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twing1ea's avatar
twing1ea
Seasoned Hotshot
2 months ago

Signature Weapon Bonuses Should Increase Spendable Attachment Points

This is a relatively simple, but impactful suggestion to strengthen the incentivization to choose the signature weapon type of each class under the open weapon playlist.

The Problem:

The current bonuses players get for choosing to play with the signature weapon type of each class feel arbitrary and specific. There are certain playstyles within the class that are largely unaffected or impacted by the signature weapon bonus that is given to them. The current system is also convoluted, as the bonuses given to each signature weapon type vary from class to class and lack consistency. It is not an intuitive system to navigate.

The Proposal:

In order to simplify the system and better motivate players to use the signature weapon type of each class, I am proposing that players be given an additional 20 attachment points to spend on customizing their weapon while they are utilizing the weapon type that is signature to their class. This would give them a total of 120 attachment points to spend on customizing their weapon, provided it is under the signature weapon type of their class. Selecting a weapon they are not signature to would allot them only the standard 100 attachment points.

The proposal is described as follows:

The Assault Class will be given 120 attachment points, up from the standard 100, to spend on customizing Assault Rifles (signature). They will be given only 100 attachment points to spend on customizing any other selected weapon type.

The Support Class will be given 120 attachment points, up from the standard 100, to spend on customizing LMGs (signature). They will be given only 100 attachment points to spend on customizing any other selected weapon type.

The Engineer Class will be given 120 attachment points, up from the standard 100, to spend on customizing SMGs (signature). They will be given only 100 attachment points to spend on customizing any other selected weapon type.

The Recon Class will be given 120 attachment points, up from the standard 100, to spend on customizing Sniper Rifles (signature). They will be given only 100 attachment points to spend on customizing any other selected weapon type.

Impact of this Change:

On top of simplifying the current, overly-convoluted system, this change would more strongly incentivize players to choose the signature weapon type of their class by giving them additional power and flexibility through the attachment system. Reworking the signature weapon bonuses into a consistent increase to the number of attachment points a player gets that can be spent on customizing their signature weapon type gives the player added flexibility in choosing weapon attachments that provide bonuses to support their specific playstyle. This change could also be applied to closed weapon systems, in which the signature weapons of each class will have a 20 attachment point advantage over the shared weapon types. 

If granting additional attachment points is seen as breaking the balance of the game, the reverse approach could be taken in which players are penalized by a reduction in attachment points for selecting a weapon type that is not signature to their class. This would allow signature weapon types to receive the entire 100 attachment points, but non-signature weapons would only receive 80 (or some other number)

Additional Considerations:

1. Due to the possibility of the number of available attachment points for a gun fluctuating between 100 and 120 depending on whether that gun is being used as a signature weapon or not, multiple saved presets for each weapon must be made available. This should not be a problem to implement, as many other shooters have this functionality and, in all honesty, it's about time BF caught up in this regard. This would be a much needed QoL improvement on its own.

2. In order to match some of the weapon bonuses that some of the current signature weapon bonuses provide, these bonuses can be made available via weapon attachments.

 

 

I believe this change would be a good step in the right direction toward further incentivizing the use of signature weapons under the open weapon system, though I still do prefer the concept of closed weapons. Please let me know what you all think!

17 Replies

  • cementerydriver's avatar
    cementerydriver
    Seasoned Ace
    2 months ago

    Absolutely agree with your statement. The issue with their buffs are that the base stats for soldiers is already to high so anything they add is verily noticeable or pointless (Keep in mind BF players have learned to make up for low base stats with their own Personal gaming skills)

    As you have pointed out removing the LMG penalty doesn't make a difference as you are running at the same pace as everyone else, there is no class that actually moves slow so we don't have anything to compare it too. To make matters worst the current base pace for players is fast tactical pace (walking) or sprint. Now I'm not saying they need to debuff since we know y they are doing this but what they can do is lower the base stat to what it should be so that each class buff or paths brings their stats up to were we are. This way it better emphasizes each unit and class. Example:

    Currently Fire support has steady aim by mounting their weapons which should be useful but you have to sit the weapon on something so you can't move and are an easier target. On the other hand there are some weapons that with the help of attachments they are just as steady but they aren't locked in place. Even if fire support used a better weapon it would render its own ability useless as he no longer needs to sit his weapon to have steadier aim.

    What I would propose is lower the base stats so you can raise them by creating synergy on each class. Example:

    Fire support (low stats) bad sway and recoil will be negated by signature weapon + path skills + weapon accessories = steady aim

    Its rough but if they applied something like this the buffs would make a huge difference with out the need of overcomplicated mechanics. Trial and error would be absolutely necessary to get the feeling right and which stats should be lowered or not

    Personally I don't have a problem with the movement speed since movement mechanics have been address but I would like a stamina bar added.

    Some stats they can lower are; recoil control, sway control, visual recovery (flash), health regen (activate and refill speed), stamina (currently is infinite),  there are a few more but I think those would work better on hard core

  • twing1ea's avatar
    twing1ea
    Seasoned Hotshot
    2 months ago

    The recent community update has confirmed that the open weapon default is here to stay and has also admitted that, under the open weapons playlist, more players selected weapons that were not signature to their class. In light of this, I feel like it is a good idea to take a deeper dive into looking at how the signature weapon bonuses can be improved to better incentivize players selecting signature weapon choices.

  • AchillezBF's avatar
    AchillezBF
    New Veteran
    2 months ago

    I disagree, if anything the community update proved that the current open system was quite balanced during the beta, and it works well. 

    The whole point with this signature bonus is that it should be a very small incentive, and it should not feel mandatory. Having 120 attachments points for signature weapons would be way too much, and it would no longer feel like a choice (depending on the weapon and the available attachments). 

    From the article: 

    Signature Weapon Usage:

    More players played with non-signature weapons in Open Weapon playlists. However, Recon players still favored Sniper Rifles over other weapons, and their pick rate was identical between both playlist types. 

    There was not a single dominant weapon archetype, and we observed a consistent and well-distributed pick rate between them. This balance shows that even with different playlist types, players explored a wide variety of options without one class standing out above the rest.

    Sounds too me it was a well balanced pick rate. So, no need to change that. Of course they can tweak / balance the bonuses eventually, but it should remain a minor bonus.

  • GrizzGolf's avatar
    GrizzGolf
    Seasoned Ace
    2 months ago

    With you on that. I would support that during open weapon playlist 

  • twing1ea's avatar
    twing1ea
    Seasoned Hotshot
    2 months ago

    I do not believe 20 attachment points is stronger than the current signature weapon bonuses.

    What attachment could the increment of 20 attachment points (after you have already spent 100 attachment points on a weapon and have already equipped most high-priority attachments) afford you that would yield a stronger bonus than any of the current signature weapon bonuses?

    In most cases this additional 20 attachment points would only yield a laser sight (which is basically the Engineer's current signature bonus with the added downside of having a visible laser) or an ammo type, or a small upgrade to your foregrip (resulting in only a very small increase to recoil control).

    20 attachment points IS a minor bonus. This change primarily gives the player more flexibility in choosing how the signature weapon bonus can benefit them and does not upset the current balance of power.

    One could even make the argument that the 20 attachment points I am proposing is actually weaker than the current signature weapon bonuses on account of Recon's signature bonus increasing their fire rate, as there is currently no attachment that accomplishes this. This could be easily solved with the addition of a "quick bolt" weapon attachment, however.

  • AchillezBF's avatar
    AchillezBF
    New Veteran
    2 months ago

    You might be right. It is just a guess from my side.. I admit that. I have obviously not tried all the weapons (other than the weapons available in the beta) and seen all the different builds possible with the attachments, so I don't know. I also think this would be even harder to balance? as it would (at least based on the available attachments during the beta) seem to benefit certain weapons more than others. Hard to tell without actually testing builds with 120 attachment points though.

  • twing1ea's avatar
    twing1ea
    Seasoned Hotshot
    31 days ago

    Having had the chance to play around with the full list of attachments, I definitely do not think the 20 additional attachment points would be overpowered. On most of my builds, I would dedicate the additional points to an upgrade to the foregrip which would yield only an improvement to ADS time or invest in a different ammo type. On my snipers, it would afford me a bipod and the cheapest laser sight.

    Regarding your point about the difficulty in balancing this proposal: one of the best things about this suggestion is that it is based completely off of the attachment point system, which requires balancing anyway. In terms of balancing the additional attachment points given by the signature weapon bonus, that would just be a matter of changing the number. If 20 is too much, it could easily be adjusted up or down.

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