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0:00 Yo, what's up guys? It's Tag and after playing and testing Battlefield 6 for hours, I started noticing some mechanics and hidden mechanics that nobody seems to mention anywhere because the game doesn't even tell you. I watched a bunch of tips and tricks videos and beginner guides, and they all kind of stopped at the service level, which is good for new players. But today, we're going way deeper. I'm going to show you stuff that almost nobody knows about because I literally tested it myself. I'm going to start with one mechanic that can be different depending on which Battlefield game you actually play. Suppressors. So, in previous Battlefield games like Battlefield 3 and Battlefield 4, the way suppressors work is actually very easy to understand. If you don't use a suppressor and you shoot, you simply appear on the enemy's mini map. If you fire with a suppressor, you don't appear on the enemy's mini map. Very simple. However, in Battlefield 6, they expanded
0:45 on the Battlefield 4 mechanic, and not a lot of people know about it. So, let me break it down for you. And apparently, I can't find this anywhere on YouTube, and the game doesn't even explain this. So, this is how it works. If you are shooting a gun without a suppressor, you'll get marked both on your mini map as well as in real time on screen with a mark above your head. The red dot only lasts a very short time, pretty much as long as the shot itself. So, with automatic weapons, you'll get marked for a longer duration. And the distance is the most interesting part. No matter how far away you are, you always get marked on the mini map. However, on screen, you don't get marked after 75 m, which is still a very long distance. It doesn't matter if it's a sniper rifle you're shooting or a pistol. The effects are the same. Now, let's equip a suppressor and see what the difference is. As you can see, if you fire with a suppressor,
1:30 you don't get that red dot above your head at all, no matter the distance. Even from up close, you don't receive the red mark above your head. But from close range, you still appear on the enemy's mini map. However, unlike shooting without a suppressor where the range is pretty much infinite, with a suppressor, you don't appear on the enemy's mini map after 15 m. So, that's very useful to know. Now, there is also one other muzzle attachment that has this kind of effect, the flash hider, which is equipped on pretty much every gun per default. This works similar to the suppressor in that it doesn't give you a red dot above your head on screen when shooting your gun, but you do still appear on the enemy's mini map, no matter the range. So, a short recap. If you shoot your gun without a suppressor or flash hider, you appear both on the enemy's mini map and on screen with a red dot above your head. If you equip a flash hider, you no longer appear on
2:17 screen with a red dot, but still on the enemy's mini map. And with a suppressor, you don't appear on screen and you don't appear on the enemy's mini map after 15 m. So within 15 m, you still do. Now you know. Spread the word. Oh, and also we are very close to 800,000 subscribers. So if you enjoy the content, please be sure to subscribe and drop a like for the algorithm. But what about regular spotting? Well, I tested that out as well. If you aim closely to the enemy, a hollow icon will appear above their head. This means that you are the only one who sees that mark. Now, if you actively use the spotting button to spot the enemy, the hollow icon becomes solid and the enemy is now visible for your entire team. This spotting effect lasts for 5 seconds and then the icon will disappear. However, if you double press the spotting button, you get an even more prominent looking spotting icon. And this icon lasts even longer, 15
3:03 seconds before it disappears. So, three times as long. That's crazy and will be very useful in the battle royale game mode. Next up, I want to touch on something very basic and that is reviving. First of all, a lot of you instantly respawn before giving medics the chance to revive you. And the medics themselves don't revive optimally. So what a lot of people are doing is this. They see a down player, they sprint towards the down player, then take out a defibs, then charge the defibs for.1 seconds, and then revive. This is not the optimal way of doing it because the revive player now gets back up with very little health. Instead, while running towards the down player, you can already pull out your defibs and charge them up. This brings the player back with full health. And while charging, you can still fully sprint, jump, and slide. And the running itself is faster than with your gun out because it is similar to
3:49 running with your knife. So much faster. That's the best way to revive someone, especially the charging part. Now, if you want to do a couple of quick revives, you know, multiple players, then yeah, spamming the revive action without charging up makes sense. Oh, and speaking of which, you also run faster with the repair torch out. So, you can repair the tank that's driving away from you because they're always so ungrateful. By the way, the repair torch can kill players very quickly. It literally takes half a second. In the beta, the defibs could one-shot people, but now they do 40 damage without charging and 80 damage with fully charging, in case you were wondering. Another useful tip for reviving, sometimes it's difficult to determine how close up you have to be for the revive to take place. Well, there is an actual visual cue that notifies you. When you're close enough, the soldier you are trying to revive
4:35 will have an outline around the character. If it doesn't have that outline, you are not close enough to revive him. So, keep an eye out on that. So, that was about how you should be doing revives. Now, let's talk about things you shouldn't do, and that is using the most trash garbage gadget in the whole game, the X95 breacher projectile launcher. It's pretty much the first gadget you unlock as the assault class. And although it looks like an anti-infantry grenade launcher, it's not. It actually shoots fluffy clouds to tickle your enemy. Seriously, this is what happens when you get a direct hit. Very minor damage and some blinding effects. The point of the gadget is to shoot it at a room or building from the outside. It should then penetrate the wall and blind or stun people on the inside, helping you to breach and clear the room. Sounds very cool, but as you can see, I tried it a bunch of times in different rooms,
5:21 different walls, but it just doesn't work for me. So, whatever you do, do not use this gadget. Wait until it gets buffed because right now it's literally useless. Now, before we move on to the advanced tips and tricks, let's take a look at today's video sponsor, the Red Magic Astra gaming tablet. This tablet is designed for high performance and smooth gaming. It's powered by the Snapdragon 8 Elite processor with the Red Core R3 Pro chip, giving you top tier speed and efficiency for demanding games and apps. You can choose up to 24 gigs of RAM and 1 TBTE of extremely fast storage. It has a very large 8,200 mAh hour battery that can fully charge in just a little over an hour. Now, the display is really crazy. It's a 9 in OLED panel with a 2.4K resolution and a 165 Hz refresh rate. It has ultra narrow
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6:52 these. So, let's start with the AT mines. These things are extremely annoying when you are on the receiving end. They are very hard to see and they deal a lot of damage, but as you can see here, for example, you don't always get a onehit kill. It often takes at least two mines to destroy a full health tank. You've also probably noticed that you can't place at mines in close proximity of each other. They need to be spread out a bit before you can place them, and this is why tanks can survive some of the initial hits. However, there is a way around this. As you can see, if you start placing the mines in an area where it's possible to place them, and then mid- animation, you quickly move towards the other mines, you can actually place them on top of each other or very close to each other. Now, if a tank drives over them, it basically one-shots them because you practically get two hits for one hitbox. And because they are less spread out, they are less noticeable by
7:38 the enemy tank. They might fix this somewhere down the line, though. I also tried this trick with the claymores, but that doesn't work. Also, claymores in general don't really work for me at all. I tried placing them near a zipline and they literally do not work for me. They don't explode. Anyway, back to the AT mines. Don't worry, I also have an easy counter for them. Regardless if the AT mines are placed on top of each other or not, there is a way to drive over them without taking any damage, and that is to simply drive over them very, very slowly. On controller, it's very easy. You just slightly press the trigger to accelerate just a little bit. And on PC, I'm pretty sure you have a separate keybind for the tank's creep mode. This essentially does the same thing. you drive much much slower, but you don't activate the anti-tank mine. So, instead of constantly scanning the road in front of you, you can also simply drive slowly and not activate the mines at all. This giant portal server is also where I
8:25 tested out another thing, fall damage. See, for some reason, this server had this giant ramp, which was perfect for me to test the height in which fall damage starts and when it kills you, and also how much damage is negated when doing a combat roll. Useful stuff to know. So I started dropping from higher and higher distances and the lowest distance from which you will receive damage is around the 7 to 8 m mark. This will be 25 damage you will receive and can be completely cancelled if you do a combat roll. Then up to 15 m you will receive 75 damage and if you do a combat roll you'll receive 50 damage. But it's strange because sometimes it's 25 damage with a combat roll. So I guess around the 15 m is the cut off point or it matters if you have some horizontal momentum as well. Anything above that, you die instantly, even with a combat rope. Next, let's take a look at the air vehicles, mainly the attack chopper and
9:12 stealth jets. Again, I see a lot of people using them not to their full potential. Let's start with the jet. Did you know that both the F-22 and the SU57 can do advanced air maneuvers with the truss vectoring engines? If you use both the air bra and the afterburner buttons at the same time, at least on controller, you can do these crazy postall maneuvers that look absolutely insane. But obviously they don't just look cool. They can be really handy to use in a dog fight. When the enemy jet you're chasing has a high or sharp angle in relation to yourself, your strafing run might not be enough to finish the job. In that case, you can use these post stall maneuvers and still get an angle on him despite overshooting him. But this is pretty difficult to do and is a high-risk, highreward action because yes, you can get some crazy angles in relation to your flight path, but you also slow down tremendously and
9:57 end up stalling most of the time. So don't do this close to the ground or you might crash. Now, let's go over to the chopper. Again, there is, at least in my experience, an optimal way to fly these things. Most people will simply fly high up in the sky, get a couple of kills, evade an enemy missile with the flares, and then try to do another run, and then get shot out of the sky by another sticking. The best way to use the attack heli is to come in from unexpected angles, like, for example, the mountain side on liberation peak. Fly at high speed, do a run, and if you end up using your flares, stay low to the ground, again at high speed, or for a distance so that you cannot get locked on. This also works for the jet if I'm not mistaken. If you stay close to the ground, lock on weapons like stingers or AA missiles don't work. But if you are close to the ground, you are very vulnerable to RPGs and tanks. So like I said, fly fast and unpredictable. And
10:42 most importantly, don't just wait around for your weapons to restock. At your base, there is a resupply station for the jet and attack helicopter, and they will repair you very quickly and instantly replenish your ammo. Then you can do your runs again. Good luck. Okay, let's go back to the testing ground and focus on some lesserk known infantry tips. So, as most of you know, there is leaning and peaking in this game. Luckily, these are contextual and only work with appropriate cover. There is no manual leaning, so these actions are on by default. And when it comes to peaking, I always thought that it was better than just straight up standing up. I thought that peaking would decrease your hitbox, kind of like a head glitch. But, as you can see, the difference between peaking and just standing up above the cover is nothing, at least in terms of the hitbox. So, character exposes the same amount of body area. However, one thing a lot of people don't know is that mounting your
11:28 gun does actually decrease your hitbox by quite a bit. So, instead of peeking or standing up, try mounting your gun instead. You'll be less visible and of course, you'll get the benefit of better aim when mounting. Next, I also looked at peaking, you know, from the side. And this actually does work very well in terms of reducing your hitbox. Look at this. If you peak from the side, as close to the cover as possible, you are still 90% behind cover while still being able to hit your enemy. And as far as I know, you can also mount your gun from the side as well. So peeking can be really powerful. Now for some quick ones, rapid fire style. Don't sleep on these stationary machine guns. They are much more powerful than the ones from previous Battlefield games. And they have a shield as well. So in some positions, they can be pretty handy. As you can see right here, this enemy couldn't hit me because of the shield and then got obliterated. But be careful for enemies coming from behind. I'm pretty sure this is also the same
12:13 machine gun on top of the jeep. So be sure to use those as well every now and then. And what you see here is also my next tip. A lot of people keep switching back and forth to get to their preferred seat inside the vehicle. On the PS5 controller, for example, you have to press X to change the seat. So, if you are in the driver's seat and want to switch to the gunner seat, you have to press X just once. But if you want to go back into the driver's seat, you'd have to press X multiple times before you are back in the driver's seat. Well, did you know that you can actually bind vehicle seat number one, which is usually the driver seat, to a specific button? In fact, I think in Battlefield 6, it is bound to the circle button for default. In previous Battlefield games, that was not the case. So, no longer do we controller players have to manually keep switching the seats until we get to the driver seats. Now, we can just press one button and we're there. This is also very helpful if you are, let's say, in the support chopper as a gunner and the
12:58 pilot jumps out like they always do. Instead of pressing X five times, you can simply press circle once and you are in the cockpit. Very handy. Now, speaking about keybinds, did you know that the PS5 controller technically have four extra buttons to assign that almost nobody knows about? It's actually the touchpad, but not pressing the touchpad. It's swiping the touchpad and you have four different directions, up, down, left, and right. So, four extra key binds that you can use. Let's say you want to zoom in or out on a mini map. You can do that or clear up all the pings, you can do that as well. These are actions in the game that are currently not bound to any button. But if you want to, you can use the touchpad swipe to do those things. Try it out and see which action is best suited for you. Now, let's see. I tested out a couple more things like the sniper decoy. This is usually a pretty useless gadget in any Battlefield game. But the
13:43 Battlefield 6, the description states something very interesting. It says, "Taking opposition near a friendly sniper decoy will hide your scope glint with its own." But as you can see, I tested it out and it doesn't really work. Yes, the scope glint of the decoy looks a little bit brighter and therefore much more noticeable than your own, but you still have a very obvious glint. It's not hidden at all. Even when deploying multiple decoys, it doesn't work. So maybe it only works with your teammates's decoys or it's currently bugged or this is just the effect and it's another trash gadget. Next up, did you know that you can heal yourself with the enemy's health bag? It doesn't have to be a friendly med bag. So if you see this icon on your mini map, it doesn't matter if it's friendly or an enemy health bag, you can use it no problem. Also, the ammo bag does have some weird properties that I don't fully understand yet. It activates in a certain time
14:28 interval, so you can't infinitely supply yourself, but sometimes it does. It's very inconsistent. Also, at the start of your spawn, you can double your rockets as an engineer with just one ammo bag and also your anti-tank mine launcher thingy. I think it takes two to kill a light tank and you can place them very close to each other. So, all the engineer players, first thing you should do when you spawn is to go near an ammo bag and then stay there for like 20 seconds and then you get double the rockets and you can easily take out a tank all by yourself. Here's another thing. Did you know that you can jump through windows without needing to break them first? Of course you did. Well, did you know that you can also do that to most boarded up windows? Most look like you can vault through them, but you can try it out. And lastly, I want to touch on the bullet spread mechanic that is currently a hot topic within the Battlefield community. As most of you know or have noticed, there can be a lot
15:15 of bullet spread on some guns, mainly the assault rifles. SMGs have almost zero, and that is why they are my favorite weapon class at the moment. But as for the ARs, I think there is currently some sort of bug that increases the spread significantly, like way too much, especially when coming out of a sprint. As you can see here, the very first bullet you shoot deviates from the center of your crosshair by a very large amount. That means we have Look at that. Look at that. Random bullet deviation in Battlefield 6. I really hope this is a bug because as most of you know, I don't really like random bullet deviation and just spread based gunplay in general, I really dislike. A little bit can be fine if done correctly, but right now it's way too much in my opinion. I will always prefer pure recoilbased gunplay like we had in Modern Warfare 2019 or Battlefield 5. So, for the time being,
16:00 be mindful of this. And if you're coming out of a sprint and want to shoot at a distant enemy, just stand still for a split second and then shoot. Anyway guys, that's about it for the video. I hope you learned something new today. At the very least, I did when I tested this stuff out. If you enjoyed the video, please drop a like, subscribe to the channel if you haven't already. And with that being said, I see you guys next time. Heat. [Music]