So, the Battlefield 6 open beta has come and gone, leaving a trail of beautiful destruction, epic “Only in Battlefield” moments, and, of course, a mountain of feedback. While players are buzzing about the new open weapon classes, one topic keeps rolling into the conversation like a tank with a flat tire: the vehicles. If you jumped into the beta and felt like your shiny new tank was made of wet cardboard or your helicopter had the survivability of a housefly in a hurricane, you’re not alone. The consensus? Vehicles felt… well, a bit weak.
Guess what? The dev team at DICE knows. And frankly, they’re not too bothered by it.
In a candid exchange on X (the platform we all still stubbornly call Twitter), Lead Producer David Sirland addressed the community’s concerns head-on. When prominent content creator Battle(non)Sense pointed out the glaring issue—that infantry often felt more dangerous to vehicles than the other way around—Sirland didn’t dodge the bullet. He confirmed what many of us felt in our gut: the dev team is fully aware of the power imbalance.
“That is a balance issue wholesale,” Sirland admitted, before dropping the line that explains it all: “Rather have too weak vehicles over too powerful to start.” And honestly? Thank goodness for that.
Let’s be real for a second. We’ve all been there. A new multiplayer game drops, and there’s that one thing—that one ridiculously overpowered tank, that one helicopter that rains down unavoidable death—that makes everyone want to rage-quit and hurl their controller into the nearest wall. An overpowered vehicle meta at launch can absolutely poison the well. It frustrates infantry players, creates a massive skill gap that feels insurmountable, and forces the dev team into a frantic cycle of emergency nerfs.
By intentionally tuning the vehicles to be a little on the weaker side for the beta, DICE chose the lesser of two evils. They gave themselves breathing room. It’s infinitely easier for a dev to collect data and incrementally buff underperforming vehicles than it is to swing the nerf hammer on something that’s already dominating the game and alienating a huge chunk of the player base.
Sirland even acknowledged the complexity of the task, adding, “It’s a tricky one as players get better at using them over time as well.” This is a crucial point. A vehicle that feels weak on day one might become a formidable weapon by week three as players master its quirks, discover optimal routes, and learn advanced tactics. A dev has to balance for both the novice and the future pro, which is like trying to pat your head and rub your stomach while defusing a bomb.
Battle(non)Sense hit the nail on the head in his reply to the dev, stating, “We have way too much AntiTank and AntiAir firepower in the hands of infantry.” This was painfully obvious during the beta. It felt like every soldier running around had a rocket launcher in their back pocket, ready to turn your armored beast into a smoldering wreck. Helicopters, in particular, seemed to be at the bottom of the food chain, struggling to stay airborne for more than a few moments before being peppered from every direction.
This isn’t a simple fix. It’s a “balance issue wholesale,” as the dev put it. The open class system, which lets players mix and match weapons freely, certainly complicates things. When anyone can carry anti-vehicle gear without sacrificing their preferred primary weapon, the threat to armor multiplies exponentially.
The dev team is now faced with the monumental task of recalibrating this delicate ecosystem. Do they reduce the amount of anti-vehicle gadgets available? Do they increase vehicle health and armor? Do they create more defined counters, forcing players to make a tactical choice to equip anti-air or anti-tank gear? The answer is probably a mix of all of the above. The good news is that they are “actively working on” it. This isn’t some forgotten problem; it’s a top priority for the dev team before the full release on October 10.
So, if you were worried that your favorite part of Battlefield—wreaking havoc from the cockpit of a powerful machine—was being left in the dust, you can breathe a little easier. The dev team hears you. They understand the problem. More importantly, their initial approach was a calculated decision, not an oversight. They chose a slightly underwhelming beta experience over a launch day disaster. And for that, this sassy gamer is willing to give them a pass. For now.
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