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Trokey66's avatar
Trokey66
Seasoned Ace
4 years ago

SMGs still too good?

Yes, the patches have made the situation better but I feel that SMGs are still a tad too good, especially at range, compared to other weapon types.

On the subject of range......

I am torturing myself using the LCMG, on the whole I accept its limitations with one exception.  Engaging almost anyone but especially snipers at range is really frustrating given the LCMGs ADS time and relative inherent inaccuracy.  I can see, ADS at, open fire and start hitting someone one but they still have time to make a well aimed shot and dome me.

This is not right. I don't think the LCMG needs a buff in and of itself but bring back suppression I say....

42 Replies

  • Trokey66's avatar
    Trokey66
    Seasoned Ace
    4 years ago
    @cso7777 Don't disagree with any of this but the problem for me is that the above is not limited to SMGs.

    So although a very valid observation, it doesn't fully cover my concerns.
  • filthy_vegans's avatar
    filthy_vegans
    Seasoned Ace
    4 years ago

    @cso7777 wrote:

    @filthy_vegansI don't know if the tick-rate has been 'disclosed' by Dice, but the tick rate is probably lower than 60hz. 128 players with a tick-rate of 60, is probably not realistic.

    The 'netcode' feels pretty bad in 2042, a lot of 'getting killed behind corners' and the "BFV TTD bug" is still in the game (smgs with high ROF are pretty bad). A low tick-rate is probably part of the problem.

    For me it seems like the problems of the visuals not being correctly represented on screen (was in BF1/BFV as well), is worse than in previous titles. People instakills you from behind cover (peek, shoot, dead) or they instakills you in animations like landing from parachuting, coming off zip-lines etc.


    I had an awful time tonight with hitreg, just straight-up losing gunfights that I should have won and getting wonderfully weird kills on people I had no right to beat. A friend who mains the night bird was having an even worse time with lag, teleportation and spawning into choppers that had already magically taken damage. It was pretty frustrating.

    As you point out, the 128 player requirement makes higher tickrates impractical, but it also puts a lot more strain on the client CPU, hence why 64-player maps perform significantly better. The engine uses 8 worker threads; 12- and 16-core monsters see no performance gains over 8c/16t chips unless they have more cache or higher clock speeds. I'm going to upgrade my CPU in the next few months anyway, so I'm wondering if the players with higher-core-count, higher-IPC chips than mine (an R5 3600) are having fewer issues. Hit detection is client-side with server-side sanity checks after all.

    @Trokey66- I do feel SMGs are a bit too good at range. Since getting T1 with the MP9 I've switched to the M5A3 and see your point - at the kind of ranges where the assault rifles become useful against SMGs you're spamming for the headhsot rather than aiming with low magnification sights, and the recoil with higher magnification sights is harder to control. The SMGs rate of fire and lower recoil make them just as (if not slightly more) viable than an AR at those ranges.

    I can see the point in extending effective engagement ranges, but I'm not sure that will work. I think I'd give the SMGs serious damage drop-off after 50m and tweak down the recoil from the assault rifles or give them all a burst-fire mode. 

    DMRs are in a bit of a weird place at the moment too, although I still have to play more with them to get my eye in and a better feel for them.

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