Forum Discussion

Adm1ralNakhimov's avatar
3 hours ago

The weapon TTK balancing changes in this playtest are far too arbitrary.

"I hope you give some serious thought to the proposed changes regarding weapon fire rates. For players, fire rate is absolutely crucial to a gun’s feel—most of us simply won't accept these kinds of adjustments. That said, the issue of overly fast TTK (Time to Kill) is indeed a pressing one.

But I have to ask: Don't you think that binding damage directly to ammunition type ties your hands​ when it comes to weapon balancing? Please, stop being so fixated on what caliber a gun uses in real life. This approach is effectively stifling the unique identity of every weapon.

Do the actual work of balancing the guns. Starting over isn't something to be ashamed of. Redesign the TTK for every weapon from the ground up. Damage should not be dictated by caliber. Leave realism where it belongs—in the real world. This is a game. This is Battlefield!"

5 Replies

  • Ty_Ger07's avatar
    Ty_Ger07
    Seasoned Ace
    1 hour ago

    First step in improving hit detection: a ping limit. If you do not enforce similar pings, everything is a smear of time and guesswork.  It is mind boggling how they haven't at least tried to first incorporate that important change.

  • TwentyValve's avatar
    TwentyValve
    Rising Veteran
    1 hour ago

    I think they need to get rid of or turn down all the HROF guns, as I'm pretty sure they fire faster than the server tick rates.

    couple one of those guns with a console player, and they are unkillable for PC players. balance in this game is a joke. its impossible to tell what works and what doesn't with the non existent hit detection. hit detection should be DICE's number one priority. no one will return to a shinny new map where they have RNG hit detection.

  • Ty_Ger07's avatar
    Ty_Ger07
    Seasoned Ace
    1 hour ago

    I tried to make a BF4-style balance in BF6, just to see what was possible.  Looking at information I could find, I tried to make the damage and speed and everything approximately the same.  There is only so much we can do when all the adjustments we make are on a global level, not a per-weapon level.  I can try to make it on average slower time to kill, and make the aiming of the shots matter more, but it is only an average of all weapons. We can adjust incoming damage and health, but can't adjust outgoing damage. We could make the damage from the outgoing weapon affect the incoming damage of the player who receives it by adjusting the player's health up and down depending on who hits them and what weapon the player was using, but there is only so much you can do so fast from our standpoint.  And detecting which weapon a player was using is bugged a bit in general at the moment.  Like you said, the balance of the guns themselves is in the developers hands; that's where it is best handled.

    Check out "BF4 in BF6", if you are interested in my interpretation of what was different in BF4 vs BF6 within our practical limits at the moment. Do you like the feel more or less? And, if it did interest you, let me know what you think I got wrong or right. Experience code ZVEHH

  • CPU_UK's avatar
    CPU_UK
    Seasoned Ace
    3 hours ago

    I remember BF when the LMG were astonishing good TTK but they fired all over the place unless bipod'd. Now they handle like SMG.

Featured Places

Node avatar for Battlefield 6 General Discussion

Battlefield 6 General Discussion

Join the Battlefield 6 community to get game information and updates, talk tactics and share Battlefield moments.Latest Activity: 25 minutes ago
10,563 Posts