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Stella_x_Sin's avatar
Stella_x_Sin
Seasoned Traveler
3 years ago

The range of most weapons are terribly balanced

Seriously, I shouldn't be getting sniped by LMGs from 300 meters away. The balance is so bad right now, that a lot of the weapons are really good at long range.

Here's how it used to work in older games:

SMG - Best for close range, good at mid, and bad at long range
LMG - Good at close and mid range, bad at long range
AR - Best for mid range, good at close, and bad at long range
Marksman/Sniper - Best for long range, good at mid, and bad at close range
Utility - Very good at close range, bad at mid and long range
Handgun - Basically last resort when you're out of bullets, that's why they're a secondary

Now here's how it is in 2042:

SMG - Best at close, good at mid and long range
LMG - Good at close, mid and long range
AR - Good at close, best at mid, and good at long range
Marksman/Sniper - Best for long, good at mid and bad at close range
Utility - Bad at close, bad at mid and bad at long range (not including rorsch and crossbow, they shouldn't be in this category in the first place)
Handgun - Most of them are fine, but the biggest offenders are the G57 and PF51. Those two are basically SMG's with the right attachments

It's pretty clear how unbalanced these weapons are. The gameplay has become so annoying due to this. It also leads to many people camping with automatic weapons instead of having a normal gunfight. And given the nature of how open the maps are, you end up being shot by these campers. In older games they were snipers, so you could actually dodge them, but now they just rain bullets giving you no time to escape.

7 Replies

  • @Stella_x_Sin the weapons and vehicle balancing is arguably the worst ever for an fps shooter. Then you couple that with a terrible net code and hit reg and you have a pretty terrible gaming experience.

    They need tighter thresholds for weapon groups so the appropriate weapons are most effective at their appropriate ranges with some overlap of each weapon group.

    < Sidearm -- SMG -- AR -- LMG -- MM -- Sniper >
  • To add, LMGs should be balanced to mainly be used as stationary weapons. Like BF3 had it. Also best to be used at medium to long range.

  • X-Sunslayer-X's avatar
    X-Sunslayer-X
    Seasoned Ace
    3 years ago
    @Adamonic DICE dug themselves a pretty deep hole. with how they designed the maps and weapons they must've realized pretty fast that most all weapons need to be somewhat effective at all ranges and especially at long ranges. i'd argue that in 2042 CQC would go from 0-30m, mid range would start from 30-100m and long range would start at 100m. So as opposed to BFV for example CQC would be out to 20m max as most weapons would've already hit their first if not second weapon drop off..
    2042 simply is badly designed from the ground up and it sadly is what it is as i doubt EA will entertain this game past S5 so the chance of adressing these core issues is slim to none
  • @Stella_x_Sin I could argue that SMGs are not good beyond the medium range (40-50 meters). Alot of them have insane damage drop-off to 9 bullets to kill at medium range.

    Some like PP29 sure have a good range, but that's because of low ROF. BF3/4 also had slow ROF, high-damage SMGs, and PDWs. K30 or MP9 or whatever the new SMG is are pretty much useless beyond extreme CQC.

    in BF3 LMGs were used mostly because of the putrid suppression mechanics. Beyond that they we're inferior in every way. This is why from BF4 onward LMGs were mostly ARs with extra steps. MG4 and AWS send their regards.

    ARs were "bad" at long range in previous games? Well, I rest my case since I think we've played different games.
  • cso7777's avatar
    cso7777
    Seasoned Ace
    3 years ago

    I think the SMGs are nothing special in this game, they are often not very usable due to map-design.

    ARs and LMGs are probably too strong at range, but again (as others have stated) the maps are pretty big in general.

    And ARs have always been 'the best' weapons in BF (perhaps DMRs in BFV were pretty good though).

    LMGs being more stationary was tried in BFV and that wasn't a success...

  • Dropping the suppression from LMGs or MGs in such a Game is a pretty dumb decision. Depending on the current batch LMGs are better than ARs. I don’t know why the decision to drop suppression was taken - I assume for “…better player experience…”. If you don’t have suppression get rid of LMGs as weapons category.


  • @Stella_x_Sin wrote:

    Seriously, I shouldn't be getting sniped by LMGs from 300 meters away. The balance is so bad right now, that a lot of the weapons are really good at long range.

    Here's how it used to work in older games:

    SMG - Best for close range, good at mid, and bad at long range
    LMG - Good at close and mid range, bad at long range
    AR - Best for mid range, good at close, and bad at long range
    Marksman/Sniper - Best for long range, good at mid, and bad at close range
    Utility - Very good at close range, bad at mid and long range
    Handgun - Basically last resort when you're out of bullets, that's why they're a secondary

    Now here's how it is in 2042:

    SMG - Best at close, good at mid and long range
    LMG - Good at close, mid and long range
    AR - Good at close, best at mid, and good at long range
    Marksman/Sniper - Best for long, good at mid and bad at close range
    Utility - Bad at close, bad at mid and bad at long range (not including rorsch and crossbow, they shouldn't be in this category in the first place)
    Handgun - Most of them are fine, but the biggest offenders are the G57 and PF51. Those two are basically SMG's with the right attachments

    It's pretty clear how unbalanced these weapons are. The gameplay has become so annoying due to this. It also leads to many people camping with automatic weapons instead of having a normal gunfight. And given the nature of how open the maps are, you end up being shot by these campers. In older games they were snipers, so you could actually dodge them, but now they just rain bullets giving you no time to escape.


    Here's my experience with these weapons. 

    SMG - RM68 beats most SMGs close range- even if you hit first and get headshots, since the headshot multiplier for this category is extremely low for reasons unknown, to the point where even the g57 beats most of the SMGs in TTK. 
    LMG - Some of the LMGs are very powerful, but still get outperformed by ARs since these often get extended magazines anyway and with the fast TTK it doesn't really matter to have a big magazine in 1v1s. 
    AR - RM68 being the best with Scar being close second. 
    Marksman/Sniper - Rm68 is better at every marksman rifle at any range. Snipers they can still compete with due to the slow bolting speed combined with spread multiplier after either moving or shooting your first shot. I.e. if you wiff you are dead. NTW might be the only sniper that can compete with RM68 at medium range since if you hit there is nothing they can do. 

    Utility - Overall bad and gimmicky weapon category where 99% of the weapons aren't competitive. Hilariously the super 500 outperformes even main weapon shotguns. 


    Handgun - G57 and PF51 as you say are just SMGs that are sometimes better than a lot of the regular SMGs. I don't know how the glock gets higher headshot multiplier than regular SMGs when they have same caliber -.- in fact some smgs should have higher caliber. 

    There is only one of two weapons to reasonably pick currently and you guessed it, it's the RM68. Scar can compete. Only competitive sidearm is g57 and the super 500. 

    One would think that with the server-side "speed changes" that DICE allegedly should be able to do that it wouldn't take an entire season to tune down two * weapons, but alas that's not how DICE works I guess. 

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