4 years ago
Gunplay & recoil mechanics
So first of all I hope that they remove random bullet deviation and static middlescreen crosshairs. I mean this balancing concept is so ancient and 'gamey', it's time for innovation! In the trai...
Other than the guns that require a deployed bipod to fire accurately, Battlefield 5's guns genuinely feel the best to use in the series and I hope they stick with it. For all the things BF5 got wrong, most agree that the way the guns handle was not one of them. I really do hope they don't go back to the cone of chance gunplay of older titles.
@NoodlesocksI really hope they keep the gun-play from BFV.
I play on PC and don't know how the guns work/feel on console, but on PC they seem pretty fine in BFV.
The system where your bullets go where the gun aims in BFV (mostly), is much better than BF4/BF1. RBD was not intuitive, bullets not flying where the gun aims, just felt off somehow. Controlling spread in BF4/BF1 was annoying, because you had no visual indication from your gun on the screen.
If the gun-play needs randomness, put the randomness in recoil, this way you can still visually see why you miss your shots (again like in BFV).
@cso7777 From what I've heard from you guys and from what Iv'e seen so far, BFV is big step into the right direction (sorry for not being up to date with the bf series).
I hope they will improve upon this concept and make it even better.
Hope you guys are not gonna hate me for this,
but I think MW19 is another good example and I think they did a phenomenal job at the recoil patterns (> I'm NOT a COD fan all). It has strong visual feedback in the crosshairs, making the guns feel very punchy while the bullets land exactly where the reticle aims. Check out the SCAR here at 57:25 for example and look at the red dot:
Far too much hip-firing in BFV for my tastes.
I truly hope they don't model BF2042 after that mess.