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CoolLKKPS's avatar
CoolLKKPS
Seasoned Newcomer
2 days ago

[Feedback/Suggestion] sniper and progression issues

There's no feedback title discussion so i leave feedback here, idk if official social manager can read this.

in Battlefield 1 i send feedback said sniper rifle too op, a lot of weapons have pretty bad random spread and recoil, that reward player to not pushing the point in breakthrough, only problem is need to deal with enemy sniper. why this unfair? you see, sniper can affect at very long range but they must can see the target, but cover a large area or taking point require about 4 smoke grenades each; in other games like call of duty, they count which body part hit, then the range, and health regen are pretty fast that you can take another hit if shooter shooting non-effective body part, also player can easily know which spot might be the best sniping location because usually the map won't be really large, so they can sweeping another medium/small area and most weapon can affect sniper; but this is Battlefield 6, sniper no longer related to TTK, its about counter or being counter, sniper have to deal with enemy sniper and must avoid armored unit like tank, but problem is soldier also being counter by armored unit And sniper, and the worse is they cannot fight back at most the time. now here's my suggestion, effect range can be larger, and if shooting effective body part will get kill, But add bomber drone, similar to a small bomber airplane, but it throw grenade, counter is ADS, jammer and noise, and add trace bullet that can automatically trace exposed sniper but have reduced damage for gameplay.

in Battlefield 1 - Battlefield 2042, i talked about the side quest issue, again the progression system, people won't like the progression that need to deal with that first, so i just said reduce unlockable number count, and devs clearly don't understand what im really mean, the key issue is not the progression system, is why we have to spend much more time for progression that related to gameplay? DLC or seasonal content need to finish side quest, unlock useful equipment require level, these all about unlocking mechanism, i know dev can just change some number to increase or decrease difficulty, but i want to see player no longer need to care about progression at the first place. suggestion is, weapon mod can share between weapons, weapon level up will skip unlocked weapon mod, really useful equipment in base game don't require to unlock, and player can use preset loadout to use early for some equipment and weapon that require player level to unlock, acquire expired seasonal content only need to spend token that earn by daily and weekly challenge, yes those all from call of duty, remove exp cap doesn't improve in this situation.

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