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Re: SMGs still too good?

@Trokey66 I'm on the 4th mastery for LCMG. Basically, I abandoned long range and went full CQC/hip fire. Added in the extended mag. I swap between that and the M5 which I also have kitted for CQC/hip fire. I also got the first mastery on the pump shotgun.

The pattern? All CQC because SMGs are indeed OP at range. Not joking, over half of my deaths minimum are by SMGs. Most of the rest by DMRs or AC-42. I'm a flag attacker anyway. I don't care for sniping at all, and rarely attach scopes. So hip fire/CQC serves me well. But the imbalance of the SMGs in particular coupled with the power of the DMR makes CQC a must for most anything else.

25 Replies

  • emerson1975's avatar
    emerson1975
    4 years ago

    Nothing wrong with the smg’s it’s the other guns that are so poor

  • Nuke81's avatar
    Nuke81
    4 years ago

    i T1 the lcmg it was painful till i switch to short barrel  close combat rounds. but yea i feel if ur lighting up a sniper they should have flinch or something 

  • @Nuke81 Yeah snipers just take the rounds and pop you right back. I get hit all the time by an NTW after hitting them repeatedly. There should be some kind of flinch so that they can't just one shot you while your bullets bounce off them lol.
  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    4 years ago
    @emerson1975 Says the guy who thinks SMGs are good and all other weapons are poor.

    Make your mind up.
  • @Trokey66 You didn't read his original post at all did you?
    It's more about damage at range, SMG excelling there and obviously snipers dominating with no flinch.
  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    4 years ago
    @Flavin913 Let me see.....

    "Nothing wrong with the smg’s it’s the other guns that are so poor"

    Nope, can't see anything you mentioned in there sorry.
  • Let’s set it straight before trokey starts throwing a hissy…snipers have barely any scope sway or bullet drop thus easy to use but damage isn’t great  depending on ammo used BUT a gamer new to the game could pick them up an play easily

  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    4 years ago

    @emerson1975Damage is good enough to still OHK on the most part and that is part of the problem.

    How does a weapon being 'easy' especially if they can OHK make them 'poor' compared to SMGs?

    Indeed, I would argue that SMGs are 'easy' compared to other weapons so does that make them poor too?

    And drama queen? Me? I'm not the one spamming all the hate threads with "DICE are meanies and and rubbish, oh woe is me.....".

    There is no drama or hissy fits in this thread unless/until you bring them.

  • A_al_K_pacino_A's avatar
    A_al_K_pacino_A
    Seasoned Veteran
    4 years ago

    I've just unlocked the previously OP PP and that certainly didn't seem too strong. The damage range is clearly less than it was and the assault rifles don't seem to be outclassed by it at range.

  • Rusty Rat's avatar
    Rusty Rat
    Rising Ace
    4 years ago

    @emerson1975 Totally agree. What is the point of giving us huge open maps and then weapons with COD range limitations?

    Sniper rifles should be able to reach out to a thousand metres effectively, but take skill to use. Make them slow to aim and inaccurate when standing (you currently get no accuracy bonus for kneeling or going prone).

    LMGs should be effective out to 500m, Assault rilfes minimum 300m and SMGs between 100 to 150m. Even pistols should be lethal (but not necessarily accurate) out to 100m. Shotguns would be dependent upon load.

    The poor effectiveness of the weapons just means most people play meta and you end up with tight balls of combat with huge empty spaces.

  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    4 years ago
    @Rusty Rat And another contradictory post!

    You agree with someone who disagrees premises then proceed to spell out the way things should be which broadly follows the threads premise!
  • Rusty Rat's avatar
    Rusty Rat
    Rising Ace
    4 years ago

    @Trokey66 Not contradictory, just agreeing with the other post answering your OP question. No SMGs are not too powerful, the other weapons are too weak. The answer to a weapon type being too powerful is usually a nerf, when what we need is a buff to other weapon types to make them more effective at longer ranges than an SMG.

    SMGs should be effective at  close range, but over 100m they should begin to lose effectiveness and rifles, LMGs, etc take over. When even sniper rifles start to lose effectiveness at 150m, then of course the close quarter weapon will be ascendant.

  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    4 years ago
    @Rusty Rat the problem is, take SMGs out the equation and with the possible exception of a few outliers, weapon balance is good.

    If all other weapon types are buffed, they can all reach a level where there is no real difference and weapon choice becomes personal and not situational.

    SMGs throws all that out the window, SMGs are, in my opinion the outlier and therefore nerfs here are appropriate.
  • Rusty Rat's avatar
    Rusty Rat
    Rising Ace
    4 years ago

    @Trokey66 As I said before, I feel that the problem is that they have brought effective ranges down on all weapons to SMG territory. We have huge maps, but effective range of even sniper rifles starts to drop at 150 m. Instead of bringing everything down to the lowest common denominator, stretch things out and make weapons effective at different ranges and for different tasks.

    Currently the only real difference between LMGs, Rifles and SMGs seems to be magazine size and recoil/spread. The game mechanics seem to be that SMGs have a lower caliber round, and therefore do not recoil as much, so are much more accurate on full auto. While that is to a degree true, past 100 to 150 m, accuracy should be poor (even on semi). Assault rifles should be able to reach out much further, but take a bigger accuracy hit if the trigger is held down for more than a short burst. LMGs are designd to lay down fire, but not necessarily be accurate (suppressive fire on an area). Snipers and DMRs are semi or bolt action, and designed to reach out more accurately, but penalise them by making them slow to aim and extremely inaccurate while moving, with accuracy improving as you stand, kneel and go prone.

    The current nerf/balance models seem to concentrate on close range combat and just bring everything down (which essentially ends up creating the no real difference you mention). Make different weapons effective at different ranges for different purposes and you have to make a decision in a loadout. Keep nerfing everything for use in a tight CQB box and everyone just moves from one meta to the next as the nerfs appear (Just like COD).

  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    4 years ago
    @Rusty Rat But LMGs don't suppression and even if you hit, there is no accuracy penalty.

    And I'm not saying everything needs to be brought down, just SMG's, everything else seems fine.

    Apart from LMGs not suppressing of course.
  • Rusty Rat's avatar
    Rusty Rat
    Rising Ace
    4 years ago

    @Trokey66 I understand you point of them being too effective in the close quarter battles currently, but that was my point. With the large maps we have, why do we have short range weapons? the damage and accuracy drop offs at such short range just means everyone fights in little clusters, with the rest of the map being driven (or more likely run) across by respawning players. Push the range of weapons out that are supposed to be effective at longer ranges and more of the map will be used, while at the same time removing dominance of SMGs.

    If the other weapons get an effective range buff (with the balances I mentioned before) then the SMG would still be dominant (potentially matched by shotguns) at close quarters, but other weapons would be able to engage from further out than the SMG could.

  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    4 years ago

    @Rusty RatNo, I expect to lose against an SMG in CQC but not at range, that is the problem!

    If you increase the effective range of all other weapons to compensate, you are essentially making the maps smaller in terms of engagements.

    There are complaints of a lack of infantry focused combat and by that, they mean Locker/Metro type stuff.  There are areas where that can occur but the range of weapons often means an approach is thwarted before close encounters can fully develop.

  • Rusty Rat's avatar
    Rusty Rat
    Rising Ace
    4 years ago

    @Trokey66 But if you don't increase the effective range of the other weapons outside of close quarters distance, the only solution to the SMG being to effective would be to nerf the SMG. As combat ranges for most weapons are essentially close quarters already, just how close would the SMG have to be restricted? Or would you propose a nerf to damage, ROF, etc?

  • sgtPoulton's avatar
    sgtPoulton
    New Veteran
    4 years ago
    @emerson1975 Nothing wrong with weapons in BF2042. Good recoil and balance. Pick one for style you play with, trust me, with custmizations available you can adopt any gun for your needs. No more airsoft-style shooting, if you're spraying with xbox controller thats your own problem.
    SMG are OP at close range, as its supposed to be. ARs fine at mid-long range. NTW high damage but slow and heavy bullet drop. I can see + and - for nearly every gun in game. Can just play with "most balanced" AR15, I did with silencer, subsonics and rattlesnake grip - its deadly CQ. Probably real reason of "poor weapons" is that your playing skill is at poor level. Think about it
    People just keep crying about everything without reason

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