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vVJAWSVv's avatar
vVJAWSVv
Seasoned Newcomer
2 days 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.

12 Replies

  • Don’t think the current attachment system really helps the DMRs either, no attachment really has any affect on the recoil, and if it does it hurts it’s accuracy.

    In general if you take a look at the current attachments for any weapon it has many options but very few viable options with many many NEVER use attachments.

    Personally would like to have some attachments that affect fire rate/damage.

  • Kunstula's avatar
    Kunstula
    Rising Adventurer
    2 days ago

    There's a much better solution, nerf automatic weapons accuracy so that single shot and burst fire becomes an actual necessity at anything beyond close range. Full auto lasers up to long range do not belong in BF games.

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