Forum Discussion

EA_Rtas's avatar
EA_Rtas
Icon for Community Manager rankCommunity Manager
19 hours ago

Weekly Class Debrief - Recon

Welcome everyone to the Weekly Class Debrief.

 

 

Alright everyone, you know the drill. We're back with another Weekly Class Debrief.

Each week, we will rotate through each class to discuss everything from balancing to the best equipment/weapons to use, tips, and more. YOU drive the discussion.

The class we will be discussing this week is Recon.                                    

 

 


Just before the release of Season 3 our last discussion was about the Assault class, with the community continuing their discussion about the class, it's balancing and the current state of how it feels to play. This week, now we've had some time to delve into Season 3 with it's new content and changes, I'd like to hear your thoughts on how the Recon class feels to play.  Have you unlocked the L115 Bolt action sniper? If so how does it feel?

Gadgets received some changes and I know I've seen some conflicting discussion about claymores. How do they feel right now?

As always the discussion is driven by you folks, we’ll be jumping in with our own thoughts, but we’re especially interested in your feedback, playstyles, and any tips you’ve picked up along the way and we look forward to reading them. 

If you’ve got clips or standout moments, please feel free to share those too, especially anything you've done since the release of Season 3, we'd love to see them!

7 Replies

  • jdalton489's avatar
    jdalton489
    New Rookie
    14 hours ago

    As to your point regarding being outsniped: Kinda. I have no problem with being outsniped by a skilled sniper, but the bob+weave style sniping is mostly about luck and ping/hit registration.  Skill is about properly leading a target and accounting for distance.  BF6 soldiers are so fast that leading is nearly impossible when they are just jumping around like a lemur on crack.  You can jump, slide, crouch, and vault while instantly and rapidly changing directions.  Movement is not like this in the older Battlefields.  Soldiers had (varying degrees of) inertia.

    As for the spotting so that others can finish off an enemy, that has not been my experience at all.  In that case, manual spotting or spot on hit works well.  I have no problem with the current spot on hit system.  I used to manually spot people that I couldnt kill all the time in older BF titles.  Right now it is spotting by looking in the general direction of an enemy.  I often find myself spotting enemies that I cant even see.

    Scope glare didnt exist in BC2 and it worked just fine because of bullet trails.  In this game it is entirely unpredictable.  Two snipers looking at each other dont always see each others scope glare equally, regardless of whether or not they have put down a decoy. 

    IMO, most of what you described in your respone is what Call of Duty is for.  I want BC2/BF3/BF4 sniping because it was unique to the series and required serious skill. I have absoulutely no interest in quick scoping or 360 no scopes. If I wanted that, Id play COD.  Also, a lot of things didnt work right in BF3... I only mentioned that one because the suppression was the most reasonable of the BF games I remember well.

    FWIW, Im not trying to be confrontational. I read your first post and we agree on more than we disagree on.  I'm just arguing that sniping in BF should be somewhat realistic since COD has the fast paced playstyle handled.

  • Aggressive sniping, like aggressive play in general, should be encouraged. No one likes being killed by a single bullet across the entire map. This is an arcade shooter, after all.

  • Benitto51's avatar
    Benitto51
    14 hours ago

    I disagree on a couple of points. (From your comment, it seems you don't like being outshot as a sniper by other snipers who are moving.)

    Suppression (shaking when you are hit and slowing down your running) should be removed completely

    Excessive aim sway while moving and suppression kill aggressive sniping. Even players who WANT to play with sniper rifles and DMRs at close range are forced to play from a distance because these mechanics interfere with your accurate head-tracking at close range. (You take a sniper rifle, rush a position, the enemy shoots at you, and that's it, you can't hit the enemy because of aim sway and inertia while moving.) All this provokes camping halfway across the map.

    Suppression as a mechanic since BF3 NEVER worked as intended; it never interfered with sniping, but only killed aggressive play. It also ruins the shooting of other single-shot weapons: pistols, shotguns on Slugs, DMRs.  And all gunfights in general

    Scope glare is important. Considering sniper rifles kill in one shot, players need to know they're being targeted.

    Spotting when you hit is important because visibility in the game is poor. So what if a tank or ally finishes off a kill after you? Spotting is more problematic when shooting without a silencer or flash suppressor. I started a thread about it here. 

    https://forums.ea.com/discussions/battlefield-6-general-discussion-en/basic-barrel-attachments-need-better-utility-and-clearer-stat/13385630

  • Standard scopes cost - 10

    With a choice of magnification - 15

    Thermal scopes - 20

  • My favorite thing in Battlefield has always been sniping, but BF6 sniping isnt great.  There are a bunch of issues that contribute to this.

    1 - The rangefinder should not zero your scope.  Sure, it makes sniping more accessible to every player, but that is exactly what should be avoided.  Unless a sniper is REALLY good, they are usually a detriment to the team, so making it easier for anyone to snipe just encourages players that really shouldnt be sniping and discourages the actually talented snipers. This one is really important.

    2 - Auto spotting is really annoying for both snipers and non snipers.  I don't want to spot the targets Im shooting at because a tank, mortar, or foot soldier will just start lobbing shot at them.  Usually they wont get the kill, but they will almost always prevent me from getting it.  On the other side, getting spotted just makes tanks, mortars, footsoldiers shoot at you, even if you are in an extremely obscure spot.  I'd like to see it removed.  If the Rangefinder were to have the zeroing removed, auto spotting could be added to it.  There was an attachement like that in BF4 iirc.

    3 - There should be variable weapon sway based on position.  Standing should have a lot, crouching should have less, and prone should have little. There also needs to be more sway while moving.  Currently, most snipers employ a bob, weave, and strafe tactic that makes sniping feel like whack-a-mole.  It isnt fun.  There is also absolutely no reason to use a bipod right now, which is kind of absurd. Important (tied to point 4)

    4 - BF3 suppression should be added into the game for sniper rifles.  The lack of supression also contributes to the "strafe, bob, and weave" style sniping that is more more like a COD game instead of the classic Battlefields.  Supression should only be for the snipers, DMRs, and big LMGs.  Getting sprayed by an MP5 from 200-300m shouldnt have any effect on a siper that is behind cover.  Important (tied to point 3)

    5 - There needs to be better balancing for the snipers.  The Mini Scout is way too good.  It comes with a DLC bolt unlike any of the other snipers (saving 30 attachment points), has the fastest cycle rate, fastest bullets, and highest capacity mag even though it isnt even a sniper rifle IRL (the Sig Cross is a tacti-cool hunting rifle).  The L115 is supposed to be the longest range sniper, but it is the worst sniper in every way.  The MRAD should have the fastest bullets and the least drop considering it is a 300NM.  The 8.6 DMR should be moved to the sniper class.  It is much closer to the sniper rifles than to the DMRs. (I could really dive into this one but for the sake of brevity, I wont. I REALLY know what Im talking about when it comes to long range shooting.)

    6 - There needs to be more options in rifle scopes.  More reticles and higher magnifications.  12x for sure and possibly 16x.  I dont want 15 red dot sights.

    7 - I strongly believe that scope glare should be removed.  Firstly, it doesnt always work which makes it unpredictable.  I get shot by people using the Mini Scout all the time who had absolutely no scope glare.  The 8.6 DMR also doesnt have any since it is technically not a sniper, but it is still 2 shots to the chest like a sniper rifle. Secondly, the maps and sightlines are so short and sniping is so easy that scope glare just makes sniping way too fast paced.  You cannot allow another sniper into a vantage point for more than about 5 seconds because they will see you and kill you with thier first shot.  To balance this, you could simply make bullet trails more obvious.

    8 - The sweetspot range should be removed for the same reasons I mentioned in point number 1.  It makes sniping too easy.  The snipers should have better damage falloff instead.  For example: Insta kill at 15m, 95% to 100m, 90% to 200, and -10% for every hundred past that out to 500m, with a minimum damage of 50-60 depending on caliber.  This could be tweaked for the individual guns as well.  the Mini Scout should have much more falloff than the MRAD.

    9 - The magnum snipers should have more penetration than other guns.  Currently they can't shoot through plywood, drywall, and some panes of glass.  It is absurd.  300NM/WM and 338 lapua should be able to go through most bullet proof glass (like the windshields in the LAVs), especially with tungsten core rounds.

    10 - I understand that soldier visibility is an issue and that some of the points I mentioned will make that even worse, but auto spotting and scope glare are most certainly not the ways to fix it.  If you want to improve visibility, it should be done by removing: smoke/dust sources, overly dark shadows and lighting transitions, and overly dense vegitation/trash.  These are the actual things that cause poor visibility (and performance) so adjusting anything else is just a band aid, not a fix.  This will also make sniping more fun.

     

    I have a lot more suggestions, but if these ones were implemented well, it would take BF6 sniping from a 3/10 to an 8 or 9/10 instantly. To make it 10/10, there has to be maps with longer sightlines. Currently, only Operation Firestorm has consistently populated sightlines longer than 300m.

  • 1. Sniper decoys disappear into the ground. They're often impossible to place even on flat areas of the map. Often, you place them and they disappear immediately. The long placement animation is terrible. LET THE PLACEMENT BE INSTANT, but just leave a post-animation that can be interrupted by other actions (running, weapon swapping, etc.).

    2. The gadget that kills drones, grenades, etc. HTI-MK2

    Its nerf from 50m to 15m range is terrible. Now it's useless even for its intended purpose; you can't reach the drone or remove the claymore in the next room. LET THE RANGE BE: 50m for airborne targets (drones, RPG shells, grenades) and 25m for ground targets (claymores, mines).

    3. The trash mechanics of the sweet spot are still in the game. Nobody likes campers. This part of the series has the MOST casual sniping ever. Remove the sweet spot and rework the sniper rifle damage curves.

    Below is my ROUGH proposal (I wrote about this before Season 3). On the left stats in Season 2, on the right is the idea. This is just an idea, something to start from.

    +In general, increase bullet drop for the entire class.

    4. I'm sure many will write that the Claymore nerf is a mistake. DON'T LISTEN TO THEM. + In my opinion, the Claymore lasers should be brighter.

Featured Places

Node avatar for Battlefield 6 General Discussion

Battlefield 6 General Discussion

Join the Battlefield 6 community to get game information and updates, talk tactics and share Battlefield moments.Latest Activity: 6 minutes ago
11,039 Posts