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Re: Please No random bullet spread!

Other games I play call it "bloom" which increases slightly based on ROF and damage. I've always preferred semi automatic or burst weapons. I put nearly 3000 hours into BFBC2 and used the M1 almost exclusively, so I didn't suffer from the deviation/bloom develors include for balance reasons. I use the M4 in BF4 and will certainly find a burst weapon in 2042 to fit my style. Developers have to compensate for ROF by either reducing damage per round (please, no sweet spot) or increasing the variation in bullet travel or both. I've been on gaming forums for 20 plus years,  and watched patches and updates specifically to address the issue of full auto machine guns performing like laser beams at 300 meters with an ACOG.

I naturally burst fire,  just from thousands of hours of muscle memory,  doesn't matter what FPS I'm playing, if I have a target, I'm constantly feathering the trigger and correcting my aim. 

A great example is the F2000, the thing is a literal lead-hose with very little recoil, so DICE had to tweak it a few times by reducing ROF, and increasing recoil deviation. Developers across the spectrum reduce magazine size vs. real world on LMGs to compensate for ROF and damage. 

Learn to burst, it reduces the recoil deviation and on secondary weapons, you can lay down a nearly constant,  accurate stream of fire without the weapon overheating.

Hope this helps.  Cheers.

10 Replies

  • @ZombieP1ow Most of that 20 years was playing with hitscan weapons or simple projectiles with zero gravity drop. Much less drag/air friction.

    If you do full on physics projectiles all you need is random recoil (H/V) and you're solid. Data driven, not animation based.

    I've developed some pretty sweet projectile physics and recoil on unreal engine 4. Definitely have to know how to handle recoil control to consistently hit. And it's not just pull down.
  • trip1ex's avatar
    trip1ex
    5 years ago

    I never thought they should develop  gun/vehicle play in BF so the best players sinking the most time into the game dominate even more than they already would.

  • Everyone has walked away from BFV crying hackers everywhere because DICE did what the gamechangers said and removed suppression and random dev.  With these removed certain players suddenly go lazer accurate. 

    With 128 players  and if the keep the gun mechanics from BFV we will probably start with 200% heath or they will introduce the armour system for firestorm..  I preferer the shorter TTK  but if you do the math with 64 players shooting at you your going to have to take more hits and live if you are actually going to move in the map or it will just be spawn die spawn die..

  • ZombieP1ow's avatar
    ZombieP1ow
    5 years ago

    Travel time, drag and drop are all greatly increased in BF compared to real life. Again, it's about balance. Claiming "hit scan" doesn't apply to any game I've played in past few years. I avoid CoD like a dirty toilet stall  because of the point-click-kill that hitscan allows. I've had to lead my shots and compensate for drop in BF4 since release, and that game is 8 years old or so now. 

  • CyberDyme's avatar
    CyberDyme
    5 years ago

    @ZombieP1ow wrote:

    Travel time, drag and drop are all greatly increased in BF compared to real life. Again, it's about balance. Claiming "hit scan" doesn't apply to any game I've played in past few years. I avoid CoD like a dirty toilet stall  because of the point-click-kill that hitscan allows. I've had to lead my shots and compensate for drop in BF4 since release, and that game is 8 years old or so now. 


    Think that you are very right in those observations @ZombieP1ow  !

    I could not find any of the real detailed BF4 weapon statistics anymore, so cannot compare some of the weapons that way.

    But what I miss to see acknowledged by many posters above is also the 'not absolute perfect accuracy' of weapons in the real world, when you do full-on auto fire to empty your mag or even just like a shorter burst of such weapon.  And I am not referring to drag, drop, recoil handling.  I am referring to the real diversion from one bullet round being fired to the next, despite the weapon is kept absolutely 100% on target for each single round.  Maybe I gave EA too much credit, but I always thought that this was the reason why they had introduced this random 'spread' of the bullets??  (so I am not talking about random recoil).  

    Aka take one of the absolute most accurate automatic weapons out there, like the M16 rifle.

    At 300 meters, fired from a cradle by a machine which removes human error, and using the classic marksman test with ten-rounds group firing, the M16 has a minimum dispersion of 12.6 inches, while aka a Kalashnikov (depending on model) has a minimum dispersion around of 17.5 inches.

    It's not laser guns we fire.  ;o)

  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    5 years ago
    @CyberDyme This was my point earlier when I mentioned the dreaded 'realism'. No gun, no matter how good the the shooter, fires exactly where the reticle is pointing everytime.

    Spread mechanics, either intentional or not, replicates this to some degree.
  • UP_Hawxxeye's avatar
    UP_Hawxxeye
    Legend
    5 years ago

    @Trokey66 wrote:
    @CyberDymeThis was my point earlier when I mentioned the dreaded 'realism'. No gun, no matter how good the the shooter, fires exactly where the reticle is pointing everytime.

    Spread mechanics, either intentional or not, replicates this to some degree.

    Perfectly accurate full auto weapons would be a nightmare.

    Even in BFV the SMGs on pro hands have too much range

  • @I

    @m sure over the years I've seen many a TV show or YouTube vid of a person unloading an AK on full auto at a car (not sure of the range but not far) and barely a round hitting it. MG42s were notoriously inaccurate, so too the Thompson at anything other than spitting distance. Single shots should always go where the reticle is aiming (taking into account drop etc) but there needs to be some way of replicating all guns innate inaccuracies when in bursts or full auto.


  • @Trokey66 wrote:
    @CyberDymeThis was my point earlier when I mentioned the dreaded 'realism'. No gun, no matter how good the the shooter, fires exactly where the reticle is pointing everytime.

    Spread mechanics, either intentional or not, replicates this to some degree.

    Sighting in a rifle with a gun vice, which removes any recoil from the equation, and you still get variations in the spread. Nobody in the military except to few elite sniper teams get "matched ammunition" which is akin to "blueprinting" a race engine.

    Ammunition and firearms for the military are produced on a mass scale, by the lowest bidder. Everything has "tolerances" to allow for errors in manufacturing that inevitably occur. break down any box of ammo, no two bullets are going to be the same, a few grain more or less of powder,  slight differences in weight of the rounds, etc. 

    Here's a thought,  have you considered fatigue  while aiming your 10 to 40 lb. weapon? Run 300 meters with a full pack over rough terrain while being shot at, taking cover, and firing your weapon isn't like being licked by puppies, so there's that to consider. Expecting ever round you fire to go where you think it should is a ridiculous pipe dream fueled by generations of movies that pretty much get everything wrong in the world of firearms.

    Thanks for coming to my Ted talk.

    Cheers.

    P.s.

    I didn't even get to rant about doing all this in below zero conditions,  which increases the suck factor by 100 every minute.

  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    5 years ago
    @ZombieP1ow oh, I know all those issues all too well mate, 30 years served. Granted in Betties Airways but never the less.....

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