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RMEChief's avatar
RMEChief
Legend
4 years ago

Modify Damage Drop Off

I have been wracking my brain on this for a while. Between netcode, lag comp, crossplay, etc, I have not been able to pinpoint why I feel like all the engagements are exactly the same with basically any SMG, AR, or LMG either with me shooting or being shot/killed.

From looking at sym.gg it is clear that one of the biggest problems is with damage drop-off at various distances (or lack thereof).

Instead of it being a gradual drop in dmg vs distance, there is no change, then a huge drop.  All distance changes should be relatively the same change in damage, so once the drop-off starts, it should be fairly linear down, not a stair step.

The other problem is most engagements are fairly close, within 25m, and in that case, there is no damage drop-off at all for most weapons. So they all feel relatively the same. Ultimately SMGs should be the best inside 25m, then ARs and LMGs become better between 25m and 50m, then after 50m, ARs and LMGs should have a distinct advantage of SMGs (which they don't). K30 laser at 100m is silly. Fix damage drop off rates!

The last problem is TTK. With 45Hz Tick rates, high RoF and TTK weapons are a huge problem. For example, the default Avancys has a TTK of 240.3ms, which is only 10.8 server ticks, but in 4 bullets. That equates to a bullet every 2.7 ticks. So on the damage log it would be 3, 3, 3, 3 (which you would lose at least 1.2 ticks during the engagement - maybe more when you add in your latency and lag comp). That may not seem like a lot but when you consider the overall TTK of the default Avancys is 10.8, 1.2 is over 10% lost (TTK is too fast).

So how can this be fixed?

Decrease all TTK (for all damage including vehicles and gadgets) by 10%. This would allow the highest TTK weapons to be no faster than the Server Tick Rate OR change the Server Tick Rate to 60Hz.


DICE please look into this, you have the raw numbers, you can clearly see where the problems are with this situation. 

1 Reply

  • Ahhnuld's avatar
    Ahhnuld
    Seasoned Ace
    4 years ago

    All great points, but you also need to address how character movements affects accuracy as well. In past games, accuracy is impacted by different stances and movement. Standing is not as accurate as crouching, and then prone is most accurate. A person jinking left and right repeatedly should not be able to make accurate shots against a person who is stationary and crouched. This BS of jumping in the air and making kills needs to be put in check.

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