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vVJAWSVv
Seasoned Newcomer
4 hours ago

DMRs Need a Tuning Pass — They’re High Skill, Low Reward Right Now

I’m a top 0.1% DMR-only player in BF6 and I’ve spent enough time with the class to see what works and what clearly doesn’t. This isn’t a rant — this is a data-backed look at where DMRs fall short and what small tuning changes would fix them.

Summary of Issue:

Designated Marksman Rifles (DMRs) in Battlefield 6 require significantly more skill than other weapon classes but deliver worse time-to-kill, limited headshot reward, and inconsistent performance. The class does not fulfill its intended mid-range precision role.

 

Time-to-Kill Comparison:

 

  • SVK-8.6: approximately 400 ms
  • SVDM: approximately 400 ms
  • LMR-27: approximately 400 ms
  • M39 EMR: approximately 467 ms

 

  • M4A1: approximately 200 ms
  • SCW-10: approximately 225 ms
  • TR-7: approximately 250 ms
  • PW5A3: approximately 233 ms

DMRs have roughly double the TTK of common ARs and SMGs, even under perfect shooting conditions.

Headshot Multiplier Issue:

Most DMRs use the standard 1.34x headshot multiplier. This does not reliably reduce shots-to-kill and does not properly reward precision. Landing two or three headshots often results in the same shots-to-kill as landing mostly bodyshots. This undermines the purpose of a precision-focused weapon class.

Firing Behavior Issues:

Semi-auto fire rate is limited by input timing and server responsiveness.

Bloom accumulates quickly during optimal pacing.

Recoil recovery is too slow to maintain accuracy between shots.

Missing a single shot increases effective TTK by a large margin.

Magazine Limitations:

Small magazines, such as the LMR-27’s 10-round base capacity, restrict kill potential and magnify the penalty for missed shots.

Gameplay Impact:

DMR users lose mid-range duels even when landing higher-accuracy shots.

Skilled players cannot reliably reach theoretical TTK values.

The weapons feel inconsistent due to bloom, semi-auto pacing, and recovery.

The class currently offers low reward for high skill.

 

Recommended Adjustments:

 

Increase the DMR headshot multiplier to 1.75x–2.0x.

This would allow headshots to meaningfully reduce shots-to-kill and improve mid-range competitiveness.

Adjust mid-range damage breakpoints.

Example: Increase LMR-27 mid-range damage from 27 to 29 or 30, and soften SVDM damage falloff.

Improve recoil recovery and bloom behavior.

Faster return-to-center and faster bloom decay would allow skilled players to achieve consistent performance.

Improve magazine usability.

Increase the LMR-27 base magazine size or make extended magazines more accessible.

 

Desired Result:

These adjustments would reinforce DMRs as precision-based, high-skill weapons that perform reliably at mid-range without overpowering them in close-range combat.

 

Additional Context:

This feedback is based on high-level play from a top 0.1 percent global DMR player. You can look up my stats for the M39.:)

 

Thank you for considering this tuning request.

2 Replies

  • I think the only issue would be that even a 1.75× multiplier for the SVK would cause it to just be a semi auto sniper with one tap headshots, not a dmr (a headshot already does between 85 to 90 damage on a full health target, which is absolutely fine imo). Its niche is a 2 shot, slow and steady fire rate dmr, and its relatively easy and predictable to use in my time using it, since it rewards careful shot placement and accuracy, and punishes spamming. I think you have a fantastic argument with that aside, specific headshot multiplier values for each dmr are probably needed based on their base damage, but i really dont think the SVK should be the new SR338 or whatever that semi auto sniper was called in bf4. The other dmrs really do need some love, the LMR especially. 

  • I was an avid fan of DMRs with BF3, with BF4 and every BF after they got nerfed massively.

    I tried them all in Bf6 and they seem only viable for a very specific play style, while even when playing to their strengths I would argue there are better performing weapons for those roles. The TTK numbers alone vs other weapons even on 80m even with really good skill I would argue you will never overcome this difference. Even on normal weapons a ~50ms TTK difference can make a world of difference.

    In BF3 they were an recon only weapon which gave them the benefit of the 1.2x <15m multiplier in the neck area, that made the SKS a 2 shot weapon which is a faster, more accurate and higher damage version of the SVDM. Love to see this return as well.

    All round Bf3 was just a better game for DMRs, suppression, slower movement and bad hip fire accuracy. 

    Really hope Dice will listen to you, been trying to get DMRs some love since BF4 and they never got any.

    In a game where people run around hip firing their massive LMG like they are playing Battlefront, there should be room to make the DMRs more viable :)

     

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