What is Tactical Rewind? Community-made BF6 Portal modes in 1P AND 3P. All platforms, crossplay on.
1. Portal > Search Experiences
2. FIRST-PERSON: SEARCH TR1P
3. THIRD-PERSON: SEARCH TR3P
4. Choose your mode. Bring your squad.
Feedback: [email protected]
Tomorrow, 8:30 PM MT. One lobby, everyone in.
Crossfire Demolition (8 maps) into Night Stalkers (16 maps). Still in testing, bring feedback.
FIRST-PERSON: SEARCH TR1P
THIRD-PERSON: SEARCH TR3P
Join the Discord: https://t.co/iJPyPPfa0E
[email protected]
@TheRealSOCOM@DrDisrespect I've recreated a Socom like tactical experience on Battlefield 6 portal with many custom maps and modes to chase that socom experience with a modern twist. I encourage you to reach out to me so I can show you what Ive built including an apps for clan organization and wars.
Test night #2 is locked: Sun Oct 25, 8:30 PM MT.
Crossfire Demolition first, then Night Stalkers. Last test fixes are in.
FIRST-PERSON: SEARCH TR1P
THIRD-PERSON: SEARCH TR3P
Join the Discord: https://t.co/iJPyPPfa0E
[email protected]
Playtest is LIVE. π΄
Tug of War, Ring of Fire 8 Teams, Ring of Fire Respawn, X-Fill, Crossfire Demo, Classic Demo, Night Stalkers. Break them, tell us.
Watch: https://t.co/m62Mzss6Z3
FIRST-PERSON: SEARCH TR1P
THIRD-PERSON: SEARCH TR3P
[email protected]
Tonight 8:30 PM MT, 7 modes in test:
πͺ’ Tug of War
π₯ Ring of Fire 8 Teams
π Ring of Fire 8 Team Respawn
π X-Fill
π₯ Crossfire Demo
π£ Classic Demo
π Night Stalkers
Join: BF6 β Portal β search
FIRST-PERSON: SEARCH TR1P
THIRD-PERSON: SEARCH TR3P
https://t.co/m62Mzss6Z3
Playtest tonight, 8:30 PM MT. π―
Testing: Tug of War, Ring of Fire 8 Teams, X-Fill, Crossfire Demo, Classic Demo, Night Stalkers.
Free trial? Last night to jump in.
Live: https://t.co/m62Mzsrz9v
FIRST-PERSON: SEARCH TR1P
THIRD-PERSON: SEARCH TR3P
Pick your ring:
No respawn = one shot at the final ring.
Respawn = fight, return, survive it.
8 teams or 2. Bots fill empty slots while the player base grows.
Made the final ring? Send us the clip.
FIRST-PERSON: SEARCH TR1P
THIRD-PERSON: SEARCH TR3P
[email protected]
The fire keeps moving. So do you. π₯
Ring of Fire: eight teams enter, every direction is dangerous. Or run it 2 teams, one shrinking battlefield. Live in community testing.
FIRST-PERSON: SEARCH TR1P
THIRD-PERSON: SEARCH TR3P
Feedback: [email protected]#BF6
And while testing that system, we realized the same concept could also be expanded into a multi-objective version, with several possible targets available instead of just one active objective per side.
Crossfire Multi-Objective isn't the same as our live Multi-Objective Demolition. In that mode one team attacks and one defends. In Crossfire, both teams attack and defend across several objectives.
Each team has an objective to protect while simultaneously trying to destroy the enemy objective. Both sides can plant. Both sides can defuse. Both objectives can even be armed at the same time.
We're calling that mode Crossfire Demolition.
By removing the bomb from the equation and allowing players to plant directly on the objectives, we ended up creating an entirely different style of Demolition.
Now both teams can attack and defend at the same time.
The goal was simple:
Fix Classic Demo without changing what Classic Demo is.
But somewhere in the middle of all that testing, something unexpected happened.
We wanted to use the real native MCOM behavior wherever possible, but once we started pushing it through multiple rounds and sequential objectives, the lifecycle wasn't behaving reliably enough for the kind of mode we were building.
So we started testing different approaches.
So the bomb visibility issue sounds simple on the surface, but fixing it without breaking other parts of the experience is a much bigger challenge than it looks.
At the same time, we were also trying to solve issues with Battlefield's native MCOM system.
You lose things we actually want to keep, like the crosshair and other useful interface elements, and then you also have to solve new problems around how players are supposed to identify and track the objectives themselves.
The problem is that Battlefield's native bomb rules keep the bomb icon visible, and right now we do not have a way to remove that icon without removing the HUD entirely.
And removing the HUD creates a whole new set of problems.
We wanted to keep the traditional setup where the bomb is a real physical objective that has to be picked up, carried, dropped, recovered, and planted. That piece is important to the identity of Classic Demolition.