Forum Discussion
Something does need doing but I don’t think slashing every SMG velocity in half is the cleanest fix (it might make CQC feel a bit sluggish). What I wish they’d do is keep the existing muzzle velocities which are close to real-world numbers for most guns though some are noticeably off.. but make bullet drop drag and flight time properly dependent on the velocity and the actual bullets and calibre each gun uses.
That way guns or attachments that give higher velocity would naturally produce much flatter trajectories and significantly less drop. This is exactly how real ballistics work: faster bullet means shorter time in the air and way less time for gravity to pull it down. Meanwhile lower-velocity SMG rounds like 9 mm would have noticeably more arc and require leading at longer ranges. So a 9 mm SMG round would get the full real-world treatment with heavy drag 10-15 inches of drop at 100 m and noticeable flight time that forces you to lead moving targets past 50-60 m while 5.56 mm or 7.62 mm rifle rounds stay nice and flat with way less penalty and can fire accurately much further out exactly like they do in reality.
I honestly agree with the idea of balancing around the round type of the actual weapons, but it should also depend on the weapon as shorter barrel length = less velocity. Maybe half the velocity is too drastic but in my opinion the exact reduce should be comparable to BF4 or BF3. DICE have been increasing bullet velocity and reducing bullet drop with every BF release and I think we have reach a tipping point here in BF6. For example lets take the P90 velocity:
BF3: 420 m/s
BF4: 460 m/s
BF2042: 550 m/s (bigger maps)
BF6: 570 m/s (why did it have higher value than BF2042 with reduced map size?)
To reach BF3/BF4 we will need to cut around 200 muzzle velocity from P90 which is almost half, and this is usually the SMG/PDW with the highest muzzle velocity alongside MP7 due to using 5.7 rounds vs 9MM.