Battlefield 6 Movement Changes: Horizontal Speed Update
- DICE is responding to player feedback from the recent open beta for Battlefield 6, making adjustments to movement mechanics, map design, and the Rush game mode.
- DICE is "adjusting" movement to create a more familiar Battlefield feel.
- Parachute physics have also been re-tuned, reducing initial acceleration for more controlled aerial movement.
Battlefield 6 Adjusts Movement, Maps, and Rush Mode Based on Beta Feedback
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DICE is responding to player feedback from the recent open beta for Battlefield 6, making adjustments to movement mechanics, map design, and the Rush game mode. A key area of concern for players was the speed and fluidity of movement, especially transitioning from slides into jumps.
Movement Changes Aim for a “Balanced and Conventional Battlefield Experience”
DICE is “adjusting” movement to create a more familiar Battlefield feel. Specifically, momentum carried from slides into jumps has been reduced, and there’s now a greater penalty for consecutive jumps, lowering jump height when spammed. Firing while jumping or sliding will also result in increased inaccuracy. These changes aim to make sliding and jumping more tactical, rather than ideal for direct engagements, and to control the overall pace of gameplay.
Parachute physics have also been re-tuned, reducing initial acceleration for more controlled aerial movement.
Larger-Scale maps Are Coming
Responding to “strong feedback” about map size, DICE confirmed that larger-scale maps are already in growth. While the open beta featured smaller, faster-paced maps, the full game will include expansive environments. Two new multiplayer maps are being introduced in the ongoing closed test, Battlefield Labs: Mirak Valley and a remake of Operation Firestorm from Battlefield 3. These maps will feature a full complement of vehicles, like those found on Liberation Peak, and offer a significantly larger combat space.
Rush Mode Tweaks Address Tactical Depth
DICE has also made changes to Rush mode following negative feedback. The team noted that concerns extended beyond player count to the overall tactical experience. Originally known as Gold Rush in Bad Company, Rush typically supported 12v12 to 16v16 players.
DICE experimented with larger player counts (64 and 128 players) but found they led to overwhelming defenses, stalled frontlines, and games ending in the first sector. Rush is particularly sensitive to high player counts due to it’s tactical nature; attempting to arm the M-COM with over 20 defenders present diminishes the intended gameplay. As a result, the default player count for Rush is being lowered to improve combat flow and restore the mode’s tactical, methodical experience.
Players who prefer large-scale Rush will still be able to experiment with different player counts
