lSGT_WAR_DADDYl
6 days agoNewcomer
BF6 Suggested Infantry Adjustments.
First off, I have played the labs and BF6 beta. I LOVE it so far. I'm so excited to be back on a BF game. I have been playing BF since 1942 so I'm a HUGE fan. A couple of suggestions for BF6.
MOVEMENT
Only a few things I wanted to touch on but speed, vaulting, jumping, prone, lean and bracing felt great!
- Remove jump slide. Slide should be a short transition from running to crouching behind a piece of cover. Maybe 3-4 ft. of movement out of it. Jump slide is like 10ft.
- Remove shooting while jumping.
- One parachute per life or only when you spawn in an aircraft. Would like to see both applied but I will take one or the other. This can leave openings for other equipment like Grappling hooks, Repel lines, or Tactical ladders. (Think Death Stranding, or even Battlefield 2!) Zip lines I think would be too much.
- Want to include this in movement, Bipods didn't feel like bipods. It felt like just bracing on the ground. When prone it limits your ability to aim upward too much. I'm thinking of BF4 when I think bipods. Flipping it out and slapping it on something is a great feeling.
WEAPON BALANCE
All of the weapons firing characteristics like deviation, recoil, optics, reloads, and attachments felt great. I only think damage values need to be addressed.
- Marksman Rifles - 2 shot kills, no matter where they hit, including headshots. They should be able to effectively pressure/counter snipers and LMGs but not able to kill CQB weapons. [50DMG x 1.8 for Headshots]
- Low ROF [550 - 775 RPM] - These weapons are the mostly LMGs and higher caliber Assault/Carbine rifles. 33 damage but this just makes them an ineffective option at any range. Sniper and DMRs beat them at range and everything else with 800+ ROF beats them in CQB. They need a bit of help or they will never be used. They are usually less accurate and slower firing that is fine with a specific tweak of making them 3 shot kills. [34DMG x 1.6 for Headshots]
- High ROF [800 - 950 RPM] - These weapons are excellently balanced at 25 damage with their rates of fire. Usually faster firing and more accurate can trade well in CQB because of their rate of fire and at range because of their ease of use in recoil. [25DMG x 1.4 for Headshots]
- Extreme ROF [975 - 1000+ RPM] - The only one I saw in the beta was the MP7 which I thought was GREAT in its role. 15 damage is a great spot. This gives you a TTK of 0.42 seconds if you fire center mass. Well balanced. [15DMG x 1.4 for Headshots]
- Bolt Action Rifles - Excellently balanced. Rewarded for correct shot placement. 1 hit kills in upper chest or headshots. My only negative for them is the scope glint is ridiculously bright. No matter what it needs to be toned down by a fair amount. My suggestion is I noticed you can't spot opponents sitting in brush/bushes. This is an awesome feature. Make it so scope glint does not appear if they are in bushes or through smoke. If the can't be "spotted" scope glint should not appear.
- Shotguns - Excellent. They should be feared in close range and right now they do just that. Just need to be careful with slugs that they don't become an unreflective sniper rifle.
- Pistols - I think they are almost there. I think the standard semi auto pistols should be in a nice spot if they had about 20 DMG per round and a nice headshot multiplier making them 2 Headshots for a kill. Anything like a Glock18c should follow the Extreme ROF weapons. Any revolvers or high caliber pistols the Low ROF scheme. High caliber pistols should be 1 shot kills to the head.
- Frag grenades - Slight AOE increase. Maybe 0.75 meter in radius. Scale damage bleed off accordingly.
- Shoulder fired rockets. Slight AOE increase. Maybe 0.5 meter radius. Scale damage bleed off accordingly.
That is all I have, Thanks so much for making it through the post if you did!