and weaknesses of their class to adapt and overcome the unique tactical scenarios they encounter in the Battle Royale experience. Once a match begins players are not able to change their class for the rest of that match.
Players start the match with two default gadgets from their chosen class. During each match, players level up by earning XP through a variety of methods such as defeating an opposing player (bonus for finishing off a squad!) or completing Missions. Be on the lookout for Intel Cases: finding these is crucial as they will provide XP to the whole squad.
As players level up through their class's Training, they will gain access to new traits that enhance their chosen class and give both them and their squad a tactical edge in the match. One example would be the Assault class being faster in equipping an armor plate which makes them harder to defeat in their next (or current) firefight.
In Battlefield Labs, we'll be watching how players use the classes to build the most effective squads and how their unique traits contribute throughout each game. For example:
  • Just how critical is the Support class's supply crate for maintaining ammo?
  • How effective are the Engineer's abilities when using or fighting against vehicles?

The Arms Race

Throughout each match, players will explore the map, complete missions, and battle for loot to define their arsenal. There are 5 tiers of weapons to loot along with attachments, throwables (Ex. Frag Grenades), gadgets (Ex. RPGs), Strike Packages (Ex. Air Strike), armor, upgrade kits, and custom drops of favorited weapons. These items can be found across the experience through general loot crates, class specific crates, unlocking armored trucks, mission rewards, or looting defeated enemies.
Missions will have squads try to complete objectives that offer extra rewards to gain a competitive edge over their opponents. Tasks range from unlocking high-value caches to planting explosives to eliminate mission-critical targets. Mission details will outline the available rewards like a weapons cache, vehicle key, or Mobile Redeploy unit, leaving it up to each squad to decide if the risk is worth the potential reward. Once the mission objective is complete, rewards are airdropped in, so squads should stay alert for others who may attempt to steal them.
These missions are crafted to challenge your squad's teamwork and reward precise execution under pressure, with the potential to shift the momentum of battle. Loot, armor, and how players engage with missions are key to the flow of play and we can't wait to see how players connect and push these areas of gameplay in Battlefield Labs.

Drop In

Testing this new mode and all of its features with the community is the true power of Battlefield Labs. We are excited to hear about players' experiences as they explore the ins and outs of this Battle Royale done the Battlefield way. We look forward to sharing more details after the testing is complete and we've reviewed the feedback from players.
 
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This week we begin testing a new addition to our Battlefield universe, a Battle Royale built on Battlefield's unique DNA. The information and feedback from players in Battlefield Labs will be incredibly valuable in helping to refine and deliver this experience. The details below are intended to help players understand our philosophy for this mode, and to provide context for participants in the upcoming Battlefield Labs test so they can jump right into the action.

Battle Royale, The Battlefield Way

We see a great opportunity to infuse the core Battlefield pillars of class-based squadplay, tactical destruction, and vehicle combat into the Battle Royale genre to create a high-stakes and adrenaline pumping gameplay experience. This is Battlefield's twist on the classic formula, so you can expect to find all of the core principles of Battlefield taking place within this mode; gadgets, explosives, destructible environments, and vehicles can all be used to secure the win.

Battlefield at its Core

Key Elements players can expect in this test:
  • Map: Battlefield is no stranger to epic maps, and this all-new map has been built for the Battle Royale experience. It features a diverse array of tactical Points of Interest, each with distinct layouts and themes that offer unique gameplay opportunities.
  • Vehicles: Players can find common transport vehicles around the map and even unlock powerful armored vehicles to turn the tide of battle. The intent is to offer more ways for players to traverse the map early on in a match and to create interesting combined arms action in the process.
  • Tactical Destruction: Destruction will be everywhere in this mode. From creating pathways through walls to toppling buildings, we look forward to seeing players' ingenuity with destruction and how they use it to defeat their opponents.
  • Squadplay: For this test, each match will feature 100 players, organized into 25 four player squads, fighting to be the last one standing. Communicating with your squad through pings, text, or VOIP aims to boost the experience and enhance their tactical options.
  • Second chances: Between the Support class revives and Mobile Redeploy options, there are multiple tools to keep your squad in the fight.

The Deadliest Ring in BR

We set out to bring the most dangerous ring in gaming to Battle Royale that instantly kills players upon contact. With urgent warnings as the fire approaches, soldiers will be pushed into more intense firefights as the game space continues to shrink. There's no jumping in and out of it, no using it for cover, no walking through it - if you get caught in it, you are done. We're excited to see how the ring affects the pace of the game and how it creates spontaneous showdowns.

Classes, Training, and Traits

Each squad gets to plan and choose which of the classes they will bring to the battle. From a balanced squad of all four classes to a focused squad that's all one class, your team will use the unique strengths and weaknesses of their class to adapt and overcome the unique tactical scenarios they encounter in the Battle Royale experience. Once a match begins players are not able to change their class for the rest of that match.
Players start the match with two default gadgets from their chosen class. During each match, players level up by earning XP through a variety of methods such as defeating an opposing player (bonus for finishing off a squad!) or completing Missions. Be on the lookout for Intel Cases: finding these is crucial as they will provide XP to the whole squad.
As players level up through their class's Training, they will gain access to new traits that enhance their chosen class and give both them and their squad a tactical edge in the match. One example would be the Assault class being faster in equipping an armor plate which makes them harder to defeat in their next (or current) firefight.
In Battlefield Labs, we'll be watching how players use the classes to build the most effective squads and how their unique traits contribute throughout each game. For example:
  • Just how critical is the Support class's supply crate for maintaining ammo?
  • How effective are the Engineer's abilities when using or fighting against vehicles?

The Arms Race

Throughout each match, players will explore the map, complete missions, and battle for loot to define their arsenal. There are 5 tiers of weapons to loot along with attachments, throwables (Ex. Frag Grenades), gadgets (Ex. RPGs), Strike Packages (Ex. Air Strike), armor, upgrade kits, and custom drops of favorited weapons. These items can be found across the experience through general loot crates, class specific crates, unlocking armored trucks, mission rewards, or looting defeated enemies.
Missions will have squads try to complete objectives that offer extra rewards to gain a competitive edge over their opponents. Tasks range from unlocking high-value caches to planting explosives to eliminate mission-critical targets. Mission details will outline the available rewards like a weapons cache, vehicle key, or Mobile Redeploy unit, leaving it up to each squad to decide if the risk is worth the potential reward. Once the mission objective is complete, rewards are airdropped in, so squads should stay alert for others who may attempt to steal them.
These missions are crafted to challenge your squad's teamwork and reward precise execution under pressure, with the potential to shift the momentum of battle. Loot, armor, and how players engage with missions are key to the flow of play and we can't wait to see how players connect and push these areas of gameplay in Battlefield Labs.

Drop In

Testing this new mode and all of its features with the community is the true power of Battlefield Labs. We are excited to hear about players' experiences as they explore the ins and outs of this Battle Royale done the Battlefield way. We look forward to sharing more details after the testing is complete and we've reviewed the feedback from players.


Can't wait for the feedback of "BR sucks, stop wasting fucking time on this shit that CoD shills will drop after 1 week to go back to warzone"

The only hope I have is that this is abandoned as soon as possible like Firestorm in V and what ever the fuck that thing in 2042 was called. Then we can have all hands on deck for the actual fucking game being developed.
 
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I like vehicles in my battlefield, but it is dumb as hell if you can't navigate by foot. Massive open spaces are bad, imo. I am glad Dice seems to agree

The wide open spaces and sandbox is what gives the series its identity. Its the reason why 2,3, and 4 were hits. By moving away from that sandbox experience they're basically just making CoD Ground War with a class system. Thats not what I want and im sure plenty of other BF fans don't want that either.
 
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I LOVE the idea of the ring insta killing players. It's, to my knowledge, never been done before in the genre which is refreshing. Hope it plays as well as it sounds during play.
 
I LOVE the idea of the ring insta killing players. It's, to my knowledge, never been done before in the genre which is refreshing. Hope it plays as well as it sounds during play.
That was one of the things I liked about Warzone. It wasn't instant death but getting caught out of the circle killed you quick. That's one change I always wanted in OG PUBG. Make 'healing through the blue' for 20 minutes just not a viable strategy. But they instead borrowed lower consequence gameplay from the competitors. The blue-blocker backpack. Respawning teammates. Parachute redeploys.

The slower pacing that everyone is craving in their actual Battlefield is totally what I want in my BR. And I'm less concerned with the sped up gameplay in regular modes. I kinda accept it. It's just where BF is at now. Or at least wants to be.
 
That sledgehammer looks retarded. Two swings and a whole building comes down while random shit starts exploding? What kinda Michael Bay shit is that?

Are they overcompensating for the lack of destruction is the last titles?
 
The wide open spaces and sandbox is what gives the series its identity. Its the reason why 2,3, and 4 were hits. By moving away from that sandbox experience they're basically just making CoD Ground War with a class system. Thats not what I want and im sure plenty of other BF fans don't want that either.
The most popular maps in 3 and 4 were Operation Metro/Locker.

Beyond that something like Grand Bazaar, which isn't much different to Siege of Cairo.

There are very few times when hitching a ride in a vehicle for a few minutes doesn't feel like a chore. One of them is the beach invasion on Iwo Jima. If they can do more stuff like that then I'm on board, but I don't miss running through a field for 5 minutes at spawn.
 
That sledgehammer looks retarded. Two swings and a whole building comes down while random shit starts exploding? What kinda Michael Bay shit is that?

Are they overcompensating for the lack of destruction is the last titles?
I'm hoping it's just overtuned for the sake of trailers and showing it off.

Right now it's like the hammer in Red Faction Guerrilla, but it really needs to act more like Sledge in Siege.
 
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The most popular maps in 3 and 4 were Operation Metro/Locker.

Beyond that something like Grand Bazaar, which isn't much different to Siege of Cairo.

There are very few times when hitching a ride in a vehicle for a few minutes doesn't feel like a chore. One of them is the beach invasion on Iwo Jima. If they can do more stuff like that then I'm on board, but I don't miss running through a field for 5 minutes at spawn.

Thats not entirely true. If you were to boot up BF3 or 4 now you'd see there are many diverse servers running many different maps.

Either way, i've said my piece numerous times before when it comes to the game's maps and it feels like im beating a dead horse at this point. Ill just agree to disagree with everyone else in this thread.
 
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Thats not entirely true. If you were to boot up BF3 or 4 now you'd see there are many diverse servers running many different maps.

Either way, i've said my piece numerous times before when it comes to the game's maps and it feels like im beating a dead horse at this point. Ill just agree to disagree with everyone else in this thread.
Big maps are fine, but they need to be focused. Hourglass for instance might be the worst map I've ever played and it is gigantic.

Playing 30 hours of 2042 has desensitised me to many of the things the Battlefield community keeps bringing up. Open weapons for example, it's a non-issue to me at this stage.

I can't believe we still have to wait another month for this game. A lot of them really don't appreciate how good 6 really is.
 
You're not supposed to run thru a field for 5 minutes on big maps.

People gotta learn to play Conquest. Play a flag or two. And learn where the front lines are and how to defend/expand them.
 
The most popular maps in 3 and 4 were Operation Metro/Locker.

Beyond that something like Grand Bazaar, which isn't much different to Siege of Cairo.

There are very few times when hitching a ride in a vehicle for a few minutes doesn't feel like a chore. One of them is the beach invasion on Iwo Jima. If they can do more stuff like that then I'm on board, but I don't miss running through a field for 5 minutes at spawn.
Operation Metro and Locker are the 2 worst maps in the entire franchise. Thats kinda when the series started to lose its identity and aimed solely for the COD crowd.

I feel like people who complain about 'running in an open field for 5 minutes' simply dont play with a squad. Utilizing squad spawning and teamwork. Thats why recent BF games try to cater to this crowd by making smaller modes like Team Deathmatch.
People who hate wide open maps simply need to just stay out of high player count conquest.

I play BF for large maps which offer a variety of tactics, different from round to round. Small maps get old, fast - for my tastes.
BF6's success with old school Battlefield heads is all riding on the map design. The jury is still out.
 
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Operation Metro and Locker are the 2 worst maps in the entire franchise. Thats kinda when the series started to lose its identity and aimed solely for the COD crowd.

I feel like people who complain about 'running in an open field for 5 minutes' simply dont play with a squad. Utilizing squad spawning and teamwork. Thats why recent BF games try to cater to this crowd by making smaller modes like Team Deathmatch.
People who hate wide open maps simply need to just stay out of high player count conquest.

I play BF for large maps which offer a variety of tactics, different from round to round. Small maps get old, fast - for my tastes.
BF6's success with old school Battlefield heads is all riding on the map design. The jury is still out.
I never commented on the quality of those maps, but they were the most popular in those games. The Operation Locker 24/7 playlists were always at the top of the server browser.

Squad play is dependent on the quality of your team, if your squad is useless they rarely stay alive long enough to spawn in anywhere useful. At which point you end up miles away back at the deployment area.

The reality is that unless you play engineer, vehicle combat is of little interest to the other 3 classes. I have played support/medic 99% of the time since BC2. Being in a tank is a waste of my time when I could be earning more score elsewhere.
 
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IGN: Auto-spotting is another topic I see brought up in the community. Is that being tweaked at all? Is it going to be like it was in the beta? How are you guys looking to address that feedback, if at all?
Matthew Nickerson: I can answer that because we just talked about it and just submitted fixes and changes for it – literally just last week. So, yeah, we definitely reduced the range and overall reduced the power. We found out a lot in open beta that it was obviously very strong, just like players said. Really, players ended up just shooting Doritos. Light environments, dark environments – they were just like, 'Hey, aim at the Dorito. You're going to hit something at the end of the day.'
We definitely don't want that for Battlefield, so we've definitely reduced the duration, reduced the range – everything across the board to really hit that system and align it more appropriately with what we want. Again, we want the information. It's important to ping players, but it's got to be an active part of Battlefield. It can't just be a fire-and-forget sweep across the whole thing [and] everyone's lit up. That was very apparent in open beta, so we've made some considerable changes to the system. In terms of strength overall, we've definitely toned it down.
 
The confirmation that there will be boats just like BF4 makes me more excited to get this game on launch day for Ps5. Cant wait.
 
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Yeh it looks like a BR

Nothing more, nothing less, is it reinventing the wheel....not really

But it looks like a functioning BF BR.
 
Completed the 2042 battle pass, finally. And I did so without making use of any of the portal XP farms.

I have issues with BF6 but I am genuinely looking forward to putting 2042 down and playing something new.
 
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Completed the 2042 battle pass, finally. And I did so without making use of any of the portal XP farms.

I have issues with BF6 but I am genuinely looking forward to putting 2042 down and playing something new.

Lucky you, can't wait uninstall and never have to play this game ever again, yes it's sad I'm.playing for skins, that goes to show how little else there is to play until bf6 is out 🤣🤣
 
Completed the 2042 battle pass, finally. And I did so without making use of any of the portal XP farms.

I have issues with BF6 but I am genuinely looking forward to putting 2042 down and playing something new.
My friends group and I are each around tier 50 I think. No grinding, just playing as we normally were.
 
Level 52 on the battle pass now. Managed to get the repair tool kills one done early this morning on my custom portal game. If you try to create a session at peak hours it just gives you an error.

I'll see how close next weeks challenges get me and if I'm within a level I'll grind through the triple xp.
 
Level 52 on the battle pass now. Managed to get the repair tool kills one done early this morning on my custom portal game. If you try to create a session at peak hours it just gives you an error.

I'll see how close next weeks challenges get me and if I'm within a level I'll grind through the triple xp.
59 and now im waiting until next week.

I actually got both my repair tool kills on a live match on iwo jima, one was a sniper the other was a Boris engineer that got stuck trying to place his sentry as I burned him to death.

It's moments like these that make me miss the fact the enemy team cant type smack back on 2042, only your own team.
 
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