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Kan man se sina stats från vecka 2? Körde mindre denna gång och tyckte att det gick dåligt; förutom ett game med 56/0/20 i k/d/a (Ja; jag var äcklig i fordon)

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Skrivet av Rosenvik:

Är det möjligt att stänga av tramsiga skins i settings? Vill folk klä ut sig till hajar eller cybersmurfar är det okej med mig, så länge jag slipper se det.

Nej, skulle också önska det, lär inte hända dock, dom vill ju att dom "coola" skinsen ska synas för alla potentiella köpare.

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Skrivet av Rosenvik:

Är det möjligt att stänga av tramsiga skins i settings? Vill folk klä ut sig till hajar eller cybersmurfar är det okej med mig, så länge jag slipper se det.

För BF2042 går det tyvärr inte att stänga av.. hade önskat! Det är jobbigt för folk kan se ut som ens lagkamrater men så är det fienden..

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Var det någon som körde några prestandatest för BF6 betan? Dela gärna med er av era resultat. Känns som mina 1% low sög?
Utan DLSS:

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Garand Thumb <3

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En grej jag tänkte på är att nu när BF6 är fri från EA-Appen används ens Steam nick ingame. Mitt Steam nick är annat än det på EA då det namnet är upptaget där.
Om den personen spelar BF6 via EA-Appen så skulle det potentiellt kunna existera två med samma nick på samma server? Antar det tillkommer en siffra eller symbol efter nicket i sådana fall. Tråkigt om den andra håller på med dumheter!

Fast det problemet lär väl ändå finnas om man kör via andra plattformar som PS där jag antar man har sitt PS-nick. Varför tänker jag på detta när jag ska käka frulle och åka till jobbet, vem vet

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BF4 satte fordon- och flygkontrollerna perfekt! I BF6-betan känns det som ett steg bakåt.

Stridsvagnar (tredjeperson):
Hårkorset för huvudkanonen svävar runt och flyttar sig beroende på hinder i närheten, vilket gör siktandet klumpigt och inkonsekvent. 3:e person hårkorset lever sitt egna lilla liv. Så frustrerande! I BF4 var det statiskt och exakt. Dessutom finns det nu en konstig mittprick och ett separat hårkors – helt onödigt och förvirrande.

Stridsvagnar (förstaperson):
Tornet har en märkbar fördröjning när det når sin maxgräns och roterar alldeles för långsamt. Det känns trögt och oresponsivt, till skillnad från BF4 där tornrörelserna var snabba och smidiga.

Attackhelikoptrar:
Kontrollerna känns fel oavsett hur man justerar dem. Det är svårt att få till precision eller bra flytkänsla, vilket gör det frustrerande att flyga. I BF4 kändes helikoptrarna naturliga och responsiva – som en förlängning av spelaren. Samma sak med jetplanen.

Förslag:
Starta upp testbanan i BF4 och jämför själv. Allt från siktrespons till känsla i fordonen var tajtare, snabbare och framför allt roligare.

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Skrivet av Myllerman:

En grej jag tänkte på är att nu när BF6 är fri från EA-Appen används ens Steam nick ingame. Mitt Steam nick är annat än det på EA då det namnet är upptaget där.
Om den personen spelar BF6 via EA-Appen så skulle det potentiellt kunna existera två med samma nick på samma server? Antar det tillkommer en siffra eller symbol efter nicket i sådana fall. Tråkigt om den andra håller på med dumheter!

Fast det problemet lär väl ändå finnas om man kör via andra plattformar som PS där jag antar man har sitt PS-nick. Varför tänker jag på detta när jag ska käka frulle och åka till jobbet, vem vet

Det är inte så att man ändå måste logga in på EA-kontot in game?
Eller länka EA-kontot med Steam?

Även om inte själva EA-appen behövs?

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Skrivet av Skrutt84:

Det är inte så att man ändå måste logga in på EA-kontot in game?
Eller länka EA-kontot med Steam?

Även om inte själva EA-appen behövs?

Behövde inte logga in i Betan men internt håller väl EA koll via user-id nummer eller nått så ingen risk för felban, nog mest en fundering kring hur det blir nick ingame antar jag eller bara en trött persons snurriga tankar hehe.

*Behöver vara länkat med EA så är nog lugnt, blir bara lite lustigt med två olika nick beroende på om jag spelar äldre BF eller nytt antar jag.

”Steam players will not need to use EA App to play Battlefield 6 but will need an EA account. Those who purchased Battlefield 6 via the Epic Games Store will need EA App and an EA account to play.”

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Skrivet av Rosenvik:

Är det möjligt att stänga av tramsiga skins i settings? Vill folk klä ut sig till hajar eller cybersmurfar är det okej med mig, så länge jag slipper se det.

Det skulle vara riktigt bra. Förr kunde man ju tvinga samma modeller på alla gubbar i Counter Strike, skulle vara härligt med den funktionen i typ alla spel. Kanske något EU tvingar in i framtiden...

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Skrivet av Myllerman:

Behövde inte logga in i Betan men internt håller väl EA koll via user-id nummer eller nått så ingen risk för felban, nog mest en fundering kring hur det blir nick ingame antar jag eller bara en trött persons snurriga tankar hehe.

*Behöver vara länkat med EA så är nog lugnt, blir bara lite lustigt med två olika nick beroende på om jag spelar äldre BF eller nytt antar jag.

”Steam players will not need to use EA App to play Battlefield 6 but will need an EA account. Those who purchased Battlefield 6 via the Epic Games Store will need EA App and an EA account to play.”

"Steam players will not need to use EA App to play Battlefield 6 but will need an EA account."
Antagligen så måste man logga in i spelet eller i länka Steam.
Och då kommer användarnamnet från EA att användas.
Det kommer alltså inte kunna finnas två med samma namn.

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Skrivet av Skrutt84:

"Steam players will not need to use EA App to play Battlefield 6 but will need an EA account."
Antagligen så måste man logga in i spelet eller i länka Steam.
Och då kommer användarnamnet från EA att användas.
Det kommer alltså inte kunna finnas två med samma namn.

Det finns ingen anledning att spekulera om vilket nick som visas samt huruvida man behöver ett EA-konto. Vi vet redan från betan att man behöver koppla sitt Steam-konto till sitt EA-konto om man kör via Steam. Betan visar även att det är Steam-nicket som tydligen visas.

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5.3 miljoner road kills? Carmageddon någon? 😂

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Battlefield 6 - Community Update - Open Beta Debrief
https://x.com/BattlefieldComm/status/1958544678409642329

Hello everyone,

Thank you to everyone who joined us during the Battlefield 6 Open Beta weekends—your passion and feedback have been invaluable. With tens of thousands connecting on Discord to play together, over 600,000 hours streamed, and over 30 million hours watched, your enthusiasm and participation is what made it great!
Initial Learnings and In-Game Changes

As we approach the launch of Battlefield 6 on October 10, we’d like to take a moment to look back at the recent Open Beta to share our key learnings and in-game changes we’re making based on your feedback and in-game data.

Weapons
We’re making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.

Movement
Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable.
Parachute physics have also been re-tuned, with reduced initial acceleration when opening the parachute for more controlled aerial movement.

Maps
We observed some players finding a way to reach rooftops and venture out of bounds. This gameplay is not intended for these maps, and the upcoming ladder for the Assault class is also not designed to access these areas. We’re actively working on adjustments to prevent unintended access and ensure gameplay stays within the intended boundaries.
We also heard strong feedback from players excited by the larger-scale maps that Battlefield has to offer. While the Open Beta featured smaller, more fast-paced maps, larger-scale maps are already part of our launch package, delivering action-packed gameplay and memorable, unique moments for every player. As part of the upcoming Battlefield Labs testing, we’ll be testing two new multiplayer maps: one set in Mirak Valley, the other a remake of the fan-favorite from Battlefield 3, Operation Firestorm. These two maps include the full complement of vehicles, like Liberation Peak, along with a more vast combat space.

Modes
When it comes to Rush, the conversation we observed wasn’t just about player count, but also about how maps play, and the tactical experience they offer. Rush is a mode with deep roots, originally known as Gold Rush in Bad Company, where matches typically ranged from 12v12 to 16v16 players. Many of you remember this as the golden era of Rush, and it continues to inspire our approach today.

We’ve experimented with larger player counts over the years, such as 64- and even 128-player versions. While these matches created intense, fast-paced moments, they also led to issues: Overwhelming defenses, stalled frontlines, and too many games ending in the first sector. Rush is especially sensitive to higher player counts due to its tactical and strategic requirements; when a player tries to arm the M-COM while more than 20 opponents are defending, the intended gameplay becomes less tangible. Based on feedback throughout recent titles, we’re lowering the default player count for Rush to improve the flow of combat and restore the tactical, methodical experience that defines the mode.

For those who enjoy large-scale Rush, Portal will allow you to experiment with different player counts at launch.
In contrast, Breakthrough is designed to accommodate higher player counts of up to 64 players, and that’s where the mode really shines. Using win/loss data from the Open Beta, we’re continuing to make map-by-map balance adjustments towards our goal of 50/50 win ratio for both Attackers and Defenders.

The Approach to Player Counts
There was some confusion around the number of players in different games so we wanted to take a moment to clarify our current direction for how these get determined. Rather than locking maps and modes to a fixed player count, our philosophy is to adapt to best fit the intended experience. This may vary by map or evolve over time with player feedback.
For example, at launch, some Breakthrough layouts will support 48 players, while others will have 64. It’s the one of many factors we adjust to create the right balance and feel for each scenario. In Breakthrough higher player counts work well on open, dynamic maps, while smaller player-groups offer a more focused experience on denser maps. Portal gives players the flexibility to try different settings and find what works best for their group and playstyle.
Finding the right balance is an ongoing process as everyone gets familiar with map size, lanes, and combat spaces. For now, we’ve found that 8v8 provides a solid starting point for small-scale, fast-paced modes like Team Death Match, Squad Death Match, Domination, and KOTH.

Playlist Options
A limited variety of playlist options were created for the Open Beta to both showcase and test the flexibility of the matchmaking system. For more details on our playlist adjustments, see our post about Open Beta Week 2 Playlist Options. Playing with both Open and Closed Weapons will continue to be options in Battlefield 6 and we are looking for ways to keep them easily accessible.
We recognize that some players experienced difficulty finding games to complete the Challenge of capturing sectors in Breakthrough or Rush. It wasn’t ideal and we’re actively using your feedback and in-game data to review and improve the Matchmaking system, with the goal of providing a smoother experience in the future.
Reflecting on the Open Beta & Next Steps

With the insights gathered during the Open Beta play sessions, we will be introducing in-game adjustments in upcoming Battlefield Labs events. Stay tuned for progress updates and future opportunities to get involved.
Join our official Battlefield Discord server to talk more Battlefield, share feedback, and find squadmates.
Lastly, thanks again for joining the Battlefield 6 Open Beta. Your feedback and participation made it an incredible experience.

//The Battlefield Team

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Skrivet av krEJZi:

Battlefield 6 - Community Update - Open Beta Debrief
https://x.com/BattlefieldComm/status/1958544678409642329

Hello everyone,

Thank you to everyone who joined us during the Battlefield 6 Open Beta weekends—your passion and feedback have been invaluable. With tens of thousands connecting on Discord to play together, over 600,000 hours streamed, and over 30 million hours watched, your enthusiasm and participation is what made it great!
Initial Learnings and In-Game Changes

As we approach the launch of Battlefield 6 on October 10, we’d like to take a moment to look back at the recent Open Beta to share our key learnings and in-game changes we’re making based on your feedback and in-game data.

Weapons
We’re making targeted adjustments to deliver a more consistent and rewarding gunplay experience. This includes a general pass on recoil and tap-fire characteristics across all weapons, further emphasizing their unique feel and improving range differentiation. We’ve also made changes to encourage more controlled tap-firing and burst-firing, rewarding precision and weapon mastery. Additionally, the M87A1 shotgun now requires more pellets to secure a kill. We are investigating the Time-to-Kill and Time-to-Death experiences, and we will share an update if definitive changes are made in these areas.

Movement
Movement mechanics have been adjusted to create a more balanced and traditional Battlefield experience. Momentum, especially horizontal speed, carried from a slide into a jump has been reduced. There is now a greater penalty for consecutive jumps, which lowers jump height when jumps are spammed. Firing while jumping or sliding will result in increased inaccuracy. These changes are designed to make sliding and jumping more situational, so they are no longer ideal options for engaging in gunfights, and will contribute to a gameplay pace that rewards skillful movement without becoming too fast or unpredictable.
Parachute physics have also been re-tuned, with reduced initial acceleration when opening the parachute for more controlled aerial movement.

Maps
We observed some players finding a way to reach rooftops and venture out of bounds. This gameplay is not intended for these maps, and the upcoming ladder for the Assault class is also not designed to access these areas. We’re actively working on adjustments to prevent unintended access and ensure gameplay stays within the intended boundaries.
We also heard strong feedback from players excited by the larger-scale maps that Battlefield has to offer. While the Open Beta featured smaller, more fast-paced maps, larger-scale maps are already part of our launch package, delivering action-packed gameplay and memorable, unique moments for every player. As part of the upcoming Battlefield Labs testing, we’ll be testing two new multiplayer maps: one set in Mirak Valley, the other a remake of the fan-favorite from Battlefield 3, Operation Firestorm. These two maps include the full complement of vehicles, like Liberation Peak, along with a more vast combat space.

Modes
When it comes to Rush, the conversation we observed wasn’t just about player count, but also about how maps play, and the tactical experience they offer. Rush is a mode with deep roots, originally known as Gold Rush in Bad Company, where matches typically ranged from 12v12 to 16v16 players. Many of you remember this as the golden era of Rush, and it continues to inspire our approach today.

We’ve experimented with larger player counts over the years, such as 64- and even 128-player versions. While these matches created intense, fast-paced moments, they also led to issues: Overwhelming defenses, stalled frontlines, and too many games ending in the first sector. Rush is especially sensitive to higher player counts due to its tactical and strategic requirements; when a player tries to arm the M-COM while more than 20 opponents are defending, the intended gameplay becomes less tangible. Based on feedback throughout recent titles, we’re lowering the default player count for Rush to improve the flow of combat and restore the tactical, methodical experience that defines the mode.

For those who enjoy large-scale Rush, Portal will allow you to experiment with different player counts at launch.
In contrast, Breakthrough is designed to accommodate higher player counts of up to 64 players, and that’s where the mode really shines. Using win/loss data from the Open Beta, we’re continuing to make map-by-map balance adjustments towards our goal of 50/50 win ratio for both Attackers and Defenders.

The Approach to Player Counts
There was some confusion around the number of players in different games so we wanted to take a moment to clarify our current direction for how these get determined. Rather than locking maps and modes to a fixed player count, our philosophy is to adapt to best fit the intended experience. This may vary by map or evolve over time with player feedback.
For example, at launch, some Breakthrough layouts will support 48 players, while others will have 64. It’s the one of many factors we adjust to create the right balance and feel for each scenario. In Breakthrough higher player counts work well on open, dynamic maps, while smaller player-groups offer a more focused experience on denser maps. Portal gives players the flexibility to try different settings and find what works best for their group and playstyle.
Finding the right balance is an ongoing process as everyone gets familiar with map size, lanes, and combat spaces. For now, we’ve found that 8v8 provides a solid starting point for small-scale, fast-paced modes like Team Death Match, Squad Death Match, Domination, and KOTH.

Playlist Options
A limited variety of playlist options were created for the Open Beta to both showcase and test the flexibility of the matchmaking system. For more details on our playlist adjustments, see our post about Open Beta Week 2 Playlist Options. Playing with both Open and Closed Weapons will continue to be options in Battlefield 6 and we are looking for ways to keep them easily accessible.
We recognize that some players experienced difficulty finding games to complete the Challenge of capturing sectors in Breakthrough or Rush. It wasn’t ideal and we’re actively using your feedback and in-game data to review and improve the Matchmaking system, with the goal of providing a smoother experience in the future.
Reflecting on the Open Beta & Next Steps

With the insights gathered during the Open Beta play sessions, we will be introducing in-game adjustments in upcoming Battlefield Labs events. Stay tuned for progress updates and future opportunities to get involved.
Join our official Battlefield Discord server to talk more Battlefield, share feedback, and find squadmates.
Lastly, thanks again for joining the Battlefield 6 Open Beta. Your feedback and participation made it an incredible experience.

//The Battlefield Team

https://pbs.twimg.com/media/Gy309qEWoAEfBIN?format=jpg&name=4096x4096

Låter som om de har lyssnat på feedbacken som har kommit in

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Skrivet av andreasa64:

Låter som om de har lyssnat på feedbacken som har kommit in

Ja. Låter som de har ganska bra koll på typ alla de större problemen man upplevt. Gillar att de också öppnar för att modifiera kartorna baserat på deras data nu så win-rate blir så nära 50/50 som möjligt.

Det enda de inte nämner är UI och då framförallt att man ska kunna ändra vapen och sånt mellan matcher osv. De skrev inget direkt om snipers heller.

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Skrivet av krEJZi:

Ja. Låter som de har ganska bra koll på typ alla de större problemen man upplevt. Gillar att de också öppnar för att modifiera kartorna baserat på deras data nu så win-rate blir så nära 50/50 som möjligt.

Det enda de inte nämner är UI och då framförallt att man ska kunna ändra vapen och sånt mellan matcher osv. De skrev inget direkt om snipers heller.

Ja, det gällande kartorna låter riktigt bra faktiskt för dessa kartor var bedrövliga för rush och breakthrough.

Nej, det gör dom dock inte. Hoppas det blir någon ändring på UI, för det är lite rörigt. Det hade vart gött att kunna ändra lite på sitt vapen mellan matcher istället för direkt när man har spawnat in på den nya kartan. Får hoppas på en ändring på glimten för sniperssiktet, kan dra den glimten med 90% så hade de nog vart lagom.

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Serverbrowser?!👀😬