3 days ago
Battlefield Light Machine Guns Problem
Problem Summary
In Battlefield 1, Light Machine Guns (LMGs), especially those equipped with optics, present an unbalanced weapon class. Particularly at long range, they combine several elements that lead their too strong dominance:
- No Damage Drop-Off across Range
LMGs rival or surpassing sniper rifles in effective range without any of the negatives; they retain great damage values even over long distances. - High Precision Relative to Magazine Size
These weapons have suprisingly close bullet spread and low recoil when prone or bipodded despite their big magazines. Over extended bursts, this produces pinpoint accuracy. - Unlimited Ammo via Ammo Pouches
Most LMG configurations either include an ammo pouch or are used in concert with support crates, so providing essentially limitless firing capability. No resource consideration or attrition exists. - Passive, Non-Objective-Oriented Game Behavior Promoted
Many players lying prone far behind the frontlines, usually on the margins of the map, behave more like semi-auto turrets than team players this mix of features results in. With low personal risk, they suppress—even kill—snipers or advancing infantry.
Proposed Solution: Dynamic Damage Drop-off
To restore balance and encourage more active, frontline support play:
- Introduce Damage Drop-Off Starting at 50m
Past 50 meters, reduce the damage output of LMGs gradually. - Significant Drop Beyond 150m
After 150 meters, the damage should be so low that kills become rare. The weapon should only apply suppression, not serve as a viable sniping tool. - Encourages Intended Role
This change maintains the LMG's suppression and area-denial role at mid-range but discourages passive, long-range abuse. - Keeps Core Class Identity
Support players still provide ammo and suppressive fire, but they will need to reposition and play closer to objectives to be effective in actual combat.
TL;DR: Light Machine Guns (LMGs) in Battlefield 1, particularly with optics, their continuous accuracy, infinite ammo potential, and lack of damage falloff at range overwhelm their power. Starting at 50 m, a fix is to add damage drop-off with suppression-only use outside 150 m without any effective damage.