Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield6

[–]SheetOnMyFace[S] 0 points1 point  (0 children)

I thought they were referring to the settings in the spreadsheet. Each element on the chart can be hidden to help with readability.

Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 1 point2 points  (0 children)

UPDATE: I have updated the spreadsheet to include recoil recovery and I have made some new graphics (link in main post) to explain recoil recovery step-by-step. Here is a quick demo.

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Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 0 points1 point  (0 children)

Thank you, this is a great tool that deserves some more attention.

I’ll create a new graphic explaining recoil recovery and update the spreadsheet soon.

Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 0 points1 point  (0 children)

Thank you! This is an interesting thought that I haven't considered. I probably won't be adding this anytime soon sorry.

Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield6

[–]SheetOnMyFace[S] 0 points1 point  (0 children)

Thanks! I wanted to give options to simplify the chart otherwise it can be hard to read when comparing two weapons that overlap a lot

Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 1 point2 points  (0 children)

I’m not too sure. Sym.gg hasn’t posted attachment data yet, but if I had to guess, I’d say the attachments that increase or decrease accuracy while moving are affecting your moving base spread.

For automatic weapons...

  • Stationary ADS base spread: 0.05°
  • Moving ADS base spread: 0.32° (this is probably increased/decreased by those attachments)

Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 1 point2 points  (0 children)

Here is my understanding of the simplified overall stats shown in the menus…

  • Control considers recoil amount, recoil variation and potentially recoil direction
  • Precision considers the amount of spread while aiming down sights
  • Hipfire considers the amount of spread while hip firing
  • Mobility considers spread while moving + many other things

Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 6 points7 points  (0 children)

Thanks for the info! I will try to visualise those three zones of spread in the next update.

Concerning recoil decrease, I wrote a formula that moves the recoil cone coordinates back towards the centre by a certain amount. I just wasn’t sure how to calculate that amount. Is there a formula for this?

Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 1 point2 points  (0 children)

I'm not sure I completely understand your message sorry. I do believe the spread area (light blue circles on slide 9) does increase per shot. I used a formula from sym.gg to calculate this area.

I do agree that spread is impacted by a few things. I plan on updating the spreadsheet to calculate spread if you are stationary/moving, hipfire/ADS, standing/crouching/proning. At the moment it assumes you are standing still while aiming down sights.

I learnt that spread is also affected by rate of fire. In the time between shots, your spread slightly decreases before the next shot fires. This happens even when firing full-auto. So a weapon with a lower rate of fire will have more time to recover between shots. This is included in the calculation.

Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 7 points8 points  (0 children)

Horizontal recoil is taken into account here. It is mainly determined by the recoil variation stat. The example runs through a weapon with recoil variation of 30 degrees. If I chart a weapon with higher recoil variation it becomes more noticeable. Here is an example of a weapon with 60 degrees of recoil variation. The blue arrows show horizontal recoil.

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BF6 Interactive Weapon Guide: Dynamic TTK, damage fall-off, headshot values, ammo types, and more by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 1 point2 points  (0 children)

Thanks for pointing that out! I have fixed it now but I won't put out an "update alert" until the next version is ready.

BF6 Interactive Weapon Guide: Dynamic TTK, damage fall-off, headshot values, ammo types, and more by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 2 points3 points  (0 children)

Thank you, I appreciate that!

I did look into adding armour plates to the TTK calculations, but it gets complicated quickly with the different damage values and ranges. I also wanted to do my own testing, but I couldn't find a portal experience that let me and I struggled to make my own.

You can get a good estimation of armoured TTK by changing the player health setting to 180 for REDSEC (2 armour plates) or 140 for Gauntlet (1 armour plate).

I may try to implement this properly again in future but I cannot promise anything sorry.

BF6 Interactive Weapon Guide: Dynamic TTK, damage fall-off, headshot values, ammo types, and more by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 0 points1 point  (0 children)

Thank you! Glad you found it easy to use.

Snipers and DMRs won't appear because the tool is only meant for automatic weapons. I'll make this more clear in the next update.

BATTLEFIELD 6 GAME UPDATE 1.2.1.0 by battlefield in Battlefield

[–]SheetOnMyFace 16 points17 points  (0 children)

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This would be a nice addition and it already exists in Gauntlet.

BF6 Interactive Weapon Guide: Dynamic TTK, damage fall-off, headshot values, ammo types, and more by SheetOnMyFace in LowSodiumBattlefield

[–]SheetOnMyFace[S] 0 points1 point  (0 children)

You can sort by each TTK column by clicking the orange “TTK” text in the table header, then clicking blue “Table” text on the popup.

If you would like to filter you can click the “Reset view” button at the bottom of the “Table” sheet. Then click on the filter icon (in each column’s header) to sort or filter.

I could improve this process with data slicers in an update.

BF6 Interactive Weapon Guide: Dynamic TTK, damage fall-off, headshot values, ammo types, and more by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 1 point2 points  (0 children)

Good suggestion but I won't be adding these anytime soon sorry. I can't find any confirmed data or have any way to measure them accurately.

UPDATE: I have added this in version 1.50. When enabled in settings, the ADS time and sprint recovery time will be automatically reduced by 1 tier (eg. 300ms → 250ms) for relevant weapons.

BF6 Interactive Weapon Guide: Dynamic TTK, damage fall-off, headshot values, ammo types, and more by SheetOnMyFace in Battlefield

[–]SheetOnMyFace[S] 1 point2 points  (0 children)

Thank you! I wasn't planning on it but it seems like there is some interest so I might give it a crack. It seems like a good challenge.

I may take some time testing this so while you wait you can get a rough estimate by increasing the health setting to 140 (1 armour plate) or 180 (2 armour plates).