Controller & Gameplay Feedback After Long-Term Testing
Hello! 😊
I would like to share some controller, gameplay, and game mode feedback ideas based on long-term testing and comparisons with other FPS games.
- Dynamic acceleration system
It would be great to have a dynamic acceleration system that does not modify the actual aim curve or ADS zoom behavior. The existing aim curve could remain completely untouched, and additional acceleration would only activate after the player already reaches the normal maximum turn speed. After a very short delay during sustained full stick input, extra turn speed could be added based on the selected acceleration value. ADS aiming should remain acceleration-free in order to preserve micro-aim precision and muscle memory consistency.
- Adjustable ramp-up delay
Another useful feature would be an adjustable stick ramp-up delay for both hipfire and ADS aiming. Instead of instantly reaching maximum turn speed, camera movement could smoothly ramp up over a short period of time. Ideally, players could customize this with a slider ranging from 0 to 1 second depending on personal preference.
- Dynamic curve refinement
The beginning and linear portion of the current dynamic curve already feel very good, but acceleration ramps up too quickly and aggressively. The curve should remain more stable and linear for roughly the first 75% of stick movement, while stronger acceleration could be pushed closer toward the very end of the curve. Something between Battlefield 4 and Bad Company acceleration behavior would feel ideal.
- Advanced custom curve editor
A more advanced custom response curve editor would also be an excellent addition. Allowing players to create and save their own response curves would make aiming feel much more personal, precise, and adaptable.
- FOV and enemy visibility
The current default 90 FOV visually feels much wider than expected, closer to 100–105 FOV. This makes enemies appear too small and too far away, negatively affecting visibility and target readability. A default 90 FOV should visually feel closer to a traditional 75–80 FOV perspective.
- ADS zoom and optic scaling
Currently, ADS transitions do not provide enough visual zoom, causing different optics to feel too similar. After testing, these values felt much more natural:
Iron Sight – 22 FOV
1x – 22 FOV
1.5x – 37 FOV
2x – 42 FOV
3x – 49 FOV
Scopes above 3x could continue scaling proportionally using the same logic.
- Restricted infantry-focused mode
A separate playlist focused on close and medium-range infantry combat could also work very well. In this mode, sniper rifles and DMRs would be disabled, while all other weapons would be limited to a maximum of 4x optics. This could create a faster, more aggressive, and more readable infantry gameplay experience.
- Improved bots and more casual modes
Further improving AI bots and adding more casual-focused playlists could help retain newer or lower-skill players. Smarter AI behavior, better squad interaction, and more relaxed playlists would make the game much more approachable.
- Extraction / DMZ / PvEvP mode
Battlefield already has many of the systems needed for a large-scale extraction shooter or DMZ-style experience. The sandbox, vehicles, atmosphere, squad gameplay, and large maps create a strong foundation for a PvE or PvPvE mode with contracts, progression systems, rewards, survival elements, and dynamic events.
Thank you for your work and for continuing to improve the game! 😊