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CHIEF_HOTSTICK's avatar
CHIEF_HOTSTICK
New Hotshot
31 days ago

I cant believe Battlefield 6 is doing this!

They are increasing bullet spread while ADS for patch 1.0.1.0. Literally battlefields worse mechanic.

It can feel deceptive because the sight is stable, so your brain expects bullets to hit where you’re aiming.

When bullets start going off-target without visible reason, it can feel like the game is punishing skillful aiming rather than simulating recoil realistically.

A more realistic approach would be:

True visual recoil — sights bounce, sway, and kick up naturally. Go ahead and keep your actual spread of bullets, that is not the issue, but give the player instant visual feedback that the gun is becoming harder to control.

Right now, Battlefield 6 is opting for a “quick fix” that prioritizes balance and pacing over realism, but it comes at the cost of immersion and player intuition

I’ll outline how full-auto weapon handling could be realistically simulated in a game like Battlefield 6, in a way that encourages burst or semi-auto fire without “lying” to the player.

 

 

---

 

1️⃣ True Visual Recoil Instead of Invisible Spread

 

What Battlefield 6 does now:

 

Sights stay perfectly stable in ADS.

 

Bullets randomly scatter (spread) even though your crosshair isn’t moving.

 

 

Realistic alternative:

 

The weapon itself visibly moves while firing.

 

The gun kicks up and sways naturally.

 

Sights bounce along with the gun.

 

 

Bullets then land where the sights are pointing.

 

 

Effect:

 

Players see why shots go off-target.

 

The more you hold full-auto, the harder it is to maintain aim.

 

No “cheating” with invisible spread.

 

 

 

---

 

2️⃣ Recoil Patterns

 

Implementation:

 

Each weapon could have a predetermined recoil pattern (like many tactical shooters do).

 

Example: AK-74 pulls slightly up and right.

 

M4 pulls mostly vertical.

 

 

Pattern repeats consistently, so players can learn to compensate.

 

 

Effect:

 

Encourages skill-based control.

 

Full-auto remains viable at close range but requires mastery for long-range.

 

 

 

---

 

3️⃣ Firing Modes & Recovery

 

Real-world principle:

 

Full-auto is harder to control due to continuous recoil.

 

Semi-auto or burst fire gives time for the shooter to reset their aim between shots.

 

 

Game implementation:

 

Introduce small aim reset delay: After a burst, sights settle back to neutral naturally.

 

Combine this with visual recoil: long sustained fire becomes punishing; short bursts stay accurate.

 

 

Effect:

 

Players naturally favor semi-auto or controlled bursts without being forced by invisible mechanics.

 

 

 

---

 

4️⃣ Environmental & Shooter Factors

 

Optional realism tweaks:

 

Movement, stance, and weapon weight affect recoil:

Standing, moving: more sway and kick.

Crouched or prone: more stable.

Weapon attachments influence recoil visually, not just stats:

Compensators reduce kick.

Heavy grips dampen vertical climb.

Effect:

Adds depth to weapon choice.

Keeps recoil transparent and intuitive.

---

✅ Summary: How This Fixes the Problem

Current System Realistic System Outcome

Bullets fly off target while sights are stable Weapon visibly kicks and sways, bullets follow sights Players see exactly why shots miss

Spread is arbitrary

Recoil is patterned and consistent

Skill-based aiming rewarded

Encourages artificial burst/semi-auto Players naturally choose burst/semi-auto No deception, immersive gameplay

Less player agency, Players actively compensate for recoil...

More satisfying gunplay

---If Battlefield 6 adopted this approach:

Players would trust the sights.

Full-auto could still be used, but only short bursts or close range would be viable.

Long-range combat would reward skill, not hidden game mechanics.

10 Replies

  • That formatting... I'm going cross eyed trying to read that. Use bullet points or lists. 

  • SpiritofGames's avatar
    SpiritofGames
    Seasoned Adventurer
    31 days ago

    I totally understand the original poster's feelings about the change. We tend to like what is familiar and dislike change. However I think the reason for the increased spread on automatic weapons while aiming down sight is valid.

    My understanding is that the rebalancing aims to discourage "spray-and-pray" tactics with automatic weapons and make precision more important... by using short burst fire, for example. I also believe that at close range it will make no difference at all, but would make a small difference at mid-range.

    I honestly believe that after a week of gameplay the issue will simply no longer be important. We will adapt to it.

  • CHIEF_HOTSTICK's avatar
    CHIEF_HOTSTICK
    New Hotshot
    30 days ago

    Did you not even read the solutions?

    If EA made the weapon sights visibly harder to control under sustained automatic fire, players would still naturally burst or tap. Players would actually do it more because its clear how hard it is to keep sights on target with this method.

    Gameplay wouldnt change dude.

  • Im sure they will be again changes about that to end this year or next. This topic would hot. Let see..And lets.see how will be.movement trick.lay down.stand up.fast.for.recoil. You can guess ADS then not effect precise aiming recoil. Alot kids do that trick in Call.of.Duty mobile. Let see...:)

  • Bullets will go where you are aiming as long as you are:

    A: stationary.

    B: controlling your fire.

    C: not outside optimal range for the weapon you are firing.

  • You can more or less get a small hint of your spread based on the tracer rounds and the size of your crosshair.

  • R1ckyDaMan19's avatar
    R1ckyDaMan19
    Seasoned Ace
    30 days ago

    I don't think anyone read anything apart from the title and the first few lines.

  • CHIEF_HOTSTICK's avatar
    CHIEF_HOTSTICK
    New Hotshot
    30 days ago

    Ricky, it would still be that way with visual recoil... are you not comprehending?

  • People still massively spray and pray. 

    The ADS bullet bloom was made even worse in todays oatch 1.0.1.0. So god awful

     

    I dont care about the general bullet spread of automatic fire. Why cant they just make all the recoil visual like every other game on Earth?

     

    Its so dumb seeing every 4th bullet fly towards the ground or air when my gun was never even pointed that way

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