5 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:
@-ExiLe_ZH wrote:@cso7777From 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:
https://www.youtube.com/watch?v=4MglAQncpTM&t=3445s
I'm willing to give random sight bounce recoil a try, but the sight really needs to bounce around so bullets miss the target at medium to long range, so burst-fire trigger control becomes necessary to land long range shots.
Otherwise we'll end up with BFV's laser accurate weapons all over again with all the TTK balancing problems laser accurate weapons cause. DICE tried lowering bullet damage to slow down the TTK, but all that does is create bullet sponge gameplay. What they should have did was increase random sight bounce recoil so more bullets miss the target. That would have slowed the TTK down without causing a bullet sponge effect.
So basically we'd be back to random bullet deviation, only this time the sight follows the recoil pattern.
People keep saying BFV has the best gun play to date, but I didn't find the gameplay fun. Guns were too accurate which caused the TTK to be too fast. Everyone was afraid to move which rewarded stationary defensive gameplay.
Hopefully BF2042 gameplay isn't frustrating like BFV. Because a lot of players bailed on BFV, myself included, so there's no way BFV has the best gun play in the Battlefield series.
Yer we need LASERs, ohh wait let's use hitscan too. It is a game? Yes, but having every bullet go exactly where aimed is over the top. Actual real life doesn't even have that.
What is being asked for is a very fast TTK, you may as well make every bullet 1 hit kill
Gun mechanic may have been good to some in BFV but the TTK sucked. Which was a big complaint in BFV.
Many ask for the ability to counter when in a vehicle yet for infantry we have the ability to counter snipers but someone with AR at 100m still needs to be able to kill all fast because it is not fun for the shooter, great logic applied selectively.
Again youse are playing a game. If real life stats like RPM are used with low BTK the TTK becomes too fast with the massive full damage hit boxes players have, so other stats need to be adjusted. Having accuracy as the only factor in a game when weapons failure, temperature, wind or muscle fatigue are not factors, makes it to low skill and easy to kill. This is why precision(spread), velocity, gravity and drag are need to make killing harder and requiring skill.
People need to think of all players not just the how the AR shooters feels.
You sure its random in BF4?
Im pretty sure its predictable. I swear i watched lots of vids on youtube back in the day, about each guns recoil pattern..then how to control it. Maybe it was marbleduck who done gun guides? Dunno
I always thought BF1 brought in RBD.
I could be very wrong...my memory can be pretty shocking these days lol.
Eitherways, i prefer predictable recoil patterns.
Far too much hip-firing in BFV for my tastes.
I truly hope they don't model BF2042 after that mess.