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Gamebixby > PC Games > Bunnyhop elsewhere, streamer: EA makes Battlefield 6 more strategic, with fewer running and cancer following beta
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Bunnyhop elsewhere, streamer: EA makes Battlefield 6 more strategic, with fewer running and cancer following beta

Published August 22, 2025 6 Min Read
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6 Min Read
Bunnyhop elsewhere, streamer: EA makes Battlefield 6 more strategic, with fewer running and cancer following beta
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The Battlefield 6 beta was officially happening, and now there is a horrifying ordeal of learning from experience. Here’s what developers’ dice, standards, motivations and ripple effects have learned from their experience: You’re all playing the game like Call of Duty. My goodness, it seems that 2007 didn’t end.

Are you doing headshots in the air? It’s updatin’. Do you do parkour while carrying a light machine gun? It’s updatin’. Bunny hopping based on prejudice? You’re best to believe it’s updatin’. Don’t reveal that these multiplayers emphasized footless quick draws about the same extent as the montage incited the mild empt of murder against helicopters. Time to play the battlefield. How to play the battlefield: Lie in a hole praying that one of your teammates will appear above you before rolling over your head.

This is a Friday afternoon summary of the EA post-announcement plan, at least through Mecha-hitler.com. Simply put it on a thought hat and break it all.

First, the developers “pass recoilability and water fire properties in general across all weapons,” making them feel more unique in particular in scope. They are also making changes to promote more controlled taps and burst burning. In particular, the M87A1 shotgun has been deded and “examines the experience of kill and dying,” with news of the change as follows:

As for moves, they want to feel more “balanced and traditional” in the final version of Battlefield 6. There is little momentum involved, especially the horizontal speed from slide to jump. The jump height is also reduced continuously, and is not very accurate during jumps or slides.

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“These changes are designed to make slide and jump situations more contextual, and therefore are no longer ideal options for joining a shootout, contributing to the pace of gameplay that rewards skilled moves without being too fast or unpredictable,” commented Devs. It doesn’t accelerate much when opening a parachute “for more controlled aviation movement.” I hate controlling my aviation movement. In fact, it makes it easier for people on the ground to shoot me.

The game’s small maps have been tweaked to stop mischievous people from riding on the rooftop and exploring the boundaries. “This gameplay is not intended for these maps, and future ladders in the Assault class are not designed to access these areas,” the developers harshly explain. Bad ladder! under!

They will test two more maps in Battlefield Lab before release. It will be set up with a remake of Battlefield 3 Operation Firestorm and another map in Mirak Valley, which offers “complete vehicle completion” and “a larger battle space.” Fast, ea, variant! How am I supposed to trust you to fine-tune parachute physics when you can’t even optimize your writing? Yes, I just raised a red cape on every amateur copy editor in the comments.

mode? Well, they discovered that when too many players are involved, Rush gets a bit of a fill. Apparently, “If a player tries to arm an M-COM while 20 or more opponents are defending, the intended gameplay will no longer be materialized.” So they’re lowering the number of players due to rush “to improve the flow of combat and restore tactical and systematic experiences that define the mode.”

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Predicting this frontline pushback points out that people can confuse counts when playing rush through the portal editor. Meanwhile, the breakthrough receives “map-by-map balance adjustments for both attacker and defender 50/50 win rate targets.”

In general, EA takes an ad hoc approach to player counts based on individual maps and modes. “For example, at launch, some groundbreaking layouts support 48 players, while others have 64,” the post commented. “This is one of many factors that you adjust to create the right balance and feel for each scenario. In breakthroughs, higher player counts work well on open and dynamic maps, while smaller player groups provide a more intensive experience on dense maps.” They found that “8V8 provides a solid starting point for small, fast-paced modes such as team deathmatch, squad deathmatch, domination, and (Hill King)”. Again, you can turn your working in the portal into Jimmy if you wish.

Some final bits: Open and Closed Weapon Playlists will continue to be available in Battlefield 6. “And I’m looking for a way to make it easy to access.” Don’t you know why it’s difficult? They are also trying to fix matchmaking so it’s not too difficult to find a game that completes the challenge of capturing sectors in breakthroughs and rushes.

Hopefully some of these improvements will come to fruition in the upcoming Battlefield Labs Playtests. The game will start on October 10th. Hardware editor James recently attended a preview event, showing clever insights that he died after the verdict “looks like a battlefield game”, which led to his promotion to first class CPU Wrangler.

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More specifically, James said, “This also gives me some reason to be optimistic that the series is on track. How did you find it?

(TagstoTranslate) Battlefield 6 (T) Electronic Arts (T) PC (T) PS5 (T) Shooter (T) Xbox Series X/s

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