Forum Discussion

Re: Gunplay & recoil mechanics

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.

19 Replies

  • cso7777's avatar
    cso7777
    Seasoned Ace
    4 years ago

    @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).

  • -ExiLe_ZH's avatar
    -ExiLe_ZH
    Rising Traveler
    4 years ago

    @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:

    https://www.youtube.com/watch?v=4MglAQncpTM&t=3445s

  • 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.

  • DingoKillr's avatar
    DingoKillr
    4 years ago
    @Goinggrey123 the term RBD was introduced in BF1 by YouTuber that had no idea what they were talking about and used exaggeration how spread worked to get clicks.

    RBD has been part of BF at least since BF Vietnam(when I started playing).

    Random recoil was tested in BF4 CTE but since it had a so called visual recoil some guns appeared much worse.

    BF1 had predictable recoil and random spread the same as BF3/4 the difference was how Spread increase per shot(SIPS) was handled. It meant that in BF4 a high RPM weapon had just as good accuracy as low RPM weapon. BF1 changed that and made any high ROF have much higher spread. You need to fire 6 to 8 bullets before spread was bad.
  • -ExiLe_ZH's avatar
    -ExiLe_ZH
    Rising Traveler
    4 years ago

    @DingoKillrDefinitely agree guns shouldn’t perform like laserbeams, but I think actual recoil patterns should handle most of the spread. Maybe a standard random deviation factor of 2-4moa should be handled, as that’s the standard accuracy of military issued rifles.

    As an older player I can’t say too much about TTK in newer titles, but IMO the damage drop off in older titles was too much and muzzle velocities too slow, it kinda made distanced firefights feel like paintball battles. Now that the scale gets larger again in 2042 I think higher muzzle velocities are actually necessary.

  • OskooI_007's avatar
    OskooI_007
    Legend
    4 years ago

    @-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.

  • TheGM86's avatar
    TheGM86
    Rising Scout
    4 years ago

    They should bring back random Horizontal recoil because everybody loved that.

  • -ExiLe_ZH's avatar
    -ExiLe_ZH
    Rising Traveler
    4 years ago

    @OskooI_007 wrote:

    @-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


    So basically we'd be back to random bullet deviation, only this time the sight follows the recoil pattern.


    Yea this. Difference is that's not 100% random, the sight follows a specific path/pattern and it also allows the devs to customize and finetune the accuracy per weapon and make them feel unique aswell. Like the patterns could slower/faster, go more horizontal/vertical, depending on how predictable they want it to be.

    Coupled with the standard viewkick system I think there's a lot of flexibility here. Maybe it's even an idea to have attachments that influence these patterns?

    And the cool thing is that there's a bit realism in this whole thing, that actually compliments balance.

  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    4 years ago

    @DingoKillrand @OskooI_007 are pretty much on it for me.

    And one thing to bare in mind about sights jumping around is the potential issue of motion sickness.

    For me, somewhere between BF4 and BF1 would be bout right.

  • carsono311's avatar
    carsono311
    Seasoned Ace
    4 years ago
    @-ExiLe_ZH Sights / attachments realistically would and should affect the "feel" of the weapon... adding more weight to the end / middle of any weapon will affect its handling. If anything, adding more weight to a weapon should have an overall decrease in felt recoil, due to its increased moment of inertia. However the real-world trade off is carrying a bulkier / heavier piece around...

    If that could all be incorporated, I am for it, but I think there would be too much crying to be honest.
  • cso7777's avatar
    cso7777
    Seasoned Ace
    4 years ago

    @OskooI_007Personally I don't think weapons are laser-accurate in BFV (playing on PC).

    You cannot 'spray' at people at medium/long range without wasting a lot of bullets.

    Some of the SMGs have almost no recoil, but on the other hand their damage drop-off are extreme and they are outclassed at anything but close range (and often even at close range as well).

    DMRs are not faster killing in BFV than in BF4, you just get recoil instead of spread.

    The TTK was lower in BFV than in BF1, but BF4 has lower TTK than BFV, even with all the spread and other mechanics of the older games. Getting insta-killed by an AEK in BF4, even at midrange, is very common.


  • @DingoKillr wrote:
    @Goinggrey123the term RBD was introduced in BF1 by YouTuber that had no idea what they were talking about and used exaggeration how spread worked to get clicks.

    RBD has been part of BF at least since BF Vietnam(when I started playing).

    Random recoil was tested in BF4 CTE but since it had a so called visual recoil some guns appeared much worse.

    BF1 had predictable recoil and random spread the same as BF3/4 the difference was how Spread increase per shot(SIPS) was handled. It meant that in BF4 a high RPM weapon had just as good accuracy as low RPM weapon. BF1 changed that and made any high ROF have much higher spread. You need to fire 6 to 8 bullets before spread was bad.

    Ah i see! Thanks.

    After all these years, i may now try out a compensator on my guns in BF4.

  • Undercovernerd6's avatar
    Undercovernerd6
    Seasoned Newcomer
    4 years ago

    I have 4700 hours in bf4 and have played the game since beta. In bf4 beta there was visual recoil/ recoil patterns as well as bullet deviation spread and dropoff. a couple years in they nerfed the visual recoil and the recoil of weapons to make them more manageable for players. Personally i liked the fact that there was high recoil and visual recoil, i was not a fan of the simplification. perhaps if they didn't tune it down so low it would have been nice but its been years now and the only thing i have to go by is the bf4 nerfed version and bf1, I absolutely hated bf1 and would not subject myself to bf5 due to the fact it looked almost identical. going forwards i would like to see recoil and ttk somewhere between bf3/4 and im hoping they are taking an approach of comparing the modern titles to modern titles instead of creating an all-new system as they have for the last 3 games which really threw me and other players off. giving players a familiar feeling would I think be the smartest move.

    I'm not sure who said high ROF guns have the same accuracy as low ROF but that's incorrect at least by nature of the handling in-game and by the weapon statistics in-game the higher a ROF the less accuracy it has and stability, also the higher the damage the less stability it has as well I've used the scar h and gotten over 47000 kills its extremely accurate hence its a slower ROF on a couple of taps you can kill a sniper but it has quite a high recoil.

  • Far too much hip-firing in BFV for my tastes.

    I truly hope they don't model BF2042 after that mess.

  • carsono311's avatar
    carsono311
    Seasoned Ace
    4 years ago

    @Undercovernerd6To be clear, in BF1 and BFV, the higher rate of fire weapons have higher bullet spread values when firing fully auto than the lower rates.

    First shot accuracy is pretty consistent across all guns, but once they are fired rapidly or on auto, the bullet spread value comes into play along with the gun-specific recoil "pattern" ( I quotated since there is a general pattern of recoil behavior, but it is not identical every time).

    I am not sure which system I prefer more to be honest, but I will agree with others here and say there needs to be harsher penalties for shooting while moving, whether active , residual , or sliding... moving and shooting accurately is much more difficult than these games convey.

  • -ExiLe_ZH's avatar
    -ExiLe_ZH
    Rising Traveler
    4 years ago

    @carsono311 wrote:

    @Undercovernerd6To be clear, in BF1 and BFV, the higher rate of fire weapons have higher bullet spread values when firing fully auto than the lower rates.

    First shot accuracy is pretty consistent across all guns, but once they are fired rapidly or on auto, the bullet spread value comes into play along with the gun-specific recoil "pattern" ( I quotated since there is a general pattern of recoil behavior, but it is not identical every time).

    I am not sure which system I prefer more to be honest, but I will agree with others here and say there needs to be harsher penalties for shooting while moving, whether active , residual , or sliding... moving and shooting accurately is much more difficult than these games convey.


    Nothing is wrong with the concept at all, single shots and shorter bursts should be more accurate than longer bursts. No matter which system you use, you want to achieve the very same thing

  • -ExiLe_ZH's avatar
    -ExiLe_ZH
    Rising Traveler
    4 years ago

    After having watched the portal mode announcement trailer, I'm very impressed and excited now!

    Though unfortunately there still wasn't a whole lot of gunplay footage in the trailer, but from what they have shown, it looked different than the first trailer to me.

    if I have to be honest I wasn't too impressed with the visual recoil, the Thompson iron sights (front sight) seemed way too stable and lacking punch.

    Same with the AR, the recoil of the individual shots weren't really visible in the reflex sights.

    Well, maybe these clips were just too short too exactly see how it works..

    I'm also pretty sure they're still working on the whole system, as it already seems different than the first trailer. I just hope they will do it right when they drop the first playable version public. Time will tell I guess!

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