The most important thing that must be balanced in Battlefield 6 is not the weapons – these are the attachments

Rory Norris, guides writer
Last week, I was: Play too much from the open beta of the battlefield 6.
This week, I was: Cry the loss of the open beta of the battlefield 6, at least until next weekend, after which I will have to survive until the full release in October.
Unlike Battlefield 2042, Battlefield 6 just feels RIGHT. He has this grainy style of older games, with more targeted cards, the courses have returned (probably in their best shape), and the manipulation of weapons is better than ever. After having seen a bunch of disturbing clips making the rounds before being practical with the open beta version, I feared the worst: these weapons would feel like lasers, lacking in hindsight and personality to distinguish each. This is generally what I feel about BF2042 and modern games Call of Duty, where all weapons simply mix in an indistinct blob.
What Battlefield 6 is fine, at least with the selection of firearms available in beta is that each weapon feels separate. The M433 is very different from the NVO-228E, the SGX stands out from the PW7A2, and so on. Each weapon has a completely different sensation thanks to its hindsight, its fire rate and its overall manipulation. Well, at least by default.
Get a new weapon and play with a turn or two, and you will have already unlocked the two most important attachments: a muzzle and a handle. After slapping a brake on a single port or the basic vertical handle of the folding on the M433, practically all the hindsight which retains this assault rifle with high supposedly so-called is removed. Congratulations, you now have a laser.
As my tests above, it only becomes extreme only when you use both a muzzle and a handle, or even one of the improved reversing control handles like the ribbed vertical. Hell, that even does wonders on SMGs like the SGX, by allowing them to control with confidence the other types of weapons at medium -range. What you can withdraw with some of these pistols sometimes seems illegal.
Of course, attachments also have their own drawbacks. For example, the vertical handles improve control of the decline at the price of the precision targeted during the movement, while the brakes reduce the decline in exchange for increased swing. These are important statistics, at least on paper, but there are three problems that bother:
- Everything you need is two attachments to eliminate the decline that generally restricts weapons And encourages the types of firearms in burst – or specialized – larger cards in the battlefield. Why fight with a DMR when you can simply use an assault rifle to all the ranges? Having attachments that can blur the categories of weapons, completely eclipping the types already used as DMR and LMG, is a potentially serious trap.
- The attachments are cheap, so you can equip a muzzle and a handful without sacrificing as much in other areas. Why not transform your assault rifle into LMG by also adding a larger magazine, offering you all the advantages of an AR and none of LMG’s inconsistencies?
- The positive points prevail by far on the negativesstrangely even more for lower level attachments.
Say what you want in time to kill BF6 and the M87A1 shotgun obviously mastered, but falling back on the same two attachments on each weapon is just a little boring, don’t you think? This relief when I picked up the unruly M433 was unnecessarily erased by a brake and the lean mouth.
Fortunately, it is a relatively simple solution. By reducing the overall impact of each individual attachment you equip, you would be encouraged to invest more in a specific style of play. For example, if the ten -point folding vertical handle and the five -point single port brake was not a quick and inexpensive fixed for all your recoil control needs, then you would be pushed to the most effective, more expensivehigher level versions.
In turn, you have fewer fixing points for other locations, such as magazines, balls or ergonomics. In addition, he would also safeguard the system of progression of solid weapons of BF6 to be more rewarding.
Weapons obviously need a balance of the beta version to a complete release, but it is useless to try to balance things if the attachments work on a whole set of entirely weigh ladders, undergo one of these efforts. Will there be a “attachment meta”? Yes, we are predictable like that – that is literally part of my work, but it would be good to keep the personality of each weapon and to have to specialize a little more, especially with the courses now having favorite weapons.

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