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AlphiB's avatar
AlphiB
Seasoned Adventurer
5 days ago

Uneven ttd experience from match to match

Playing with a lag of 60ms, I have noticed this pattern than once in a while, perhaps one out 4-5 matches, I get into a game where I get instantly deleted by everybody.

I’m not a good player so I have a good tolerance for dying. And I die enough to feel the difference. In those specific games, I get a lot of the “felt like one shot but damage shows me 4-5 hits” type of deal. I would slightly lean out and get instantly deleted by someone 30m away. Every engagement is a nightmare.

At first I was wondering if it was a skill issue, like ending in a lobby where the opposition happens to be very strong. But that’s definitely not it: everything feels wrong, the speed of death, the compressed sound of 3 bullets into one, every gun feeling like you’re facing a TR7 at close range.

I've taken the habit of quitting those games, they are frankly unplayable. Next game things are usually fine. I still die a lot, but the whole rhythm is back to normal. Then 4-5 games later, I’ll see the issue again.

I know DICE has been working on the netcode, but a lot more is needed. The unevenness of the experience is currently very annoying. And since so many servers have closed down since release, more has to be done to test various lags matching against each other, not just the ideal US/EU experience. 

2 Replies

  • admphi's avatar
    admphi
    Rising Rookie
    4 days ago

    It's felt by everyone, trust us. Especially pc players. I have a well-kitted DRS-IAR and at 10m it does 20 damage per round. I watched someone start low-crawling into my view and I start shooting HIS ARM before he is in full view. I registered between 9 and 12 shots with hit detection markers. He insta-kills me in one frame but registers 5 shots from his SMG, no headshots.

    Yeah its bad, real bad. When TTK and TTD are no where on the same planet in matching, S3 is gonna be a ghost town.

  • admphi's avatar
    admphi
    Rising Rookie
    4 days ago

    I was actually thinking about this very concept. All weapons in the game have some sort of recoil profile that players learn to adapt to until the recoil is predictable.

    My example is the DRS-IAR has a recoil profile that pulls up and to the slight-right. My compensation is to pull down and to the slight-left. However, more times with the initial shot but not limited to, a random hard and extreme horizontal pull to the left happens and unpredictable at times. I have to stop shooting to reset the erratic recoil behavior that is unusual for the weapon's normal recoil profile. It's as if I'm not even supporting the weapon with the offhand and sprays wildly. Additionally, at unpredictable times, the weapon feels like it has no recoil or spread at all and it a lazer beam.

    Now, without derailing the experience here, when we add controllers to the mix and the reductions in spread and recoil offered to the input device, it becomes an uneven match. More compensation is required by mouse users than controllers. With that being realized, the erratic and unpredictable horizontal recoil PC players experience puts them at a disadvantage.

    IMO, the unpredictable spread and recoil mechanics were intentional by design. To what ends, am not sure. But the results are more people using controllers than mice as input devices.

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