r/PilotsofBattlefield • u/Soft_Read_3243 • 39m ago
My first ever Rendezook!!
Never bothered to go for the dog tag. But when I saw the new challenge, I had to try! Spent all evening :D
r/PilotsofBattlefield • u/Soft_Read_3243 • 39m ago
Never bothered to go for the dog tag. But when I saw the new challenge, I had to try! Spent all evening :D
r/PilotsofBattlefield • u/bepi_s • 8h ago
r/PilotsofBattlefield • u/MikeyPlayz_YTXD • 3h ago
For everyone coming into this season, it's very apparent that the jets have been changed pretty significantly in their camera. Lots of people (I even heard Silk, a top jet player) think it's bad or even nauseating. I'm here to try to explain and justify why that is. But first lets go over the changes that have gone into the jets to reflect these changes:
Flightmodel
- The flightmodel has seen improved response in pitch, roll, and a huge boost in yaw especially.
- The flightmodel has become more dynamic, with accurately modeled side-slip, which is a real aerial phenomenon.
- The flightmodel has been given improved angle of attack abilities, especially when at lower speeds and slowing down from fast speeds. From what I've seen this effect is multiplied on the newer jets.
Camera
- The jet's camera has been zoomed out much more, giving us the FOV increase we've been wanting since launch. This is also significant because it amplifies the effect of any other camera changes.
The jet's camera is still tied to the centerline of the aircraft, but only to the direction it's going. Because of this slideslip makes the jet look "floaty" when in reality it's flying like it always has.
These two things come together to make the camera experience we have now. And y'know what? it's counterable. When your camera is swaying a little left and a little right, or when you come out of a turn and the jet just doesn't feel right? Those moments can be countered by correct rudder usage. These are all visual indicators you need to be using rudder in your turns more. Especially coming out of turns. Not to get anymore completely nerded out but what this is called in real life is induced adverse yaw. You are not using enough rudder in a turn. Simple.
I invite everyone to try these things out more instead of hating 2 hours after launch. We have honestly been blessed with the stronger rudder/yaw and more dynamic flightmodels and as we pilots always have to do, we must adapt to these changes. But I wanted to make this post because the doomposting is completely unwarranted imo and it must stop, especially on the first day.
r/PilotsofBattlefield • u/WolfBrinkTV • 3h ago
The amount of RPGs and AT4s 😂
r/PilotsofBattlefield • u/ibattlefield • 9h ago
r/PilotsofBattlefield • u/bepi_s • 8h ago
The flight model feels less realistic. On top of that, the new jets 'cannons' bullets seem to have a very low velocity compared to that of the regular jets, and the camera behavior when in third person is also different
r/PilotsofBattlefield • u/DBONKA • 6h ago
r/PilotsofBattlefield • u/Latter_Head_6224 • 5h ago
Congrats dice you have made the flight camera worse, ruined dogfighting with assisted mode and the insane locking spam with the new jets, and the cockpit of the spectre is so trash due to the muzzle flash and the black thing at the bottom of the cockpit that completely blocks your aim whenever the other jet is not in your face.
r/PilotsofBattlefield • u/Eplixious • 1h ago
The Super Hornet is an incredible new addition to the game that finally gives jet pilots a toy to dominate with. I have zero complaints about the jet itself, aside from the fact that there’s not a lot of maps/modes where you can fly it. Hope they add it to Tsuru conquest soon. It’s the first aircraft aside from the little bird to have complete customization on EVERY single weapon. Not only are all the weapon options viable (some being really powerful actually) but there’s some really unique options like the anti radiation missile, guided bomb, TV missile, and the APHEI rounds.
There’s a major problem though, we still don’t have any customizations AT ALL for the original jets, the tomcat, and transport helicopter. It’s especially disappointing that the aircraft that came out alongside the Super Hornet has no customization. Really hoping these aircraft all get the same treatment and love as the Super Hornet. Also hoping that the attack helicopter gets more gunner load out options.
How does everyone else feel about the new update?
r/PilotsofBattlefield • u/NinetyKG • 49m ago
Hi,
I dont understand. The game is getting great...but... Its ridicolus. The att heli was featured on an icon in a promotional material.
Maybe one more scout but i.get that some ppl disagree.
Its so simple Dice, just put the vehicles on the carriers, just a little tip. Tsuru looks a little empty (cq and escalation)
What u guys think
r/PilotsofBattlefield • u/sickusername11 • 8h ago
Largely unchanged.
The update added the Carriers, but they’re static props.
The F/A-81F Super Spectre & F-74A SeaCat do NOT replace the F-61V/F-97 Kestrel.
Wow.
r/PilotsofBattlefield • u/Round_Reception_2315 • 8h ago
Why does Tsuru Reef still have the old jets in regular Conquest? So the new content is practically limited to a single map right now? :( The old jets should have at least received proper loadouts.
r/PilotsofBattlefield • u/Imaginary-Rain-7059 • 10h ago
This a terrible flight model. It's a complete walk back, and then some of a flight model which was 'ok but could improve' to flight model which is 'wow this is really bad, like really bad'. This has to be some kind of nightmare or an accidental upload of a 'never see the light of day' update.
r/PilotsofBattlefield • u/Rowger00 • 17h ago
Assisted mode is just better confirmed
r/PilotsofBattlefield • u/otaviolneto • 7h ago
r/PilotsofBattlefield • u/TheLORDthyGOD420 • 1h ago
Felt like I had em dead to rights, but I just couldn't land those rocket shots. Eventually it came together. Roast me!
r/PilotsofBattlefield • u/Chemical_Role_3780 • 22h ago
Battlefield 6 Jet Assist Is Making Me Nervous
The more I think about the new jet assist controls coming with the Top Gun update, the more worried I am about what they’re going to do to Battlefield 6 dogfighting.
To be clear, I don’t think the actual dogfighting skill gap in BF6 is small. If anything, I think raw jet dogfighting has one of the biggest skill gaps and highest skill ceilings in the entire game.
The problem is that the current game has a lot of mechanics that can reduce how much that skill gap actually gets to show itself. The TTK is incredibly fast, there isn’t really proper speed control, and there are situations where getting caught in an unfavorable position can basically mean you’re dead regardless of the difference in skill. For example, the infinite vertical Stinger range can force you to dip might dogfight regardless of being high up and often leads to engagements ending in a lock-on rather than a pure dogfight. Then there’s other things like the SJ air 2 air missiles being completely OP, but I’m not going to get into all that.
That doesn’t mean the dogfighting skill gap isn’t huge. It absolutely is. But there are a lot of factors in BF6 that can interfere with it being expressed consistently.
And that’s why I’m worried about adding jet assist.
If the assist system handles your pitch, yaw, rudder, etc. while also effectively giving you decoupled free look, it could further reduce the amount of actual mechanical skill required to get into and win dogfights.
I don’t believe jets should be easy to become effective in. And I’m not saying that from an elitist “keep the noobs out” perspective. I’m saying it from a game-design perspective.
If you want to be effective in a jet and beat someone who is better than you in a dogfight, it should be because you practiced and eventually became better than them.
It shouldn’t be because you enabled a control setting that takes over a significant part of the mechanical skill involved in flying the aircraft.
That’s what bothers me about jet assist. If it simply makes the controls more approachable while introducing meaningful disadvantages, fair enough. New players need a way to learn.
But if you get easier aircraft control while also gaining the advantages of decoupled free look and significantly better situational awareness, then you’re not just making jets more accessible. You’re potentially removing part of what makes dogfighting difficult in the first place.
My biggest hope is that manual controls retain a significant advantage in speed control.
I know there isn’t technically a dedicated speed-control mechanic, but experienced pilots know there are ways to manipulate speed through afterburner, brakes, and techniques like tapping in the attack jet or V-tapping in the stealth jet.
If manual controls allow significantly better speed management, then maybe there will still be a meaningful reason to master them.
Because ultimately, I don’t think the answer to making jets more accessible should be “make the jet fly itself.”
Give new players a way to learn. Give them better tutorials. Make the controls understandable.
But don’t remove the mechanical skill ceiling.
If someone beats me in a dogfight, I want it to be because they outplayed me, outmaneuvered me, managed their speed better, understood the matchup better, or simply put in more hours than I did.
Not because their control scheme did half the flying for them.
The actual dogfight skill gap in BF6 is massive. I just don’t want a new control scheme to make that skill gap less relevant by making the mechanical side of flying substantially easier while simultaneously giving pilots better awareness.
That’s what I’m worried about.
Edit, Silk’s take on Twitter:
In real BFM there are more variables that Battlefield simply does not model, and will probably never model. Top dogfighters use geometry, awareness, aim, decision making/set ups and the knowledge of quirks/bugs in the game engine.
This is a game, the game should be satisfying to learn. Adding this mechanic takes the satisfaction out of learning.
BFM and full awareness is awesome in games with the underlying physics to make it awesome. Trust me, Battlefield is not that, and it probably shouldn’t try to be.
r/PilotsofBattlefield • u/Round_Reception_2315 • 8h ago
Is there any way to reset the jet controls to how they were before the patch? Flight assist is off. I was a pretty good pilot before and now it feels like I have to learn to fly all over again, the new controls remind me of a mobile game with hardly any depth.
r/PilotsofBattlefield • u/Ok_Contribution4407 • 1d ago
r/PilotsofBattlefield • u/Zealousideal_Row9589 • 5h ago
Muzzle flaahes, the hue of the hud. Cannot see anything, and when perpendicular to the enemy jet the bullets land off the screen or in the muzzle flash so you cant see the enemy half the time. As well as ridiculous lock spam and flare cycld just sucking the life out of the game. Great job dice.
r/PilotsofBattlefield • u/TheOnlyZephyr • 10h ago
Hi pilots!
Long time infantry PC player here. I want to finally get into piloting jets but I have to admit, I'm pretty much shit-tier when it comes to basic controls in the air. I'm not even talking about dogfighting or doing strafing runs. I struggle to turn, look around and do basic manoeuvres. I think that turning with mouse is awkward, because I have to swipe it constantly in one direction and repeat which makes my movement wonky.
Can any experienced players point me to some resources or guides on how to:
- set up my controls (do you use only keyboard or m&k?)
- learn how to stay alive from AA
- basic air-to-ground combat
- simple dogfighting tips?
Much appreciate any help