Forum Discussion
You keep saying skill issue and dismissing the discussion, but that doesn’t answer the concrete points. I’ll break it down clearly so there’s no hand waving left:
Skill vs design (short): yes, skill matters. I don’t dispute that. But design also shapes what skill looks like. You can be a very accurate player and still feel the weaponplay is wrong if the underlying mechanics (spread, bloom, recoil, headshot multipliers, hitreg, netcode) produce inconsistent outcomes. Dismissing complaints as “player problem” ignores that distinction.
- What I mean by bloom: bloom = a dynamic increase in bullet spread/dispersion while continuously firing (shots become less centered). It’s not the same as recoil (vertical/horizontal climb) or damage falloff. Bloom increases shot scatter and reduces on-target percentage even if your aim point is perfect. If you don’t understand bloom, you can’t credibly claim it isn’t affecting perceived TTK.
- Spread, bloom, recoil & TTK link: If bloom/spread is high, your effective hit probability drops — more bullets miss or hit limbs, so more bullets are needed to reach lethal damage.
If recoil is not consistently compensated by the weapon’s handling/ADS behavior, your follow-up shots will land off target.
Those two together turn a theoretical TTK (from damage values and fire-rate) into a practical TTK that feels much longer. That’s not opinion it’s how probability and weapon mechanics work. - Latency & hit registration (short): yes, servers compensate, but compensation isn’t magical. Interpolation, server tick rate, client smoothing, and desync scenarios still create moments where hits look like they should register but are resolved differently server-side. Saying the game compensates for latency isn’t an explanation it’s a gloss over complex systems that impact hit outcomes. If you want to refute that, provide the server tick and netcode diagrams or show a reproducible clip where a clear hit always registers.
- Hit registration claims: you say “requires actual evidence. Fine I and many others have posted clips and recorded situations where shots that visibly connect don’t register or deal inconsistent damage. If you think that’s anecdotal, ask the devs for hit/shot logs or watch community clips. Anecdotes become evidence when they’re reproducible and numerous.
- Why perception differs: you likely play in a way that maximizes hit percentage (steady aim, burst control, favorable engagement ranges). Veteran players are pointing out a systemic feel change versus older Battlefield entries. That’s not nostalgia it’s comparative experience across titles and modes. If you don’t see it, great but that doesn’t invalidate the many players who do.
- Balance and AR headshots: nobody is asking that ARs one shot everything. We’re asking for consistent, believable body shot lethality and for the baseline TTK to match Battlefield’s identity (weighty, lethal, but not arcade fast). That’s perfectly reasonable and doesn’t break balance if done with appropriate multipliers and range curves.
- Constructive test anyone can run: go to a controlled firing range (test map or server), pick one weapon, record: ammo count at spawn → ammo count when you kill a stationary target at 20m, then repeat at 50m and 80m. Do this for several weapons and post the raw numbers. If you consistently need >1 mag on average for body kills at close range, something isn’t matching the advertised damage model or the practical hit probability is too low.
- What we actually want from DICE/EA: transparency on netcode/tick rate, an official statement about hitreg, a server browser/test server for TTK tuning, or at minimum an official Hardcore toggle in the main menu where body shot lethality and TTK are tuned toward veteran expectations. These are measurable requests not emotional whining.
this isn’t ego posturing it’s feedback about core game identity and player experience. If you want to argue purely from numbers, show the community your raw test logs and POV clips where you consistently kill with <6 bullets at range X. Until then, saying it’s not hard isn’t a rebuttal it’s an opinion.
If you want, I’ll post the firing range test procedure as a one post template so more players can produce consistent data. That will settle this much faster than skill issue lines.
TheRock19999 wrote:Spread, bloom, recoil & TTK link: If bloom/spread is high, your effective hit probability drops — more bullets miss or hit limbs, so more bullets are needed to reach lethal damage.
If recoil is not consistently compensated by the weapon’s handling/ADS behavior, your follow-up shots will land off target.
Those two together turn a theoretical TTK (from damage values and fire-rate) into a practical TTK that feels much longer. That’s not opinion it’s how probability and weapon mechanics work.
This is quite literally definition of skill issue. If you are not able to control the mechanics in the game, so you miss more bullets, therefor the perceived TTK feels slower for you.
TheRock19999 wrote:Latency & hit registration (short): yes, servers compensate, but compensation isn’t magical. Interpolation, server tick rate, client smoothing, and desync scenarios still create moments where hits look like they should register but are resolved differently server-side. Saying the game compensates for latency isn’t an explanation it’s a gloss over complex systems that impact hit outcomes. If you want to refute that, provide the server tick and netcode diagrams or show a reproducible clip where a clear hit always registers.
Hit registration claims: you say “requires actual evidence. Fine I and many others have posted clips and recorded situations where shots that visibly connect don’t register or deal inconsistent damage. If you think that’s anecdotal, ask the devs for hit/shot logs or watch community clips. Anecdotes become evidence when they’re reproducible and numerous.
You will likely always have some degree of issues like this in a online multiplayer game. The focus should be to minimize these issues rather than changing the TTK. Lack of hit-registration would be the same issue even if the TTK was faster, but I would argue it would be even more annoying, as you would lose more of the gunfights (due to latency) where your hits fails to register.
You are using the term veteran player way too much, and I think you are confusing it with wanting a hardcore mode to be honest.
TheRock19999 wrote:this isn’t ego posturing it’s feedback about core game identity and player experience. If you want to argue purely from numbers, show the community your raw test logs and POV clips where you consistently kill with <6 bullets at range X. Until then, saying it’s not hard isn’t a rebuttal it’s an opinion.
It is not hard to find gameplay clips / videos like that. Here is an example:
https://www.youtube.com/watch?v=D96j41p4Wu0
- TheRock199993 months agoSeasoned Veteran
AchillezBF If every concern about weapon feel, hit registration, or TTK perception is just going to be brushed off as “skill issue,” then there’s no point in having a balance discussion at all. That phrase is a conversation ender, not an argument. You keep repeating “just a skill issue” as if veterans who’ve played across BF2, BF3, BF4, BF1, and BFV suddenly forgot how to aim. That’s not only dismissive, it’s arrogant. The entire point is that practical gameplay experience doesn’t always match theoretical spreadsheets or cherry picked YouTube clips. A highlight reel of someone melting enemies proves nothing about the consistency of the average experience across servers.
Battlefield’s identity has always been defined by its gunplay feel. If experienced players are saying it now feels spongy and COD like, that feedback matters whether you agree or not. Calling it “hardcore mode confusion” is just an attempt to sidestep the fact that many players share this concern.
So either engage with the actual point that Battlefield’s core TTK feels different from its heritage or keep repeating “skill issue” and prove you’re not here to discuss, only to dismiss.
- AchillezBF3 months agoNew Veteran
TheRock19999 I specifically pointed out one thing you said and called that definition of skill issue.. which is not false.
The only argument you are making is based on a "feeling" and claiming that you are a "veteran" player. That is not good arguments. The numbers speak for themselves, and is a way better argument than you have given. The TTK is objectively fast in BF6TheRock19999 wrote:
YouTube clips. A highlight reel of someone melting enemies proves nothing about the consistency of the average experience across servers.
I did not give a highlight reel as an example, I linked to a 11 minutes long video of gameplay of a BF6 match from the open beta. You can go watch any POV of full games from BF6 and you can clearly see that the TTK is fast, and you are able to kill players with just a few bullets.