Community Updates – Open Beta and Launch Roads
Hello everyone,
As we started preparing for the early access to Battlefield™ 6 Beta from Thursday, August 7, followed by the public beta on August 9, we wanted to take a moment to review our journey to date with Battlefield Labs, how we adapted to your feedback, and what you can expect from future game courses and gameplay iterations as you prepare for release.
During the public beta, we will be staying with the battlefield lab for a short time. After the end, we will restore our commitment to feedback and continuous improvement through the program. We are proud of the reception that the Battlefield Labs sees and as we continue to develop, we will continue to monitor and act on feedback and data to players.
Feedback from the battlefield lab, changes in open beta
Closed and open weapons
Recently, we shared our goal of connecting new and veteran players to the battlefield experience. Discussions on previous class systems are underway, including interest in reintroducing closed weapons into class playlist options.
To support different play styles, we are developing features that allow you to choose between closed and open weapon modes in open beta. We start with Beta's closed weapon conquest playlist. You will get full XP progress in this mode, giving you the freedom to play your way.
With open beta inviting you to our largest gaming sessions, we encourage everyone to try to switch between the two systems to find out what works best for you.
Maps and modes
We have been carefully tracking player behavior and traversal on different maps that we have played in the Battlefield Lab, such as the Cairo Siege image below. Using this and other data, we have identified several areas across the map that have been partitioned and changed to improve the flow of movement and the pace of players crossing and fighting each other.
There are also some direct changes to the layout of the target, including an improved cover, adjusted target size and tailored design to support a balanced game between the two sides. We have also updated the objective boundaries on the map and the visual appearance of the repositioning turret to further enhance gameplay.
As we move into the next stage of map testing, our focus will shift more to improving these target layouts and iterations based on player feedback. As we approach the final stage of development, we expect further adjustments.
We have always loved the fast-paced action of domination and have been exploring the best ways to bring revival into mode, which is a core element of the battleground team game we think is really suitable. After seeing positive feedback from players, we are pleased to use Revival as a new mechanic, adding a layer of strategy and teamwork to the experience.
arms
Expiration time and death time have been the subject of community feedback. With your comments, we have balanced the damage of the entire weapon pool and we are eager to hear your views on these changes during the Beta period.
We also upgraded our weapon customization options. We have been working on improving overall clarity to make the UI more user-friendly so it is easier to see which weapons work best with each class. These improvements are designed to help you make smarter choices when building loads, ensuring you can quickly understand the advantages and expected roles of different weapons.
To further distinguish the course and provide unique weapon advantages, we introduced signature weapons. Choosing a weapon that aligns with your class now provides exclusive advantages for that weapon, while other classes will benefit. For example, no other class can use sniper rifles as efficiently as reconnaissance.
Launch road
Adapting and implementing feedback takes time, and the open beta will allow you to view the class system early, but this is not the final adaptation. After the open beta, there will be more opportunities to shape the class experience together before playing the conference through the upcoming Battlefield Labs.
Today, we want to let you know about further changes that you can go beyond the open beta as we move toward launch.
assault
While attacks are considered a class in frontline medicine and a favorite in Lonely Player, we now place more emphasis on team play. With redesigned traits and gadgets, attacks offer passive squad benefits that encourage teamwork and provide greater support to the team.
Originally with a self-healing effect, the adrenaline syringe now clears and enhances resistance to flash and coma effects, enhances tolerance to explosive and burning damage, and increases movement speed. We believe this will reduce their self-sustaining allowances and further distinguish them from the supportive class.
As a new signature feature, the presence of command replaces enhanced mobility. This feature speeds up capturing targets for nearby squad members and allows you and your team to get out of combat faster. With this new capability, we will take another step to provide more team focus for the assault class.
We also made significant changes to the Assault Class’s gadget pool. We renamed Spawn Beacon to Deployment Beacon, which is now part of the Assault Class widget pool, not reconnaissance.
Although traditionally deployed beacons have been a staple of the reconnaissance class, it is not without challenges and is often used by solo snipers to redeploy in hard-to-reach places. By moving it to the assault squad, we will deliberately redefine it as a team game tool that coordinates squad movements.
Deployment beacons have limited uses for each squad, and if the assault player builds it, it will self-destruct, which makes it a tactical and limited resource rather than a lasting advantage. We believe this addresses the concern that the attack is too focused on solo.
A brand new gadget is being introduced: Assault Ladder. This versatile tool allows teams to access areas that were previously unreachable and works according to the deployment angle. As a powerful team game widget, it allows attacking players to lead not only their team, but also the obstacles to the entire team, gain a high advantage or surprise the enemy in new ways.
engineer
We are pleased to hear balanced feedback on the engineers’ courses, especially in their core role in vehicle games and explosives. We are eager to learn more about the ability of engineering gadget pools to support and destroy vehicles and the feeling of effective engineers in direct combat. We will closely monitor the performance of their toolkits in large-scale combat and are eager to hear your ideas about whether the role of being an engineer is influential and meaningful.
support
We have received positive feedback on support and we are actively evaluating some key areas of improvement. We focus on the refresh rate of the supply box, and the contribution of supported signature weapon enthusiasts to the game flow. We want to make sure that support players are crucial to their roster, both in keeping teammates delivering and improving overall combat efficiency.
reconnaissance
For reconnaissance, we see opportunities for disinformation and destructive components that enhance their role. With that in mind, we set out to take one of the training paths of Recon by removing the Pathfinder and replacing “Spec Ops”. Finally, the secret, explosive class nodding that I saw in Battlefield 2.
This is the path for anyone who wants to perform their squad stealth functions, giving them insights into the movement of the troops while quietly operating behind enemy lines:
- Spec Ops 0: Your base class training is acceptable from the start and allows for quieter cuts, squats and prone to movement.
- Specification Action 1: Nearby enemy gadgets (except during sprint).
- Spec Ops 2: Lean on your feet, taking you out of the battle faster and eliminating your position.
In addition, the reconnaissance level is proactive at Level 3, allowing you to call the marked location of the passive spot on the drone, further enhancing the squad's situational awareness.
Together with the Recon Signature feature, Aim Spotting, you will automatically discover enemies as you aim at your sight, and you will be fully capable of playing intellectual and counterintelligence roles to reach its full potential.
What's next?
Open Beta is your opportunity to jump in, share your feedback and help shape the future of Battlefield 6. Check out our open Beta Preparation article to learn everything you need to know to get started.
We also invite you to join our official Battlefield Disharmony for the latest updates, listen to our team, find teammates to play with, and more.
After the open beta, we will return and learn from the drama course and outline the further changes we make on the launch path.
We look forward to meeting you on the battlefield of Open Beta!
//Battlefield team
These game details may change based on community discussions, player data and feedback from battlefield labs, and open beta feedback as we continue to develop battlefield 6 and beyond. We will always strive to keep our community as informed as possible.