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MokkaGigeli's avatar
MokkaGigeli
New Scout
5 hours ago

gun nerfs

most of smgs needs nerf and at least rpk sl9 and kts 100 needs more bloom and recoil. i dont like when people can beam u over 150m with rpk standing and moving when u have sniper.

1 Reply

  • I can agree with this nerf. Most FPS games use the Rate of Fire method to determine DPS; 20 damage x ROF = DPS.  while that works they don't apply enough recoil to emulate a real life SMG so you end up dying from 5 hits that do 20 damage within a second from any distance, it's pretty much the same for all guns that have full auto. So the logic is: the faster it shoots, the more damage it does, resulting in faster Time to Kill. LMG's suffer from that because the ROF is slower, so it calculates to less damage even though they have larger calibers and higher recoil.

    For snipers that formula doesn't really work; 100 damage x ROF = DPS. but it's single shot and each Sniper has a "sweet spot" range, shooting outside that range somehow mitigates some of the damage so you see 60/80/97 damage often.  In reality anyone hit from a Sniper rifle will be unable to operate a firearm if they managed to survive a high velocity round. CoD does the same thing, it's absurd that anyone can survive a 50. sniper round no matter where it hits, but that's gaming.

    recommended solution: DICE needs to add more recoil per consecutive shots, and damage falloff for distance traveled, a SMG is only supposed to be powerful in CQB ranges from 0-30m.

    AR/Carbines should have damage falloff beyond 150m. Accurately engaging targets at 200/250/300m is actually difficult in RL and normally used to "suppress" the target area to allow the fire team to flank, close in, and destroy the enemy in close combat. 

    Add fatigue and exhaustion that influences the speed of ADS and accuracy, you shouldn't be able to sprint across the map with all that equipment and still be kill a Recon user at 200m with 5 rounds from an SMG/AR or Carbine.

    Add movement penalty for snipers, laying in the prone provides better accuracy; it should also take them more time to get up from that position, instead you see snipers dolphin diving all across the back of the maps.

    Overall game balance is difficult because it's a MILSIM, and can't really reflect real life.

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