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Oleese's avatar
Oleese
New Traveler
2 days ago

RE: Request visual suppression, CQ A and D dancing, possible ROF abuse.

Good afternoon Battlefield 6 development staff. I have been playing and having fun with your early access beta session and I have had a good time. The game is challenging and possesses many attributes that establish a mature military combat atmosphere. I very much like the field of view Z-axis rotation as the soldier model moves and performs various actions such as placing objects or dragging soldiers. It makes the game feel more like your seeing through someone's eyes rather than looking through a camera on wheels; it adds to the atmosphere.

I usually type a lot but I wanted to keep it brief and ask if you could please add a visual suppression attribute when the soldier model comes under fire? You could relate the strength of this to a variable and add an intensity slider in the options menu to represent the maximum strength of the effect just like the camera shake slider. The visual suppression effect could be something that represents what has been implemented in past games like Battlefield 3, 1 and 5 (I have not played the last 2 but I was told they have some kind of visual for it).

The reason why I ask for this is very much to do with wanting my gaming sessions to feel more like an experience rather than just a game (and I think your game right now is closer to that than its most recent predecessor). As mentioned in a previous post I want to not only master the assets in the game but also my senses with regard to using the assets in the game, being challenged with visuals that are shifting in quality based on combat circumstances would really satisfy that making altercations more memorable and less dry or generic. I don’t think I would mind either if the guns attributes were to change during the suppression effect but I’d very much appreciate some kind of visual to enhance the combat. You could also consider another attribute to add to Battlefield 6 that relates to the effect of the body’s adrenal system. I am not a scientist but I remember learning when I was younger that the flight or fight response through the use of the aforementioned causes ones field of view to narrow; the idea being to help the individual to survive by focusing on either the threat or where to go to avoid the threat. I don’t know how that could be abstracted from and implemented in your game as a mechanic but it might be worth considering and experimenting with perhaps.

Another thing that may or may not be a big problem is face off engagements within approximately 2 or4 meters feel a little strange such that I can out shoot somebody by just pressing A and D rapidly where as in earlier games like Battlefield 3 or Battlefield: Bad Company 2 you couldn’t do this. The problem becomes more noticeable when both players start doing it; it looks somewhat odd or alien for a Battlefield game.

One more thing I think (I don’t know I haven’t tried this) your game might be vulnerable to ROF (Rate of fire) abuse. The guns have horizontal muzzle drift and recoil which is good and naturally it is easier to control when you fire in short controlled bursts but it is even easier to control when you set your fully automatic gun to single fire to the point where you don’t really have to watch your tap fire frequency or pull the mouse in another direction to adjust your aim. I think if a person was to get a cheap gaming mouse with macro support they could create a macro that spams the machine gun in single fire mode and obtain a comparable ROF to the fully automatic setting of the weapon but with the added benefit of more accuracy. These mice tend not to use memory resident software so the macros would be uploaded to the mouse itself meaning you’d have to ban the hardware ID of the device to prevent it with an anti-cheat solution (I would imagine that hardware ID spoofing is a thing and if true then an anti-cheat solution may not work). A better solution would be to change how the game works with fully automatic weapons in single fire mode perhaps by increasing the amount of time that must pass before another round can be fired, adding more of an exponential effect to how spread increases as single rounds are fired or changing the way the gun recoils or drifts when in single fire mode though this last one on its own probably would not be good enough as someone can just macro their way out of it.

I have a couple more ideas/requests about your game but I am trying to avoid boring people through typing pages of content so I’ll leave it here for now.

Thank you for reading

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