r/PilotsofBattlefield
there go my brown pants
anyone else got laggy af rubberbanding on the new map yesterday?
KK's Firing Range Update v2.1 | Now with Aim Trainer and Vehicle Testing Arena
I updated my portal experience to include vehicle testing and a simple aim trainer. I tried to include most of the suggestions received in the last release. If you find anything broken or have a feature request, please let me know.
This portal experience is divided into three specialized training areas.
- Firing Range:
Designed for testing weapon builds and comparing TTK at different distances. Bots are positioned to represent weapon damage drop-off steps. Shoot the movable wall to visualize recoil patterns.
- Aim Trainer:
Built for improving aim at both close and long range. This area is highly customizable, allowing you to practice CQC reflexes, target tracking, bullet drop, and leading shots on extreme long-range targets.
- Vehicle Arena:
Created for learning and practicing vehicle mechanics. Engage in combat against bots or other players while customizing enemy behavior, including movement and return fire.
Upon deployment, you will receive a Portal Gadget in gadget slot 2. This gadget allows you to open the menu from anywhere on the map and teleport to any visible location. Equip the Portal Gadget and try the following controls:
- Open Menu: Shoot
- Teleport: Aim + Shoot
- Place/Remove Colored Smoke: Toggle Laser (Default: T or D-Down)
There are many different configuration options available, so be sure to explore the menu and try them all out.
Codes:
- Main version: ZUKP7 (Only players who own the full game can join/host)
- REDSEC version: ZUJE1 (Free to play players can join/host) (Update 2.1 coming soon)
How to host:
- Community -> Search Experiences -> Experience Code: (ZUKP7 or ZUJE1) -> (Search) -> KK's Firing Range -> Host -> (Scroll all the way down) -> Host (when playing with friends) / Host Locally (when playing alone)
Did I understand correctly that they reduced the laser painting time? If so, that makes life a little easier for the pilots.
PC players, do you pilot with M&K or a controller?
For context, BF6 is my first Battlefield ever.
I'm about 200h into the game by now, and I'm more and more tempted by aerial gameplay. The problem is that I'm having a really, really bad time with M&K. I've been using dedicated community servers to try my hand and fiddle with keybinds, but I can't find anything that feels very comfortable or intuitive. I do a bit better with helis and might pull off somewhat decent stuff with a bit lot of practice, but jets feel like a lost cause.
I'm considering getting a controller and I was interested in some feedback first. What input do you use? If you use M&K, what do your keybinds look like? Do you think a controller makes piloting a better experience overall? Any useful resources on the matter out there?
POV: You’re a transport heli main, your blueberry gunners can’t hit shit and those stingers are starting to annoy you.
Salt level was a little high this game won’t lie
Anyone pissed off that Rush and Breakthrough have no air vehicles?
I know that the current state of the air combat and air support is unbearable in conquest and escalation witht he constant incoming, painted, lock on, and the kver powered sniper TOWs. But it feels so lazy from devs part to have made not a single map in Rush or Breakthrough with air vehicles. And together with fact that these modes feel like a bottle neck for mest grindering, it only makes things worse.
He had 1 Job to do!
1st game in Goldmud and im starting to see how DICE fixes 1 thing but breaks 7 on its way
Attack Heli Nerfed
„Heavy Rockets now deal 94-250 damage against tanks, 300 against helicopters, and 450 against jets.“
lol u now need 4 rockets against another heli, no chance if u have no gunner
Is this happening to anyone else while flying on Golmud?
Seems to get especially bad when I’m over objectives where there are lots of people/structures/etc and it makes lining up shots borderline impossible which is frustrating because those are my targets. I don’t have anything like this while on the ground
Looks like they fixed the air-radar (after six months, thanks DICE)
This Launcher needs to be nerfed ASAP
Give it the same treatment as Guided Shells in the S3 patch. Lower the speed, less control, and 700 damage. 1 shot on the Littlebird, but 2 shots on the Attack Heli.
Little bird
I want to give some grounded feedback on the Little Bird in BF6, because I think a lot of the discussion around it is missing the bigger picture.
First of all: this is NOT a post asking to buff the Little Bird. Don’t judge or comment before reading it.
In some aspects, it’s actually overpowered right now — especially in air-to-air combat and in how random some engagements feel. But at the same time, it’s also one of the easiest air vehicles to take down if the enemy team is even semi-coordinated.
People act like it’s invincible, but the reality is there are already a huge number of effective counters:
- Small arms fire chips it down very fast
- LMGs and vehicle HMGs absolutely melt it
- RPGs and M136 AT are extremely strong against it
- TOW missiles are very effective and honestly not that hard to land
- MANPADS already work well as area denial tools
The only real issue with lock-ons right now is the flare bug that’s existed since release, especially with the IGLA. Missiles sometimes ignore flares completely. That’s obviously broken, but lock-ons themselves should not be guaranteed kills anyway — Battlefield MANPADS are supposed to deny airspace and force flare usage, not instantly delete helicopters every time.
Additionally, flares last longer than visually represented and MANPADS or other AA missiles are able to lock on before the flare effect is over, which results in a guaranteed miss. Fix this by making the visual animation of flares longer to make it clearer when they’re active. Also make it only possible to lock on once the flare effect is completely over. This would make it better for both AA players and pilots, AA players would know when their missiles will actually hit and pilots will know when their flares are a really protecting them.
And honestly, no matter how good you are in a heli in BF6, you WILL die against a semi-coordinated team. The Little Bird is nowhere near as survivable as people pretend it is. - Except manhattan bridge, that map is out of the discussion for anything air vehicle balance related.
Where I DO think it needs changes is in how it plays mechanically.
Right now:
- Air-to-air TTK is too high
- Dogfights end too quickly
- Pilot sniping is extremely common
- Miniguns rely too much on spread and random hits, and make it too easy to kill infantry for low skilled pilots
This lowers the skill ceiling massively.
A lot of Little Bird vs Little Bird fights don’t feel like they’re won by precision or control. They feel like:
- who saw who first
- who happened to be higher
- who landed random spread shots into the cockpit first
Especially with the .50 cal variant, the spread + damage combination creates a ton of “lucky” pilot kills where you aren’t even properly aiming at the pilot. It’s the same with the 7.62, you just need to be closer.
I think a much healthier direction would be:
- Significantly reduce minigun spread
- Make the guns much more accurate, similar to BF4
- Remove the separate 7.62 / .50 cal split and just make one balanced precision minigun, one minigun + the grenade launchers is good enough for variety
- Reduce TTK against air vehicles
- Slightly improve cockpit protection
- Reduce how quickly mobility hits happen - make them consistently happen at 20% health or lower
Mobility disables happen way too fast right now and often instantly end fights before there’s any actual depth to the engagement, aswell as making it impossible to fly effectively on maps like Sobek due to the MAA instantly inducing mobility hits on the little bird.
The important thing is that these changes would NOT make the Little Bird stronger overall.
In fact, for 99% of players, these changes would probably reduce its infantry farming potential significantly.
Why?
Because accurate miniguns require actual precision.
Right now, lower skilled pilots can get kills partially through spread and random cockpit/infantry hits. If the guns became precision weapons, farming infantry would become much harder unless the pilot genuinely has elite aim and tracking.
The top 0.1% of pilots would still be able to dominate with it — and honestly, that’s fair. Highly skilled vehicle players should perform well. But average players would have a much harder time farming infantry while better pilots would be rewarded for precision instead of randomness.
That creates a healthier skill gap.
And about manhattan bridge;
Manhattan Bridge honestly should not even be part of the helicopter balance discussion because that map is way too forgiving for helicopters. As a pilot myself, yes it’s fun to fly on. But is it fair or skilful? Not really. It’s basically BF6’s version of Siege of Shanghai from BF4, except this time it’s the Little Bird instead of the attack heli dominating the server.
The amount of cover and vertical protection on that map makes helicopter survivability dramatically higher than on other maps.
If anything, I think Manhattan Bridge would actually be a better infantry map if the Little Bird was removed from it entirely. People who love the map but hate heli farming would probably enjoy it a lot more.
Also, ground-to-air balance across the rest of the game needs major work. If that balance was improved properly, more maps would actually become playable and enjoyable for helicopter gameplay instead of everything revolving around one extremely heli-favored map.
Overall, I don’t think the Little Bird is overpowered as a whole.
It’s OP in some specific areas, and far too easy to use for pilots that aren’t highly skilled, but it’s also extremely fragile and heavily countered already.
The goal shouldn’t be to buff it or nerf it into irrelevance.
The goal should be:
- less randomness
- higher skill expression
- lower infantry farming for average players
- healthier air-to-air combat by introducing a higher skill-gap
- better overall balance between ground and air
That would make the vehicle far more balanced for everyone involved.
New threat indicator shows when enemy aircraft is aiming at your aircraft + Below radar indicator
youtu.beQuestion for transport heli pilots.
I’m the blueberry that likes to sit in and repair transports. I’ll also take shots with launchers when possible. Is it more helpful to take shots at ground targets with jav/rpg or air targets with stinger/igla?
Which maps are good to learn jets and helos
Title. Aspiring pilot there.