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.
just ignore him, he disagree with every one unless it it is him