Random Number GodsRNG · Enemy Territory · Battlefield · D&D
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I PTFO and tracked my last 50 Breakthrough matches. Here is my Report.

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Disclaimer: English is not my first language so i used AI just to translate my text + make it easier to read. No words were added by AI

I played and analyzed 50 Breakthrough matches. Below are my findings, objective issues and a few uncomfortable truths

1. Who the fuck are you? I have played around 600 hours of Breakthrough in BF6 and have played the attack/defense mode in BF (Rush,Operations/Grand Operation) since BF3—mostly sticking to a PTFO (Play the Fucking Objective) style.

2. Testing Setup (IMPORTANT!!!) Region: Central Europe

Playtime: Between 8 PM – 10 PM

(So I can only speak for the European region; it might be better or worse in America, the Middle East, Oceania, etc.)

3. Maps Played: Cairo, Mirak, Sobek, Manhattan, Eastwood, Firestorm, Bazaar

Why not all maps?

Because the unlisted maps are either:

* a. Unbalanced or simply unfun in terms of map design (e.g., Hagental's grenade spam at chokepoints).
* b. A sniper festival (Liberation Peak).
* c. Plagued by bad vehicle count (Wake Island).
* d. A combination of all three (Tsuru Reef).
* e. Too onesided (Golmud)

4. Match Conditions: No matches with bots,very few high-ping VPN players (the maximum number of ping abusers in a single match was 4, and they didn't stand out), and very few high-level players (500+).

5. The 50 Games: (A = Attack, D = Defense, x = Bad Match)

My definition of a "bad match" in this context is:

* a. As an attacker, you just plow through the sectors without opposition.
* b. As an attacker, your team simply won't attack or stops pushing entirely.
* c. As a defender, your team won't defend or stops defending, leading to a steamroll.

Dx, A, Ax, D, A, Dx, Ax, Dx, Ax, Dx, A, Ax, D, A, D, A, Ax, D, Ax, Dx, Ax, D, Ax, Dx, Ax, D, A, Ax, D, D, Ax, Dx, Dx, A, D, A, Dx, A, D, A, D, A, D, Dx, D, D, Dx, A, D, A

This translates to:

* 24x Attacker (with 11 bad matches)
* 26x Defender (with 9 bad matches)

Which is surprising that it was basically a 50/50 split between attacking and defending. Matchmaking always felt much more defender-heavy.

6. Reasons for Bad Matches:

* a. Zerging: People move as one massive group. You capture A quickly, then everyone moves to B—losing A in the process. Then everyone moves back to A, losing B again. Or they attack only from one side (cairo second sector for an example)
* b. No Defense: On a good day, the maximum number of players actually defending an objective is around 3.
c. Bad Medics: I got revived maybe <10% of the time... a medic 1m away might as well be 1000m away. I saw people doing mass revives at 50% HP, only for everyone to die shortly after. "Hey, I made 50 revives this round, I'm teamplaying!"* ...Yeah, but how many of those guys lived longer than 5 seconds after getting picked up?
* d. Playing Vehicles Too Defensively: The IFV and the transport truck are core elements in this mode because they serve as mobile spawn points. You must stay close to the objective—not 200m back.
e. Schrödinger's Engineers: Most of the team plays Engineer, yet nobody is attacking or repairing tanks—and nobody uses the ammo crate, which is incredibly strong. For example, on Cairo defense, I pre-place one in the last sector next to the vehicle resupply station. If your tank is down to \~80 rounds and you drive up to the crate, you get max ammo in a few seconds, whereas the vehicle station just drip-feeds it to you. When you see your tanks constantly shelling a point, why does no one think, "Hey, I'll just drop a crate by our tank and switch back on my next spawn"*? It's a quick, easy action that drastically increases your chances of winning.
* f. Too Many Useless Snipers: Yeah, I know, water is wet. The problem with snipers is that they don't make meaningful kills (if any at all). Killing a guy fresh out of spawn is worthless because he'll be back in the exact same spot 10 seconds later. A sniper duel in the hills just leaves two fewer players in the playercount. Targets should be enemy players holding down your team on or near the objective.
* g. Ignoring Class Kits: People aren't using their class-specific gear to support each other. A Support staying behind a pushing group to provide suppressive fire or revives, or a Recon following a squad and throwing a motion sensor onto the point before a push—these aren't 200-IQ Arma milsim strats, this should be the bare minimum default.
h. "Bystander Effect" (Someone Else Will Do It): "Hey, there's an enemy vehicle heading to B where no one is defending.""The helicopter is putting a lot of pressure on us.""We need smoke to cross this sniper-choked road.""Everyone is getting killed defending the point and we need revives or it falls." Everyone assumes someone else* will mark it, revive, destroy the vehicle, cap the point, or throw smoke. Someone else... definitely not me, but someone is the Mindset

Some (uncomfortable) Truthbombs:

On Reviving:

Despite how furious people get here about players skipping immediately after dying: just hold on for 3 seconds, then release. You aren't getting revived 95% of the time anyway. Use that extra wait for respawn time to look at the map and plan where you're needed most next.

The Ammo Bag:

Players don't seem to understand that the bag has a noticeable cooldown timer, so I can't just spam it on command. Just drop it where your team is holding a line. That said, the number of players screaming for ammo while completely ignoring the fresh ammo bag sitting right at their feet is way too high.

The "No-Push" Death Loop:

Tanks can't push because they have no infantry support (Engineers repairing and Infantry pushing slightly ahead).

Infantry can't push because they have no tank su