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MyCanklesHurt's avatar
MyCanklesHurt
Seasoned Vanguard
1 month ago

Dice. Why did you cater snipers so much on this title?

I don't understand the logic behind this decision to what feels like design majority of the game around snipers. All of the maps are snipers wet dream. Snipers cant be countered by anything other than another sniper. Why did you remove the old suppression mechanics? Why do favor snipers so **bleep** much in this game? Tank/IFV aren't that effective at countering them. Tank HE shells dont one shot with the splash radius and for whatever their shells drop severely. IFV shells bloom to much to accurately shoot at snipers.

Honesty im already getting to the point of calling it quits with this game after only playing for a little over a month, because I honesty doubt you will nerf sniping in any meaningful way to make it less frustrating to deal with.

23 Replies

  • UP_Hawxxeye's avatar
    UP_Hawxxeye
    Legend
    1 month ago
    MaximusKim89 wrote:

    However, the factors you mention, not so much. I don't have to account for wind speed nor the Coriolis effect. I've shot at ~900 meters (nearly end of map to another) and the only things I had to account for were drag/gravity (affecting the velocity and drop). What your saying sounds like something I'd have to consider if I'm actually shooting at the range where my target is >= 1000 meters. In this game, you should be way below that distance if your going to be doing anything productive.

    I was trying to make a point about how they seem to expect sniping to have way too many different physics from the other weapons, as if it was from a different game. Not that I want people to snipe from 900 meters away.
    Personally I always try to be in the distance that I can be the most effective with any given weapon. When I am using a bolt action, depending on the case I try to get as close as possible I can, in order to be able to help clean up as much of the objective as possible. Longer distance shots only happen when I want to counter the enemy snipers when they are being annoying.

    Twordy wrote:

    Landing headshots not entirely. But shooting at a body or pre-snaping actually helps them a lot. Every single time, they may lock on the target, even through foliage. You cannot do any strafe movement, the aim lock will follow no matter what.

    Oh I see what I mean, you talk about how all that aim slow down with a controler, works like a soft aimbot.
    I think DICE needs to reconsider when such a thing should have an effect.

    Twordy wrote:

    Not really. It is enough to hit someone at the centre mass of the body with ADS + Range Finder bound together with one click... most of the time, instant headshots at ranges over 50m.

    This is why the sweetspot is a bad idea in BF6. It rewards bodyshots. If there is one thing that has to go from the BF6 sniping, is that thing.
    I am not sure about the instant headshots part, unless they are prone of course. Or unless the way the zeroing works, ends up making the shot fly a click higher which when  aiming at center mass would mean that the head might get shot instead.

    I am still not comfortable with the Range finder, I find that when I am using it (without a fire/ADS keybind, just zeroing at the terrain near the target), I instead sometimes overshoot above them.

     

  • domremy_uk's avatar
    domremy_uk
    Seasoned Scout
    1 month ago

    I completed the headshot 70m+ challenge with the basic sniper rifle in one day, I didn't even check the attachment or anything. I just aimed a little above the head and headshot after headshot, it was so easy compared to BF3.

  • UP_Hawxxeye's avatar
    UP_Hawxxeye
    Legend
    1 month ago

    BF3 and BF4 if I recall had the strange idea to have just the Sniper rifle rounds have a gravity acceleration coefficient greater than that of the gas giants Neptune, Saturn and Uranos. This is why they were dropping very fast. In BF4, the trajectory was also interesting because instead of a straight line with the eventual loss of altitude, the sniper bullets would first make an arc upwards from the center of your cross hairs and only then start to go downwards, making angling distant shots rather awkward.

    BF6 had the SRs work under the same rules as the other guns with the same gravity. Since some point the game started to have a bullet drag coefficient in order to slow down the bullets over their traveling distance if a more realistic way. The Long distance rounds option also makes that drag less significant for the weapons that use it.

    For BF6, the most likely nerfs a sniper rifle could get would be to lose the sweetspot and a reduction in the bullet velocity which would make it harder to almost impossible to hit anyone who is moving in any way that is not completely predictable.

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