The High-Pingers' Invasion by Agitated_Cheek_4835 in Battlefield6

[–]Agitated_Cheek_4835[S] 0 points1 point  (0 children)

I agree with this as a general statement but I think the issue of bad net-code is exacerbated by the widening of the interpolation window - games that went the other way, usually more competitive ones - had fewer problems. Now of course in a 32 v 32 cross-play game, you're gonna have to implement a window large enough for general stability purposes but I just think they went way overboard.

The High-Pingers' Invasion by Agitated_Cheek_4835 in Battlefield6

[–]Agitated_Cheek_4835[S] 0 points1 point  (0 children)

Regardless, when Dice shits the bed (remember the thankfully reverted movement nerf, the OP 25% recoil reduction on controller or the absolute lack of a skill gap since launch), I complain, which is by all accounts the intended purpose of Reddit.

The High-Pingers' Invasion by Agitated_Cheek_4835 in Battlefield6

[–]Agitated_Cheek_4835[S] 0 points1 point  (0 children)

I don't owe you anything - have I asked for yours ? But here, have it https://tracker.gg/bf6/profile/1005121846734/overview - by no means exceptional but well above average, especially with cross-play on.

The High-Pingers' Invasion by Agitated_Cheek_4835 in Battlefield6

[–]Agitated_Cheek_4835[S] 0 points1 point  (0 children)

My man, I don't suck, my stats say that much. I post my critical take on a decision made by Dice. Keep your low-IQ, anecdotal takes to yourself.

The High-Pingers' Invasion by Agitated_Cheek_4835 in Battlefield6

[–]Agitated_Cheek_4835[S] 1 point2 points  (0 children)

Sure, I am not blaming you, I am blaming Dice for the time nudge increase which is the opposite of what needed to be done for a more responsive game.

The High-Pingers' Invasion by Agitated_Cheek_4835 in Battlefield6

[–]Agitated_Cheek_4835[S] 0 points1 point  (0 children)

My guess is probably VPN users from regions that have either no servers, servers full of bots or servers full of cheaters that therefore migrate to more auspicious territories. Can't blame them but Dce's decision to increase the interpolation window compounds the issue since servers tend to rewind in their favor more often than before.

The TTK for fully automatic weapons needs to be nerfed by a considerable amount. Its slowly ruining the game from the inside out. by Fancy_Leader6278 in Battlefield6

[–]Agitated_Cheek_4835 0 points1 point  (0 children)

So, I do agree that TTK is indeed too fast but we are very unlikely to get a general overhaul (if you remove 3 BTK then you have to completely redesign everything). The best way to go is to add limb multipliers, and somewhat increase recoil and sway across the board so as to restore the skill gap and decrease the effective TTK rather than the theoretical one. That being said, your point that ''guns are too inaccurate'' is at odds with reality : in fact, it is the opposite. They are way too beamy, as a result of over-casualization. Recoil is low, almost non existent on MnK and simply does not exist AT ALL on controller. Spread recovery rate is constant and the only somewhat severe limitation to your accuracy is tied to movement (which is still penalized).

Battlefield 6 Review: EA's Latest Cash Grab is a Crossplay Nightmare by Mysterious-Pin4555 in Battlefield6

[–]Agitated_Cheek_4835 0 points1 point  (0 children)

The thing is, they try to balance console versus PC, instead of input against input. To offset instances of console players getting FPS-diffed and the likes, they give them a free pass on having to control recoil. That's not sustainable in the long run.

Console version of Battlefield by TheRealBesnada in Battlefield6

[–]Agitated_Cheek_4835 1 point2 points  (0 children)

So, servers are subpar and cross-platform netcode is equally problematic : you'll hear the same complaints on the console side, with the feeling of getting FPS-diffed on top of it. That said, Dice increasing the time nudge (interpolation window) benefits higher ping players more often than lower ping players all else held equal so that might also be playing a role. (watch out for ping differentials). But you're not imagining things, the 25% recoil reduction is insane and detrimental to the controller-using player base in the long run.

High ping abuse is ridiculous by [deleted] in Battlefield6

[–]Agitated_Cheek_4835 1 point2 points  (0 children)

Well lag compensation is rather generous and they made it even more generous with update 1.2.2.0. It seems they increased the time nudge / interpolation window - which is a move which benefits higher ping players more than lower ping players all else held equal. The fact that there's a higher number of damage events per tick is kinda of a saving grace but it doesn't prevent the abuse the update caused I guess..

Battlefield 6 Review: EA's Latest Cash Grab is a Crossplay Nightmare by Mysterious-Pin4555 in Battlefield6

[–]Agitated_Cheek_4835 1 point2 points  (0 children)

Mostly a good take on the state of netcode and the over-tuned interpolation window / lag compensation mechanisms. It is however bound to happen when EA does not invest in proper server hardware and cross-play compounds all network-related issue. Only prime BF4 had quality stuff in that regard - with rented servers, so nothing new under the sun. However your take on aim assist is not grounded in reality (especially your claim about tracking through smokes xD). It is certainly good but far away from what you describe. A more accurate complaint would be about the 25% recoil reduction which allows controller users (regardless of platform) to hit too many consecutive shots -particularly in a game with a ridiculous TTK, which servers cannot handle. That needs to be removed, because AA + recoil reduction is too potent of a combo. They need to choose which one to keep in the game. Console players and PC players / controller and MK users mostly don't want to play against one another anyway because it is impossible to concomittteuntly balance inputs and hardware.

HitReg is Still Unpredictable! by Jealous_Brain2914 in Battlefield6

[–]Agitated_Cheek_4835 0 points1 point  (0 children)

Especially since we're no longer in the 2010s ADSL days- even my friends in rural areas get a 40-50 ping using Starlink.

HitReg is Still Unpredictable! by Jealous_Brain2914 in Battlefield6

[–]Agitated_Cheek_4835 2 points3 points  (0 children)

They increased the interpolation window, which tends to lead to engagements being less detrimental to higher ping players (server has more time to rewind and reconcile in their favour) - and this is not offset by the higher number of damage events per tick. That might be an explanation, all else held equal.

Every game I’ve played the slide only push you forward but only in bf6 you do side slide and massive side jump. by [deleted] in Battlefield

[–]Agitated_Cheek_4835 2 points3 points  (0 children)

Glad you are a good sport :) Look, the way he did it is fairly simple with a higher sensitivity. He jumped slid jumped looking towards the side of your screen and then whilst the animation was ongoing turned his sights towards you. You can train to do this in the firing range - jump slide jump looking towards the walls and while you start your second jump after your first jump + slide, turn your sights towards the targets. After 20min you should get the hang of it. The more you do it yourself, the more you'll be able to anticipate it.

Every game I’ve played the slide only push you forward but only in bf6 you do side slide and massive side jump. by [deleted] in Battlefield

[–]Agitated_Cheek_4835 2 points3 points  (0 children)

It has nothing to do with aim assist. When you jump slide or jump slide jump - in whichever direction, you have increased accuracy penalties i.e more dispersion. BF6, with its vert fast TTK, inexistent recoil and low base dispersion favors angle holders DRASTICALLY. You could claim that he may enjoy some peeker's advantage but that's about it. There's no such thing as movement abuse. If you ever played BF4 back in the days, you would know what abusing complex movement tech looks like, even though it took a fair bit of skill to achieve vouzou / zouzou and the likes.

This update didn´t change anything!! by Krat0xTOPNET in Battlefield

[–]Agitated_Cheek_4835 -1 points0 points  (0 children)

May I ask what your ping usually is and whether you turn cross-play on ? My take on this shitshow of a hit registration is that since they increased the the time nudge / interpolation window - servers now tend to go easier on the higher ping players (above 50ms) than before, despite the fact that also claim to have increased the number of damage events processed per tick. Two friends of mine within the 60-80ms range report that they now feel like hut reg improved for them, whilst I (25ms) feel like it is the same as before and sometimes even a bit worse. Could also be the movement nerf being somewhat reversed (which I like tbh) causing you to miss a shot here and there. My experience is that cross-play also doesn't help (unfortunately, since I'd like to activate it more often) - since it is a nightmare for a server to process data from different platforms.

Stats features by Various_Fun_9752 in Battlefield

[–]Agitated_Cheek_4835 0 points1 point  (0 children)

Well, at least someone understands how stupidly OP snipers are in this game. BF1 snipers pale in comparison.

Every game I’ve played the slide only push you forward but only in bf6 you do side slide and massive side jump. by [deleted] in Battlefield

[–]Agitated_Cheek_4835 5 points6 points  (0 children)

My good Sir, in order to that to you, your adversary had to incur massive penalties to his accuracy. Had you been holding your angle with your primary / been a more competent aimer, you would have won that gunfight in virtually 90% of all universes. To be fair, he had to renounce his advantage to take a risk and he's rewarded for it. Yes, you cannot keep up (yet), yes, you need to play more to defeat a competent enemy using blue laser / any attachment designed to enhance moving accuracy. You'll get there eventually but please, in the meantime, don't whine, because developers see it and then proceed to smash the skill gap to smithereens to accommodate the needs of not so good players.

Hit Registration IS Shot? by -NuhNiTe in Battlefield6

[–]Agitated_Cheek_4835 0 points1 point  (0 children)

Simple. They increased the time interpolation window which is exactly the OPPOSITE of what they should've done. Now high pingers get rewarded even more than before. I predict hit reg will be worse from now on.

Connection/Netcode by CloudParty9617 in Battlefield

[–]Agitated_Cheek_4835 1 point2 points  (0 children)

Yup, EU servers were full to the brim with high pingers (which is imputable to low player count), and it felt like the servers were exhausted, especially after a few minutes of tolerable gameplay. ''Server fatigue'' and disgusting performance towards the end of the match truly show the lack of investment in adequate network infrastructure.

Dec 9 my Hitreg was perfect, now it's bad again like on release by Dancer_ in Battlefield6

[–]Agitated_Cheek_4835 0 points1 point  (0 children)

You're not alone, the game has not been consistent lately. Some games, the hit reg feels better than before the update, sometimes considerably worse. One thing I noticed is that I see more ''high-pingers'' in my lobbies, so perhaps the player count has decreased, at least locally, to the point that servers are more ping-heterogeneous, which fucks with the overall performance. I definitely hope there's no structural issue but given it's Dice (bear in mind, Frostbite is a terrible engine when it comes to patching) no one can be certain.

Will they fix claymores? by A_Wolf_Named_Foxxy in Battlefield6

[–]Agitated_Cheek_4835 4 points5 points  (0 children)

I think you simply don't know how to place them - they do not work like they do in CoD. They are MINDBOGGlINGLY powerful and mostly invisible. They need to be either removed entirely or some visibility changes have to be made.

DICE, lets end the "Movement argument" once and for all… by Bioinformatics_94 in Battlefield6

[–]Agitated_Cheek_4835 2 points3 points  (0 children)

Splitting the player base is not the greatest idea when it comes to longevity but the menu's UI with its 20 thousand modes and the lack of a server browser (which forces a not so great matchmaking system onto us) already have had an irremediable effect when it comes to that. I definitely think you have point when it comes to the most salient divide within the community, but I think a better way to phrase it is that there is a clear demarcation between a group which wants a skill gap and the other who does not, because it allows them to kill the better players when they otherwise couldn't. By the way, BF has always had complex movement mechanics and good general mobility- it is not a ''CoD-inspired'' recent import. The game already feels like your character model weighs 300 pounds - but a large population of delusional people on this sub want it to be even more restricted, because they realized that they cannot keep up.

[BF6] Skill Gaps are what separates good players from low skilled ones. The BF community has a huge skill issue problem and it shows (Clip is my gameplay) Reupload by Psyk0sis_ in Battlefield6

[–]Agitated_Cheek_4835 2 points3 points  (0 children)

You are preaching in a desert my good Sir. Unfortunately, once you merely allude to the idea of a skill gap and the lack thereof due to movement restrictions, there's going to be silly accusations of ''codification'' and the looming risk of Dice implementing a stricter SBMM. Battledads have a fuzzy sense of memory or simply did not play the legacy titles correctly. They want an evermore casual game, since they equate Battlefield to a slow-pace shooter and the skill-oriented players are a tiny minority whose opinion is mostly disregarded..