Interesting read on a likely bug affecting tank gameplay.🧐
Hey y'all! I'll paste a few extracts of the doc here, but here's the link for the full document. Perfect reading material for chilling at work or on the toilet. x) Have a nice rest of your day!
A single mistaken sensitivity multiplier in BF6's source code is quietly hurting tank gameplay for both mouse and controller players in ways you (and quite possibly DICE) might not expect! 🧐
You can verify this statement for yourself, if you wish, through a simple 10–12 minutes experiment in a portal experience (“KK's test range”, or any other with tanks and bots), which I'll walk you through shortly.
It can also be verified through data and tests (pages 19/20/21).
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As a result of this flawed sensitivity scaling ratio between 1st- and 3rd-person views, you're forced into undesirable trade-offs that have never existed in any previous BFs.
In fact, tweaking your tank sensitivity (no matter the slider you use) will always come with unwanted side effects. Some of those are input-specific, others common to both mouse and controller.
Their nature depends on the unconscious choice you already made when setting your sensitivity, leaving you in one of the following three situations (or somewhere in between) :
1 - In first-person:
Common to both inputs:
You feel (though you may no longer consciously notice it) like something is off with your muscle memory compared to tanks in previous BFs, or even compared to tracking targets as infantry at speeds similar to a tank turret's traverse speed, especially considering both scenarios use similar magnifications (tank 1st-person unzoomed ≈ 1x–1.5x / 1st-person zoomed ≈ 4.5–5x).
This leaves you with a weird sensation, as though the barrel and your shots are somehow out of sync with your mouse or joystick input.
Controller specific:
Your turret turns more slowly at max joystick deflection than it needs to, even though the game allows it to turn faster by increasing your sensitivity.
The problem is that you don't want to increase it, because your 3rd-person sensitivity is already where you want it.
KB/M specific :
You're having to lift and reposition your mouse more often than should be necessary (think TOW guidance, prolonged target tracking, or scanning large areas).
2 - In third-person:
Side effects are all common to both inputs:
Your sensitivity is unnecessarily high for one of the two main purposes of this view: awareness.
As a result, its other purpose—engaging targets in CQB, or even at mid-range while staying aware of your surroundings—suffers, because
you're forced to use a higher sensitivity than necessary, increasing the
likelihood of missed shots.
Your sensitivity also feels very high compared to your infantry hipfire sensitivity. While a bit of a discrepancy is acceptable/expected because the two cameras use different FOVs, it shouldn't be large enough to be noticed.
This in turn unconsciously forces camera switches that otherwise wouldn't be mandatory, and you might not even use the 3rd person camera to shoot at all because of that (?).
3 - Both of the above are true, but their impact is roughly 50% lower.
Self-explanatory. You picked the sensitivity setting that offers the worst compromise, because you didn't want to make any trade-offs. You then ended up inheriting both problems—just to a lesser extent 🙂