the Battlefield 6 Open Beta is officially live on consoles and PC, at least for those with early access, and thankfully it’s not too difficult to get. It offers only four modes and three maps along with the tutorial, with no major elements like portals or new escalations. Nevertheless, this beta has already been a huge success, with just about 335,000 peak simultaneous players, making it the best for the franchise on the platform. But is it fun?
The short version is yes, the beta is fun and drawing positive pictures for release. However, the reason is simple battlefield The lab has played a very important role in development. And that’s why open beta happened two months before its release. Some areas still use improvements beyond balance changes and bug fixes. Without further ado, here are three things we liked and three open beta versions we didn’t.
What we like: gunfire and movement
https://www.youtube.com/watch?v=n-ozxrhk_rg
Gun play battlefield There have been ups and downs throughout the series’ history. As ragged as it felt 2042, Battlefield 5 I also received a Flak at that point to kill the change and balance it. So the overall shooting and movement Battlefield 6 It feels very good. The M433 and M4A1 can each focus on aiming for vision speed at the expense of hip fire accuracy so that they can feel clearly in the attachment and tilt towards a particular playstyle (but they can also balance both sides). The M87A1 shotgun is definitely unwilling to stop its stopping power.
But what’s even more impressive is how the weapon’s spread is balanced, especially with assault rifles. The sniper isn’t as smooth as the peak of the series, and it feels like the hand rena bullets come out too quickly. Nevertheless, the basic movement and responsiveness, coupled with the handling of the weapon, feels solid to those around you.
Things I didn’t like: Map Design
Beta offers three maps. Whether I’m a longtime fan or a new player, they don’t make the best first impression. The peak of liberation during conquest should be renamed to the peak of the Sniper, but I am not necessarily condemning it. A huge number of open site lines are clearly chosen. Even if you’re running around as an attack, having a DMR as a backup feels like it’s essential. Breakthrough feels like an absolute chore on this map, especially when attacking. Many snipers cover the main approach and so many accompaniments, but they feel that adjacent is almost impossible.
The Iberian attack initially impressed me with its aesthetic (smoldering clouds and tight street ahoy), but soon became a cluster where spawning was not important and people who controlled the hills spent their best time (although massive performance degradation also didn’t help). Although it was not much siege in the conquest, the dominant variant was a bit fun. The same cannot be said about the peak release in this mode. This feels cramped as players are involved in mostly downtime from all angles. Maybe it’s a common size of the map, but the feeling of death, respaw, dying again in a loop happened to an annoying degree, even in conquest.
Maybe the other five maps are better and bigger without falling into the same trap as the 2042 release. But most of all, today’s products come across as rather dark. The atmosphere is definitely appropriate, but still, it doesn’t really stand out much.
What we like: Closed weapons and the right classes
Perhaps that’s because the specialized system was handled very poorly Battlefield 2042but back to traditional classes Battlefield 6 I feel that it’s very correct. Frontliner attacks, vehicle repair and destruction engineers, support quick revival and healing, and reconnaissance to snipe and mark enemies. It’s baffling that such a simple formula was thrown on the roadside earlier, but it’s back, and it’s all important.
Now, the dice missed the opportunity to lock a particular weapon type into each class, as before, as before.2042 Battlefield. The signature weapon mechanic, which guarantees exclusive benefits (stabilizing sniper shots as reconnaissance), is a great addition, but still doesn’t stop players. At least implement closed weapons and provide playlists for restrictions and more traditional people battlefield As a result.
Unfortunately, in the beta at least at this point, finding a match for the Conquest Closed Weapon is a practice of waiting for the playlist to fill up. This could be better as the beta opens to more players, but launching is a real test, especially for Portal’s server browser.
What we didn’t like: Vehicles
As much as gunplay and movement feel, we can’t say the same about the vehicle. I’m not sure if the tank is designed to be more powerful due to the new automatic repair features of the engineer. Because engineers wonder what the point is, as they are also very good at destroying tanks, as directional damage seems no longer an object.
Next is the helicopter. It can be argued that the full potency of a vehicle will not be truly revealed until accessing a larger map, but the fact that Chopper is a Faber remains unchanged. If you need to deal with anything at the front of the vehicle for launch, it’s definitely helicopter control.
What we like: atmosphere
The current three maps require more work depending on the mode, but one thing is for sure. The dice hit the atmosphere. I set the tone for the entire exercise by listening to radio chats laying at the peak of release and calling out the tank when the jet flew overhead and an explosion rang. Even the Iberian attacks have the feeling that they are in fact in an active war zone as buildings collapse, tanks roll down the streets and gunfire echo.
I had some complicated impressions as to whether it actually feels battlefieldespecially consider all design decisions. However, if the purpose is to provide a realistic and grounded atmosphere, Battlefield 6 It’s a success.
Things we didn’t like: UI
The Iberian attack had a point where settings had to be dialed down due to a massive frame drop, and discovered one of the worst pet pee in the history of UI design. (Settings) When you back out the menu, it will automatically reset to a different tab each time. It doesn’t sound bad, but going back to the wrong tab is totally frustrating when you’re trying to lower the settings for better performance. The main menu UI is also oddly designed, with a considerable amount of top being occupied by the offers. You will need to scroll to the desired mode. To modify attachments to weapons, you must select them before customizing them.
Oddly enough, to do this in Shotgun you need to change the hits and then customize them. The fact that many settings and features are not properly explained is also odd. At least this time there’s a good scoreboard (although this isn’t the number of resurrections, yet). Everything else feels that important passes are needed to provide a smoother experience.
Note: The views expressed in this article are those of the author and do not necessarily represent GamingBolt’s views as an organization.
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