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.
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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.
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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.
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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.
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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.
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✅ 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.