Forum Discussion

littleQIX's avatar
littleQIX
New Novice
10 days ago

Fix Weapon Balance: Constant TTK via Dynamic Attachment Logic

Hello 

Message Body:

My Core Idea: Instead of developers crudely nerfing the base fire rate of a gun every season to balance the game, I suggest setting a Performance Boundary for each weapon. The devs only need to define the Maximum and Minimum Fire Rate, Maximum and Minimum Damage, and Maximum and Minimum Recoil. Let the players decide the TTK (Time to Kill) composition through attachments. You can use your AI scripts to run simulations within these boundaries to ensure that no matter how we build the gun, the theoretical TTK remains balanced.

 

Balancing Logic Example for TR-7:

Option A: Armor-Piercing Rounds plus Long Barrel. Logic involves Max Damage (33), Min Fire Rate (530 RPM), matched with Maximum Recoil. Result is for players who want a 3-shot kill, but they must deal with a heavy kick and slow fire rate.

Option B: Headshot Rounds plus Short Barrel. Logic involves Max Fire Rate (730 RPM), Min Damage (18), matched with Minimum Recoil. Result is that it feels like a peashooter against the body, but it is a laser. Skilled players can use the fast fire rate and zero-recoil to get instant kills by locking onto the head.

 

Reviving Underused Weapons Example for G3:

The G3 is currently a dead weapon because it has high damage but a very slow fire rate. In the current meta, it is too unforgiving, so nobody wants to use it. Under my proposed system: First, Players can equip the G3 with Headshot Rounds to increase its fire rate. Second, By lowering its excessive damage, the G3 gains the speed it needs to be competitive. Third, This allows slow guns like the G3 to finally have a chance to shine in mid-to-close range fights by trading damage for speed.

 

Why This is Better:

One. Dynamic Balance: Devs do not need to over-analyze individual guns. Just use AI to balance the trade-offs of the attachments. Two. Make Every Attachment Count: Under this system, every attachment serves a real purpose, allowing every gun to be transformed into countless different forms. This will motivate players to truly experiment and research to find their optimal feel, knowing that while the overall TTK remains balanced, every weapon now has a fair chance to shine on the battlefield. Three. No Single Best Gun: Players choose based on their style, such as high power or high speed. Both can compete fairly in the same TTK environment.

 

Conclusion: Reduce the workload for devs and give the choice of TTK back to the players. Use AI to simulate attachment trade-offs, not to kill the soul of our guns.

 

Note: I am a loyal Battlefield fan. My English is not very good, so I used AI to help translate my ideas. I truly hope you can consider this suggestion!

7 Replies

  • Hi. I vaguely understand what you're talking about.

    The problem is that after cutting staff, they won't make any fundamental balance changes at the mechanics level.

    + Your AI-generated photo of the TTK at close to 100ms is super bad.

    I agree that the guns and attachments are unbalanced. But that can certainly be solved by changing a few numbers.

    Below is my proposal for changing weapon damage. Don't judge sniper rifles and shotguns too harshly; I was mainly thinking about nerfing the outright imbalance, nerfing the SMGs at range, and improving the feel of the machine guns.

  • + any critical recoil increase affects PC players and console players differently.

    I also support the idea of ​​diversifying builds for each gun. For example, special ammo for sniper rifles that gives them a one-shot at close range and terrible flatness and bullet velocity, and standard ammo with normal bullet velocity but no one-shot at close range. (Obviously, with the sweet spot removed, this is a garbage mechanic.)

    But before thinking about different builds, the overall weapon balance should be fixed first.  And this is more than realistic to do by replacing a couple of numbers.

  • littleQIX's avatar
    littleQIX
    New Novice
    10 days ago

    Hi Benitto51,

    I agree that the AI image was poor. My goal was just to show the logic to the devs. I checked your spreadsheet and it is very professional. Your level of detail is amazing.

    We both want every weapon to be useful. But the devs are just nerfing fire rates. It feels like they are using AI to balance TTK without thinking about fun. That is why many cool guns are never used.

    My idea is about playability. For example, letting us use lighter rounds or adjust springs to make a slow gun faster, like real weapon tuning. This adds variety without breaking the TTK.

    Your ideas on strafe speed and recoil recovery are also great. Combining customization with your balance logic would be perfect for weapon diversity.

    Lastly, thank you for replying and helping boost this thread's visibility. I also want to apologize for still using AI to assist with my translation. I just want to ensure Battlefield fans from every corner of the globe are heard, so we can all make Battlefield 6 the best it can be.

  • All i read was blah..

    Season 3 they have ttk and recoil adjustments to ALL weapons.


  • Benitto51's avatar
    Benitto51
    9 days ago

    Thank you.

    The general rate-of-fire reduction that was mentioned is not the final version, just a test. I also hope they'll work on damage as well, not just rate-of-fire. Using AI isn't bad, so don't worry about it.

    The main thing is that they at least listen to our opinions (among the hordes of players who apparently don't understand how the game works and are complaining about nonsense, which is why they killed movement, kept sweet spots, suppression, the poor unintuitive menu, the weird weapon customization, the lack of sounds, and the same weapon balance in Battle Royale and regular multiplayer).

  • littleQIX's avatar
    littleQIX
    New Novice
    9 days ago

    Hey, chill bro. I know I talk a lot. Even though Season 3 has big updates, the fire rate and damage are still fixed. Some low fire rate / high damage guns will still just sit unused in the inventory.

    Take the SOR-300sc for example: 600 fire rate and 33 damage. I don’t really like using it, but I love the way it looks. If I could increase its fire rate and lower the damage, I’d actually use it instead of leaving it in the inventory. Players who prefer long-range combat could still go for high damage and low fire rate. Wouldn’t that be a better idea? I think every gun should feel distinct. Thanks for the reply though.

  • littleQIX's avatar
    littleQIX
    New Novice
    9 days ago

    Hey man, you mentioned Battle Royale and it reminded me of something. Honestly, the biggest issue with BF6 isn’t the TTK—it’s that they’re wasting way too many resources trying to optimize a BR mode. I don’t get why DICE is so obsessed with forcing BR into the main BF6 title.

    I get that EA wants a competitor to COD’s battle royale mode, but they already have the perfect IP for it: Bad Company. The characters and tone fit a BR perfectly.

    They could make the BR mode completely free-to-play with its own battle pass. Then, the paid content could be split into two parts:

    • a story campaign package
    • and separate mode DLCs

    If you want the classic Battlefield experience (like Breakthrough with lighter vehicles instead of full Conquest), you buy one DLC.
    If you want a Tarkov-style extraction mode, you buy another DLC.

    Access to these modes would require owning the campaign plus at least one of the DLCs, or both if you want the full experience.

    This way, players can choose what they actually want to play, while a dedicated team focuses on BR and the core team focuses on what makes Battlefield great. I really don’t understand DICE’s decision-making right now.

Featured Places

Node avatar for Battlefield 6 General Discussion

Battlefield 6 General Discussion

Join the Battlefield 6 community to get game information and updates, talk tactics and share Battlefield moments.Latest Activity: 7 hours ago
10,877 Posts