Forum Discussion

GGA-lukis's avatar
GGA-lukis
Seasoned Novice
22 days ago

Urgent suggestions

Dear Battlefield 6 Planners,

 

This is a suggestion and ultimate fantasy from a long-time Battlefield player.

 

First, please reduce the flat shooting distance of RPG rockets. The distance should be determined based on the elevation angle between 0-45 degrees. Don't let RPGs become sniper rifles without ballistics, as this will take the fun out of the game. With the current long direct shooting distance of RPGs, where would the 45-degree projectile distance be? Are the maps that large? And where would the shells land? RPGs are high-damage weapons and should have a high trajectory.

 

Second, by the same logic, please reduce the direct shooting distance of sniper rifles. Let snipers also gain shooting distance through elevation angles to hit distant enemies. If you have the technology, please add an animation for snipers where hitting an enemy's head triggers camera tracking and the enemy's death. Other shooting games already have this technology, so why aren't you willing to implement it?

 

Please create a mortar, a high-angle projectile weapon with 45 degrees as the zero point, and the elevation angle should be between 45-85 degrees. Don't set it between 0-45 degrees; mortars aren't like that, and it would look silly. As the elevation angle increases, the distance of the shell's landing point should shorten. Many of us Battlefield players enjoy this slow-paced "striking through mountains" style of entertainment.

 

This brings many benefits. First, it will make vehicles 不敢成为 immobile turrets, forcing them to move. Second, it will restrict those players who only engage in passive combat, hiding behind and sniping without moving, making the entire battlefield more active. When players use mortars, they should be set in a non-movable state. Adding a shell-loading animation for players will make it more realistic.

 

The last and most important suggestion: when players look at the targets and locations marked by teammates, they should not only see the indicator but also the distance. Only in this way can players know what is most effective when going to attack or support.

9 Replies

  • I agree on the trajectory for RPG’s and snipers. There should be bullet drop. Based on the beta I think they should especially adjust the RPG’s

    please add an animation for snipers where hitting an enemy's head triggers camera tracking and the enemy's death. Other shooting games already have this technology, so why aren't you willing to implement it?

    On this I absolutely disagree! Battlefield is a 1st person shooter, so we don’t need any kind of 3rd person animations! I’m glad we finally got rid of the atrocious 3rd person takedown animation we had in BF2042, let’s not go down that road ever again!  The mechanic you describe was invited by Sniper Elite and it should stay there.

  • GGA-lukis's avatar
    GGA-lukis
    Seasoned Novice
    22 days ago

    The sniper's head - shot animation should be triggered under the conditions of a certain distance and a successful head - shot, and not in medium - close - range situations. This is more like a reward mechanism for players. Just imagine, when you head - shot an enemy from a long distance and the execution animation appears, how many times will the player's sense of pleasure increase? Isn't this very fun?

  • RanzigeRidder2's avatar
    RanzigeRidder2
    Legend
    22 days ago

    As you said it’s already in other shooters. Battlefield is not any other shooter, it’s Battlefield. They should innovate not imitate.

  • Twordy's avatar
    Twordy
    Seasoned Ace
    22 days ago

    The RPG as a projectile must have a range drop-off mechanic and a longer time to draw. I sniped too many Snipers with an RPG and blasted far too many clueless players. Make a drop-off and slightly buff splash damage.

  • GGA-lukis's avatar
    GGA-lukis
    Seasoned Novice
    21 days ago

    Your point of view is wrong, kill animations have many applications in the battlefield, such as killing enemies with various short weapons, and there will also be kill animations. And this type of animation kill is not the first innovation in the battlefield. But the battlefield is still used. And always utilize.

  • RanzigeRidder2's avatar
    RanzigeRidder2
    Legend
    21 days ago

    I’m a Battlefield veteran who has been playing the series since the original Battlefield 1942, and you’re telling me my point of view is wrong 🤣

    I’ll tell you what is wrong, trying to copy inventions from other games. As said before the bullet headshot camera tracking was invented by Sniper Elite and it should stay there. It breaks the gameflow, if I kill someone I want to immediately line up my next shot to get a second kill, not watch some silly animation.

     

  • GGA-lukis's avatar
    GGA-lukis
    Seasoned Novice
    21 days ago

    You didn't answer me, the Battlefield 1 mortar also has bullet tracking, and since Battlefield 3, there has been an execution animation. If you're right, the melee execution animation is long overdue.

  • RanzigeRidder2's avatar
    RanzigeRidder2
    Legend
    21 days ago

    Yep and I didn’t like the BF1 mortar either,  because it triggered a 3rd person view which does not belong in a FPS. Takedown animation, if done from 1st person view is ok, but not what happened in BF2042 where a 3rd person view animation was triggered .

    So to conclude, Battlefield is a FIRST person shooter, it does not need ANY 3rd person animations! So that goes for entering and leaving vehicles as well.

  • UP2D2's avatar
    UP2D2
    New Rookie
    21 days ago

    Agreed, the only time I like third person to be fair is in tanks or aircraft/helicopters. Keep other animations out. 

About Battlefield 6 General Discussion

Join the Battlefield 6 community to get game information and updates, talk tactics and share Battlefield moments.845 PostsLatest Activity: 57 minutes ago