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BOKUnoHaram's avatar
BOKUnoHaram
Seasoned Traveler
2 days ago
Solved

Point system should cover all of loadout for 100 total

Currently 100 points to pick from for each weapon creates many issues such as requiring massive cost on bullets(such as AK-205's Synthetic Tips that costs 30 points).  AK-205 has to go down to ironsights to use Synthetic Tips, Suppressor, and 40 round magazine. (which really should be RPK-74's 45 round magazine), that and there is a limit to how much attachment cost can be lowered for balance since the gun's base stats are just not there.

Assault that carries two primary weapons would have them fully attached with the only downside being one less gadget and slightly less ammo(often not an issue for most players who won't be alive long enough to use it all).

Solution: There should be a 100-point system that encompass all weapons and gadgets

 

For example:

Offensive gadgets(C4, RPG-7, GL) cost 25 each.

Non-offensive gadgets(deployable cover, spawn beacon) cost 10.

Grenades cost 5-10(5 for flash/smoke, 10 for frag).

Primary Weapons average around 50 points fully modded.  Primary weapon base point cost could be 15-50 depending on how good weapon is(point cost difference means no need to perfectly balance all weapons against everything else of same class).  For example: csgo's tmp -> awp.

Secondary weapons average around 25 points fully modded(less attachment points).  Weapon base cost around 10-25.  For example: csgo's basic glock -> deagle


Instead of some bonuses to the weapon performance for each class, they just get a discount on their class weapon type + certain attachments(for example: recon gets discount on high magnification optics and small magazines, and support gets discount bipod/gripods and large magazines).

 

This creates a flexible system that would allow players to minmax the classes to their liking while allowing for most of the stuff bf6 beta offers, but with more balanced results.  Also allows for more room to balance weapons asymmetrically, creating more room to differentiate between weapons of each class instead of nonsense/unrealistic numerical advantages that often creates tiny number of "meta" guns to use. (either you have the ability to eliminate recoil and keep decent handling or it's trash gun, see Delta Force for example on how ugly the guns get for the few minmaxed "build" solutions)  That is especially important today with bf6 not limiting guns to classes by default.

 

  • BOKUnoHaram's avatar
    BOKUnoHaram
    2 days ago

    they cost points.

    you can't go over 100.

     

    This will allow for standard cases of fully-attached meta assault rifle(average of 50 with assault discount) + offensive gadget (25) + non-offensive gadget(10) + smoke or frag depending on attachments/sidearm.(around 15) The stuff expected of older BF games.

    To get the 2 GL combo in bf6 beta, Assault player would have to spend 50 points on the two GL alone, meaning the primary weapon(50) would have to have less attachments and there would be no sidearm/throwable. Which makes sense as the two GL would easily serve as sidearm/throwable.

    This way another class that uses sniper rifle or lmg might have to spend 75 points(50 for base weapon, 25 for scope, grip, muzzle), so they may only choose the weapon itself with full attachments + one offensive gadget with no sidearm(25), or fully attached weapon with sidearm(10-15) and non-offensive gadget. (10) 

    That means Assault with respawn beacon(10), fully attached sniper rifle(75), and sidearm(15) would be the "classic" recon class(with some assault perks such as fast hp regen).  I assume respawn beacon will go to assault at launch.

    And Recon would still have value in being able to have fully attached sniper rifle(50 with discount), offensive gadget(probably between C4 or Claymores/MON-50, 25), non-offensive gadget or throwable(10), sidearm (15).

     

    Or run with no primary, only RPG-7(25) and Stingers(25), fully attached sidearm(~25+ due to attachments), and grenade(10).

2 Replies

  • I don’t understand, what’s the trade off?  You can just get whatever you want on it no limits?

  • BOKUnoHaram's avatar
    BOKUnoHaram
    Seasoned Traveler
    2 days ago

    they cost points.

    you can't go over 100.

     

    This will allow for standard cases of fully-attached meta assault rifle(average of 50 with assault discount) + offensive gadget (25) + non-offensive gadget(10) + smoke or frag depending on attachments/sidearm.(around 15) The stuff expected of older BF games.

    To get the 2 GL combo in bf6 beta, Assault player would have to spend 50 points on the two GL alone, meaning the primary weapon(50) would have to have less attachments and there would be no sidearm/throwable. Which makes sense as the two GL would easily serve as sidearm/throwable.

    This way another class that uses sniper rifle or lmg might have to spend 75 points(50 for base weapon, 25 for scope, grip, muzzle), so they may only choose the weapon itself with full attachments + one offensive gadget with no sidearm(25), or fully attached weapon with sidearm(10-15) and non-offensive gadget. (10) 

    That means Assault with respawn beacon(10), fully attached sniper rifle(75), and sidearm(15) would be the "classic" recon class(with some assault perks such as fast hp regen).  I assume respawn beacon will go to assault at launch.

    And Recon would still have value in being able to have fully attached sniper rifle(50 with discount), offensive gadget(probably between C4 or Claymores/MON-50, 25), non-offensive gadget or throwable(10), sidearm (15).

     

    Or run with no primary, only RPG-7(25) and Stingers(25), fully attached sidearm(~25+ due to attachments), and grenade(10).

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