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50 vs 50 needed for Tsuru Reef

AlexKING_233 · 21 Jul 2026 at 23:54 · permalink

Every player I've spoken with is saying the same thing about conquest mode on the new reef map . Bottom line is It needs more players so the action is faster paced. Right now its hella slow.
50 vs 50 or this map on conquest is a snooze fest .
Other than that GG

EthereaIZ · 22 Jul 2026 at 00:12 · permalink

Got the point that Tsuru Reef can feel slower in Conquest if players are spread too far apart. I’ll pass this feedback along to the team.

F1Fly · 22 Jul 2026 at 00:15 · permalink

Got the point that Tsuru Reef can feel slower in Conquest if players are spread too far apart. I’ll pass this feedback along to the team.
Yet, this is what battlefield is about. You should be able to traverse parts of the map in "low-adrenaline" without problems. Half the problem with most map designs were that they seemed to concentrate players in an eternal firefight. Please, remember who you are, Battlefield.

Alwiora · 22 Jul 2026 at 02:32 · permalink

Got the point that Tsuru Reef can feel slower in Conquest if players are spread too far apart. I’ll pass this feedback along to the team.
Yet, this is what battlefield is about. You should be able to traverse parts of the map in "low-adrenaline" without problems. Half the problem with most map designs were that they seemed to concentrate players in an eternal firefight. Please, remember who you are, Battlefield.
I find this conversation interesting. Unfortunately haven't been able to download the update yet since I'm not at home where my lovely Ethernet is (damn 2+ week renovations...) - but it seems like everybody is complaining how big the Map is? Is that not what people wanted? A Map that harkens back to older Battlefields? A Map where combat ISN'T constant, so it feels less like a meat grinder and more like an actual battle? This is so fascinating to me. Man I can't wait to get home and play!!!

youngmichael · 22 Jul 2026 at 02:50 · permalink

Either you talk to no players or all the ones you talk to are cod kids. Battlefield maps need breathing room. You need to be able to traverse the map without being in an eternal firefight.

Ed4sel · 22 Jul 2026 at 02:54 · permalink

nah this map is good. we don't need to be constantly in a firefight. most maps in the game are too compact, we don't need another

Banan321 · 22 Jul 2026 at 02:55 · permalink

As there have been 64 v 64 in past games, the logical conclusion is this map must as well,

b1b1zyan · 22 Jul 2026 at 03:06 · permalink

i think 32v32 could work with less cap points. 9 just spreads the teams out to much.
but sticking with 9 i could see a increase, but i would start small, say 40v40 and see how that feels.
but it really does feel more like a BF map being able to get around the map a bit without constantly being shot at.

Alwiora · 22 Jul 2026 at 03:48 · permalink

i think 32v32 could work with less cap points. 9 just spreads the teams out to much.
but sticking with 9 i could see a increase, but i would start small, say 40v40 and see how that feels.
but it really does feel more like a BF map being able to get around the map a bit without constantly being shot at.
THERE'S 9 POINTS??? Oh man I can't wait to see that for myself when I get home.

HannoverJung · 22 Jul 2026 at 03:50 · permalink

I just realized, there is airport in Tsuru rift, this map is serious huge and 32v32 definitely not ideal for map like this.

youngmichael · 22 Jul 2026 at 03:53 · permalink

THERE'S 9 POINTS??? Oh man I can't wait to see that for myself when I get home.
Theres 8, the other guy miscounted

mc_spam · 22 Jul 2026 at 03:54 · permalink

Got the point that Tsuru Reef can feel slower in Conquest if players are spread too far apart. I’ll pass this feedback along to the team.
Why?
Do you think the devs didn't know that the pace would be slower on this map and that a lot of battlefield players were asking for exactly that?
The OP is spoilt for choice in BF6 for maps providing fast paced gameplay.

HannoverJung · 22 Jul 2026 at 03:58 · permalink

Got the point that Tsuru Reef can feel slower in Conquest if players are spread too far apart. I’ll pass this feedback along to the team.
Why?
Do you think the devs didn't know that the pace would be slower on this map and that a lot of battlefield players were asking for exactly that?
The OP is spoilt for choice in BF6 for maps providing fast paced gameplay.
Slower pace doesn't mean right pace.
Tsuru rift is huge but have hard terrain to pass, that's meaning people are going to stuck every where unlike pure land battle. more players can get rid of stuck feeling.
EX. Railway to Golmud , that's huge but doesn't has to be boring.

EthereaIZ · 23 Jul 2026 at 00:04 · permalink

Got the point that Tsuru Reef can feel slower in Conquest if players are spread too far apart. I’ll pass this feedback along to the team.
Yet, this is what battlefield is about. You should be able to traverse parts of the map in "low-adrenaline" without problems. Half the problem with most map designs were that they seemed to concentrate players in an eternal firefight. Please, remember who you are, Battlefield.
Thank you for adding more context to the discussion.
Why?
Do you think the devs didn't know that the pace would be slower on this map and that a lot of battlefield players were asking for exactly that?
The OP is spoilt for choice in BF6 for maps providing fast paced gameplay.
Slower pace doesn't mean right pace.
Tsuru rift is huge but have hard terrain to pass, that's meaning people are going to stuck every where unlike pure land battle. more players can get rid of stuck feeling.
EX. Railway to Golmud , that's huge but doesn't has to be boring.
That’s a valuable insight. I’ll include this feedback in my report, around Tsuru Reef’s terrain readability, movement flow, and whether more players could help reduce that feeling of being spread out or stuck.

HannoverJung · 23 Jul 2026 at 00:08 · permalink

Yet, this is what battlefield is about. You should be able to traverse parts of the map in "low-adrenaline" without problems. Half the problem with most map designs were that they seemed to concentrate players in an eternal firefight. Please, remember who you are, Battlefield.
Thank you for adding more context to the discussion.
Slower pace doesn't mean right pace.
Tsuru rift is huge but have hard terrain to pass, that's meaning people are going to stuck every where unlike pure land battle. more players can get rid of stuck feeling.
EX. Railway to Golmud , that's huge but doesn't has to be boring.
That’s a valuable insight. I’ll include this feedback in my report, around Tsuru Reef’s terrain readability, movement flow, and whether more players could help reduce that feeling of being spread out or stuck.
TBF EA
It doesn't has to be 50v50 or 64v64
even 40v40 would help map flow a lot.

F1Fly · 29 Jul 2026 at 19:12 · permalink

Why?
Do you think the devs didn't know that the pace would be slower on this map and that a lot of battlefield players were asking for exactly that?
The OP is spoilt for choice in BF6 for maps providing fast paced gameplay.
Slower pace doesn't mean right pace.
Tsuru rift is huge but have hard terrain to pass, that's meaning people are going to stuck every where unlike pure land battle. more players can get rid of stuck feeling.
EX. Railway to Golmud , that's huge but doesn't has to be boring.
I personally feel that the map lacks modes of transportation. Back in Battlefield 4, the attack boats often served as mobile spawns and free jet sky, which allowed you to move faster. The impression I had with the games I played is that the transport vehicle spawns are unsufficient. You sure can stroll/swim through the map, but having more RHIBs or Jetskies would make it more satisfying to traverse.