The performance gap between the SOR556 and 433 you mentioned is essentially a typical case of mismatched basic attributes and penalty mechanisms. According to the spread rules of the Battlefield series, weapon accuracy is jointly determined by "recoil control" and "spread radius":
- Positive Case: SOR556 – Its ultra-low base recoil (measured vertical recoil is only 22 units) ensures that even with stacked spread penalties, bullet impact points remain concentrated in the effective damage zone. The semi-automatic hit rate within 150 meters can reach over 60%.
- Disastrous Case: 433 – With a high base vertical recoil of 47 units, coupled with spread penalties that increase per shot, the bullet spread radius during full-auto fire is 3 times larger than that of the SOR556. The hit rate beyond 70 meters is less than 15%.
This "double-layer penalty" creates a harsh filter: only weapons with a base recoil below 30 units (such as the M4A1) can barely adapt to mid-range combat. All other assault rifles are forced to retreat to close-quarters battles within 50 meters. This also explains why the SCW (submachine gun) and TR7 (shotgun) have become mainstream – they completely bypass mid-range accuracy requirements and use high close-range burst damage to compensate for mechanical flaws.
The suppression mechanism in the current version only restricts health regeneration, which stands in sharp contrast to the classic design of Battlefield 1:
| Mechanism Dimension | Current Version (Health Regen Restriction Only) | Classic Version (Comprehensive Suppression) |
|---|
| Aiming Interference | None | +250% first-shot spread + 123% recoil |
| Visual Impact | None | Red-tinted screen blur + dynamic shaking |
| Tactical Value | Extremely low | Can force enemy snipers to reposition |
This weakening directly leads to an imbalance in mid-range confrontations: Designated Marksman Rifles (DMRs) such as the SVK-8.6, relying on 22 units of vertical recoil and the advantage of a 3x scope, can stably score a two-shot kill within 150 meters. However, assault soldiers’ low-magnification scopes (1-2x) make it difficult to track targets beyond 70 meters. Tests show that the target recognition rate with a red dot sight at 80 meters is less than 30%, and the depth-of-field blur during shooting further interferes with aiming. More critically, even if assault soldiers maintain continuous suppressive fire, they cannot force snipers to stop holding their breath – instead, they are accurately counter-killed.
DICE once attempted to strengthen the assault soldier’s "frontline breakthrough" positioning by restricting weapons (banning dual-assault rifle combinations), but mechanical flaws have completely distorted this design:
- Difficulty in Detection – Lack of reconnaissance tools means mid-range enemies must be identified with the naked eye. The limited field of view of low-magnification scopes turns assault soldiers into "passive targets."
- Difficulty in Target Acquisition – The Q-mark only covers targets within 50 meters; enemies beyond 70 meters are completely "invisible."
- Difficulty in Hitting Targets – The dual penalties of recoil and spread, combined with aiming blur, make mid-range shooting a "game of chance."
This ultimately forms a vicious cycle: Assault soldiers are forced to abandon mid-range combat and switch to CQB (Close Quarters Battle) confrontations. This further squeezes the survival space of engineers and support soldiers, exacerbating the imbalance in team coordination – which runs counter to the official original intention of "strengthening class differentiation."
I can further optimize the translation of technical terms (such as weapon names or mechanism descriptions) to align with Battlefield’s official English terminology. Do you want me to adjust and provide a standardized glossary of game-specific terms?