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You're making a flawed argument. Arcade games can have realistic elements, but they deliberately choose what to include and what to exclude.
Besides, the bullet drop in this game isn't even that realistic. It's not affected by wind, temperature, humidity, momentum and the air density is a static value. Do you perhaps think we have the coriolis effect to account for?
I understand precisely what you're saying and I'm saying that I'm not convinced that it's a good thing. I don't think it should be part of a firefight. I'd like firefights to be a competition between players using skill-based mechanics. Spread and recoil can be dealt with, but you can't exactly counteract flinching.
This is a very difficult balance for Dice, snipers are one-shot-kills (headshots/sweetspot) and that is fundamentally a problem, against weapons that needs 4-5 bullets to kill, It always feel bad to be on the receiving end, when getting one-shotted.
It's the same problem with shotguns, I understand the game-mechanics, but it still feels 'stupid' to be one-shotted.
I personally feel that suppression should not really affect aiming, but getting hit, should still have some penalties. Having the ability to one-shot-kill at any distance is a very strong ability, especially in BF6 where sniping has been made a lot easier than i earlier titles (at least since BF1).
- ghostflux18 hours agoSeasoned Ace
I think there's certainly a discussion to be had about sniper rifle balance in this game.
The primary mistake people keep making is that they see suppression/flinching as something that's supposed to be a counter to snipers. The problem with that reasoning is that suppression/flinching not only affects snipers, but affects every type of engagement.
Not only that, but this idea to challenge a sniper at range is the same as challenging a shotgun at CQB. It's challenging somebody when they are at an advantage. It seems quite odd to me that people complain about their own mistake and then blame the game for not allowing that mistake to work in their favor.
I don't dispute that Battlefield 6 sniping is too strong, but I just think you need a solution that solves exactly the problem you seek to fix and doesn't just introduce all sorts of unintended side effects. People are laser focused on making the enemy feel some kind of aim penalty without exploring alternative solutions.
- iLuckyBrad18 hours agoSeasoned Scout
cso7777 wrote:
snipers are one-shot-kills (headshots/sweetspot)
Explain this then lol🤣 https://www.youtube.com
- ghostflux12 hours agoSeasoned Ace
That one is a bit hard to see, because it happens so quickly, but this could be 2 different possible options.
- The hit detection failed.
- The sniper was crouch walking around and it's possible the spread had not yet reset by the time he zoomed in, causing the bullet to miss. You can tell he was moving because he started aiming at the edge of the roof, while he ended up dying a few feet away from the edge. Bodies tend to fall opposite to the direction of where you're shot from, so it can't be explained by the ragdoll either.
In any case, no hitmarker was observed, so the game thought you didn't hit your shot. Had you hit your shot, the enemy certainly would have been dead.
- iLuckyBrad7 hours agoSeasoned Scout
cso7777 wrote:
snipers are one-shot-kills (headshots/sweetspot)
iLuckyBrad wrote:
Explain this then lol🤣 https://www.youtube.comghostflux wrote:
That one is a bit hard to see, because it happens so quickly, but this could be 2 different possible options.
The hit detection failed.
The sniper was crouch walking around and it's possible the spread had not yet reset by the time he zoomed in, causing the bullet to miss. You can tell he was moving because he started aiming at the edge of the roof, while he ended up dying a few feet away from the edge. Bodies tend to fall opposite to the direction of where you're shot from, so it can't be explained by the ragdoll either.
In any case, no hitmarker was observed, so the game thought you didn't hit your shot. Had you hit your shot, the enemy certainly would have been dead.There is a hitmarker it shows 77 damage. It’s not hard to see in the clip either, lol. I stopped moving before I even aimed in, then smoothly lined up the shot right on his head. I fire, get the hitmarker and it still isn’t an instant kill. That’s why my previous comment was jokingly saying “explain this then lol” because the video literally shows the hit to the head. Cant get any smoother than that, Did we watch the same video or did you just use Ai for a random reply to it? lol😅 It Has to be your option 1 though, the clip screams hit-reg / netcode issues to me. Not aim, movement, or spread. https://www.youtube.com/watch
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