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vVJAWSVv
Seasoned Newcomer
10 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.

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