Following the Battlefield 6 Beta ending, many players were left brimming with excitement after being hit with a nostalgic rush which took many fans, including me, right back to the good old Battlefield 4 days. However, some feedback has had EA and DICE wanting to incorporate more of their classic strategic realism into the title, rather than that Call of Duty-like run-and-gun feel, which, for me, isn’t where the Battlefield franchise should be anyway. The long-standing military franchise gained credibility and praise for its more strategic movement and moving your way around the field of battle with grounded intent, rather than hopping, skipping and jumping into gun fights, so to speak.
The developers behind the next entry, coming to us on the 10th of October, are taking community feedback on board and are more open to generating an actual Battlefield feel for the wider community of fans, rather than trying to appease the spectacle-fueled streamers and content creators, which I think is a huge win for us fans. Rather than catering to the adrenaline-soaked vibes that many streamers and creators want to utilize while engaging their audience so they can push out an edit of 20-something kills in a row after hopping out of a foxhole and sliding down the street, they are making it feel like the Battlefield of old. Squad up and survive or push and perish, your choice.

Right off the bat, EA wanted the movement to feel more “balanced and traditional” come the day of full launch. They also intend on reducing jump height, as well as height gained from slide to jump. The reduced jump height comes from consecutive jumping, and not just this, but during jumping or sliding you will also be less accurate, which imitates life as when I jump around the only thing that’s accurate is the food swirling in my belly.
A spokesperson for EA said, “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 skilful movement without becoming too fast or unpredictable.” According to post-launch plans via X (Formerly twitter), the changes were announced to be coming ASAP through Battlefield Labs.
Along with the changes to movement and accuracy, comes a change to weapons. The developers are doing a “general pass on recoil and tap-fire characteristics across all weapons,” to make every weapon used feel more unique. One big change to note, is that they are finally breaking the spine of the M87A1 shotgun, as during the beta this was an overpowered shotgun come sniper rifle like the Gnasher in Gears of War. EA are also “investigating the time-to-kill and time-to-death experiences,” to balance the title a bit more to somewhat replicate a more realistic combat scenario. However, news of this will come in the future pending updates.

Battlefield 6’s smaller maps are being updated to stop those advantage taking players from getting onto the rooftops and from wandering outside the combat zones. “This gameplay is not intended for these maps, and the upcoming ladder for the Assault class is also not designed to access these areas,” so promptly meaning, GET YO BEHIND DOWN!
Speaking of maps, the guys over at Battlefield Studios will be testing two more maps within the Battlefield Labs, one of which is a remake of Battlefield 3‘s Operation Firestorm and the other map is set in Mirak Valley. Both of these maps are going to complement the use of vehicles and offer a “vast more combat space.” OH, WE ARE SO BACK!
Following the feedback given, it was found that the Rush mode can get a little busy and overwhelming when there are too many players. “When a player tries to arm the M-COM while more than 20 opponents are defending, the intended gameplay becomes less tangible.” I mean, I thought that was a little obvious as whenever I tried to arm the device, I had the swift removal of my hands and arms, so… as per this, the developers are lowering the player count for Rush “to improve the flow of combat and restore the tactical, methodical experience that defines the mode.” Say it once more for those in the back!

Alongside Rush, Breakthrough will be getting “map-by-map balance adjustments towards our goal of a 50/50-win ratio for both attackers and defenders.” Now this is what we wanted, EA taking a forward-thinking approach following the beta. EA could be well known to receive a bad rap for not listening to the community. However, this time, it looks as if they are really open to their community feedback more than ever.
Additionally, in the Breakthrough mode, some of the maps at launch will have layouts of “48 players, while others will have 64,” meaning large and small maps will be used within the mode and will be filled accordingly. The comment made to this was “It’s one of the 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,” This looks like EA are working with the old formula and are offering us that core battlefield experience they spoke about.
Expect these updates to be coming forward to Battlefield Labs, where the play test will be coming hence forth. It’s time to start getting excited folks, with Battlefield 6 looking more and more like its grandfather, Battlefield 4, and even further than that, its great-great-grandfather, Battlefield 3, AND even further, Bad Company 2! We are looking at one of the most hyped original launches for Battlefield yet!

Have you pre-ordered yet? I can assure you, on launch you’ll be seeing us guys here at Everything Nerd on the field of battle, and hopefully on the same team, otherwise, AWAY WITH YOU! Get hyped guys, stay frosty and look forward to what is to come, because we are looking at a huge improvement for the franchise!





