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Community update – Open Beta and the road to launch






Community update – Open Beta and the road to launch












Hello everyone,

While we are preparing for the Battlefield ™ 6 early access version from Thursday August 7followed by the beta version open on August 9We wanted to take a moment to think about our trip so far with Battlefield Labs, how we have adapted your comments and what you can expect from future game sessions and gameplay iterations while we are preparing for launch.

We are going to take a brief break with Battlefield Labs during the open beta period. Once finished, we will resume our commitment to comments and continuous improvement thanks to this program. We are proud of the welcome we saw with Battlefield Labs and we will continue to monitor and act on the comments and data of the players while we continue our development.



Battlefield Labs Comments, modifications made to the open beta version

Closed compared to open weapons

We recently shared our goal of connecting new and veterans to the battlefield experience. There have been discussions underway on previous class systems, including the interest of reintroducing closed weapons to classes as a playlist option.

To support different playing styles, we develop features that allow you to choose between closed and open weapons modes, starting with the open beta version. We start with a closed weapon conquest reading list in beta. You will gain a complete XP progression in this mode, giving you the freedom to play you.

With the open beta version that invites you to our biggest game sessions, we encourage everyone to try to switch between the two systems to find out what works best for you.

Maps and fashions

We closely followed the behavior of the players and the crossing through the different cards played in Battlefield Labs, as for the image below of the Cairo seat. Using this data and others, we have identified several areas through cards that we have zoned and changed to improve movement flow and the pace to which players cross and fight each other.







Several direct changes have also been made at the disposal of objectives, including improved coverage, adjusted objective sizes and tailor -made conceptions to support the balanced game for both sides. We have also updated the visual appearance of objective limits and repositioned turrets through the card to further improve the gameplay.

As we go to the next phase of card tests, our goal will move even more to refining these objective provisions and iteration according to the feedback of players. Expect other adjustments as the final development stages approaches.

We have always loved the rapid domination action and have explored the best way to bring reminders in the mode, a central element of Battlefield Teamplay which, in our view, really corresponds. After seeing positive comments from the players, we are delighted to introduce revival as a new mechanic, adding an additional layer of strategy and teamwork to the experience.

Weapons

Time to kill and death time were frequent community feedback subjects. With your contribution, we have balanced the damage through the arms pool and we are impatient to hear your reflections on how these changes feel during the beta version.

We have also increased our weapon customization options. We worked to improve global clarity to make the user interface more user -friendly, so it is easier to see which weapons best synergize each class. These improvements are designed to help you make more enlightened choices when building your loading, ensuring that you can quickly understand the forces and the planned roles of the various weapons.

To differentiate the classes more and offer unique weapons advantages, we have introduced signature weapons. The selection of a weapon that aligns with your class now grants exclusive advantages for this weapon from which no other class will benefit. For example, no other class will be able to use a sniper rifle as effectively as a recognition.



The launch route

The adaptation and implementation of the comments take time, and although the open beta version gives you an early overview of the class system, it is not the final adaptation. After the end of the open beta version, there will be more opportunities to shape the class experience before launching through the next Battlefield Labs game sessions.

Today, we wanted to give you an overview of the additional changes you can expect beyond the open beta version while we are heading for the launch.

Assault

Although the assault has been recognized as the class of front line medics and a favorite among lone wolf players, we are now focusing on team game. With reworked features and gadgets, Assault offers passive team advantages that encourage teamwork and provide stronger support to the team.

The adrenaline injector, initially offering a self-healing effect, is now erasing and stimulates resistance to flash and stunning effects, improves tolerance with explosive and incendiary damage and improves movement speed. We believe that this will reduce their autonomous advantages and differentiate them more from the support class.

The dominant presence has replaced improved mobility as a new signature line. This trait accelerates by capturing objectives for the members of the squad nearby and you eliminate you and your team, outside the fighting status faster. With this new capacity, we make another step to provide the assault class with more capacity focused on the team.

We also provide substantial change in the Assault class gadget basin. We have renamed the spawn tag to deploy the tag, and this is now part of the Pool of Assault class gadgets, instead of Recon.

Although the deployment tag has traditionally been a basic food of the Recon class, it was not without challenges, often used by solo elite shooters to redeploy in places that are difficult to reach. By moving it to the assault course, we intentionally redefine it as a team game tool for the flooding movement and the movement of the coordinated team.

The Deploy tag has a finished number of team uses and self-destrora if the assault player reproaches them, making it a tactical and limited resource rather than a persistent advantage. We believe that this responds to concerns about assaults that are too focused on solo games.

An entirely new gadget is presented: the assault scale. This versatile tool offers squads accessible areas, operating as a scale or a ramp depending on the deployment angle. As a powerful team gadget, it allows assault players to lead not only their team, but also their entire team on obstacles, gain height advantages or surprise the enemy of new ways.

Engineer

We are delighted to hear balanced comments on the class of engineers, in particular in terms of the main role in the gameplay and the explosives of the vehicles. We look forward to knowing more about how the engineering gadgets swimming pool supports and destroys vehicles, and how engineers feel effective in direct combat. We will closely monitor the performance of their toolbox in large -scale battles and we want to hear your reflections that playing as an engineer feels impacting and enriching.

Support

We have received generally positive comments regarding support, and we actively assess some key areas to improve. We focus on the refreshment rate of the supply funds and in the way in which support for weapons of support contribute to the flow of the game. We want to make sure that support players feel essential to their teams, both to keep the teammates provided and to increase the overall combat efficiency.

Reconstruct

For Recona, we have seen the opportunity to strengthen the disinformation and sabotage component of its role. In this spirit, we have decided to redefine one of the Recona training paths by removing “pathfinder” and replacing it with “Spec ops“”. A wink in stealthy and focused on explosives lastly seen in Battlefield 2.

This is the path for anyone who wants to assume the furtive function of his team, providing them with information on the movement of the troops while quietly operating behind the enemy lines:

  • SPEC OPS 0: your basic class training, available from the start and allows more calm withdrawals, squatting movements and subjects.
  • SPEC OPS 1: Place nearby enemy gadgets (except during the sprint).
  • Spec ops 2: go out of the fight much faster and removes the place from you.

In addition, the recognition class has an active capacity at level 3 which allows you to call a UAV to a marked position for passive stains, further improving the consciousness of your team.

With the Signature Recon, Tracking objectiveWho automatically identifies enemies while you are targeting the sites down, you will be fully equipped to play the role of intelligence and counte-espionage to its full potential.



What is the next step?

The open beta version is your chance to jump, share your comments and help you shape the future of the battlefield 6. Consult our open beta preparation article for everything you need to know to start.

We also invite you to join us on the official discord of the battlefield to obtain the latest updates, hear from our team, find comrades from squad with who to play with, and more.

We will come back after the open beta version with learning of the game sessions and an overview of the other changes that we make on the road to the launch.

We can’t wait to see you on the battlefield by our side in the open beta version!

// The battlefield team



These game details are likely to change according to community discussions, players from players and comments from Battlefield Labs and Open Beta while we continue to develop Battlefield 6 and beyond. We will always endeavor to keep our community as informed as possible.

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