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ToneOfGrey's avatar
ToneOfGrey
Seasoned Novice
15 days ago

Address the TTK/Distance of Engagement

After around 1000 hours in BF6 and mastery 50 across all the weapons. I think while the gunplay of BF6 still retain most of the essence of what make gunplay in BF6 great, one glaring issue standing out above all weapons, the bullet velocity and bullet drop.

Across the 1000 hours I have never, and I mean never, had to lead a shot outside of 200+ meters with most guns, that is absolutely insane. If we want to talk about getting lasered/lasering outside their intended distance of engagement and and TTK of SMGs and Carbines and SMG-like rifles (M433 and VCR2), this is the main point we should be address instead of map size.

It does not matter if I am playing on Mirak Valley, Firestorm, or Iberian, if my SMG have 500 m/s velocity, I am going to laser that guy 100m out regardless of recoil or damage drop.

In my opinion SMGs should have their velocity cut in half across the board, this make them still effective in close quarter while much less effective 75m+, Carbine should received similar but less reduce in velocity. SMG-like rifles such as TR7, M433, and VCR2 should have the same reduction as carbine.

Not sure if anyone else have the same opinion as me, but after a night of outsniping DMRs and Snipers using the SL9, while funny, is ridiculous when it comes to weapon balancing.

4 Replies

  • ToneOfGrey's avatar
    ToneOfGrey
    Seasoned Novice
    15 days ago

    With lower muzzle velocity means current recoil and bloom will matter much more:

    lower velocity -> more bullet drop + need to lead shots -> less accuracy over all against both moving/standing targets.

    The problem is that bloom and recoil really does not matter as much when your shots just instantly landing, looking at weapons like the Vector and SCW.

    Honestly hope they make this change as people will stop defaulting to SMGs/Carbines on every class.

  • ToneOfGrey's avatar
    ToneOfGrey
    Seasoned Novice
    15 days ago

    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.

  • 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.

  • SkeeterMH's avatar
    SkeeterMH
    Seasoned Vanguard
    15 days ago

    Agreed, the bullet velocity doesn't really matter outside of snipers and dmrs. Ars should be effective out to about 75 to 80 meters with carbines just under them. Smgs shouldn't be effective/ accurate past 50 meters(looking at the p90 its a laser beam even at 60 meters with default attachments.)  Some smgs (again like the p90) have far better accuracy and less bloom than some ars at range and that's just unfair in a gunfight.

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