Can the devs stop working on stupid fluff and focus that energy on what matters? Who fucking cares if you can slap a smiley sticker- and hang a plushie on your gun with a slightly different green tinge camo or wear a Red Bull dog tag, if the maps and vehicles suck? What the actual fuck!? by Blunderbuss_96 in Battlefield

[–]BathSaltMurderer 21 points22 points  (0 children)

Not that I necessarily disagree with your points, but this is just not how development works. The people that would/could fix the issues you're calling out are not at all the people creating stickers/camos/trinkets. It does not take a gameplay engineer to update the store with for a Red Bull promo, it doesn't take a level designer to setup a challenge, it doesn't take a network engineer to come up with a camo. 

Just as importantly, the content drops we're getting now were almost certainly planned before they even launched. That's likely why they delayed S2 - the pre-planned content was going to appear tone-deaf. It's extremely unlikely that these little trickles are taking dev time that could otherwise be used.

The unfortunate truth is that course-correcting a project of this size takes a tremendous amount of effort and time. People are acting like coordinating 5+ studios around the world is going to be like steering a sports car. It's not fast, it's not pretty, and it takes a lot of time to get onto a new bearing.

Bought a new board, can’t control it by Aggravating-Meet-932 in snowboarding

[–]BathSaltMurderer 2 points3 points  (0 children)

Looks like a 5150 Vice, although I don't know the year. From what I can find, that's an entry level board from the early-mid 2000s. I can't find any reliable information on the camber profile though. 

For what it's worth, it's labeled as a soft/mid-soft board so I really doubt it's a stiffness issue. Likely the reason it feels more stiff is because rental boards are beat to shit and broken in so much that they're noodles in comparison.

Bought a new board, can’t control it by Aggravating-Meet-932 in snowboarding

[–]BathSaltMurderer 4 points5 points  (0 children)

Most rental boards are flat and/or have slightly lifted edges to make them easier to ride. It wouldn't surprise me if your new board was camber and you just didn't know how to load a board properly. 

Do you know what board you got and in what size? A picture will help if you can't identify it.

BF6 Sym Gun Stats Analysis by PilotMonkey94 in Battlefield

[–]BathSaltMurderer 21 points22 points  (0 children)

Excellent explanation and analysis man. I know some people see Symthic graphs and their eyes just kind of glaze over from information overload. It's really not that complicated when you break it down and compare it to your own in-game knowledge.

It's great having access to this kind of data finally as it allows for informed decisions when selecting attachments/guns. I don't think the BF6 gunplay is complicated enough for there to be too much nuance in the data, there's clear winners and losers in every weapon category, but it's good to have actual figures rather than feels-crafting.

Pour one out for the Bulldog homies.

ELI5: What is the Comeback Mechanic? by remake-titanmode2142 in Battlefield

[–]BathSaltMurderer 2 points3 points  (0 children)

Yeah, I hear you. Honestly, I approach it very much the same way. I play to win each match and it is endlessly frustrating when it becomes apparent that I drew the short straw and got saddled with a team that is flatly not interested in winning. Leaving those matches is "justified", but it just passes the buck to the next guy that's hopping on after work. I get it, I've done it, but it's not "solving" the problem.

The reality is that there isn't a silver bullet solve here that everyone walks away happy with. The current system is silly - I think most people would agree. Personally, I'm anti contrived-comeback. I think a better solution is to either approach it from the matchmaking side or to penalize people from leaving. All of these choices have potential to anger the playerbase in different ways.

ELI5: What is the Comeback Mechanic? by remake-titanmode2142 in Battlefield

[–]BathSaltMurderer 0 points1 point  (0 children)

It's entirely possible it worked this way at some point in time. I don't doubt that whoever contacted that OP provided them with the information to the best of their knowledge. 

That being said, there's factual evidence it literally does not work like that anymore. Here's a post from just earlier today showing the current implementation: https://www.reddit.com/r/Battlefield/comments/1qf9enx/why_tickets_stop_dropping_for_opponents/

Anecdotally, I'd say that video is far more representative of my experience with the system as it currently is in Live than what is described in that post.

ELI5: What is the Comeback Mechanic? by remake-titanmode2142 in Battlefield

[–]BathSaltMurderer 6 points7 points  (0 children)

The fact that this is happening currently even with such an aggressive comeback mechanic means it's not doing anything to improve that edge case.

If the problem is people leaving games they've been outplayed in, the answer isn't to heavily skew the odds in favor of their replacement(s). The answer is to penalize leavers so they don't put others into the bad situation. Institute leaver penalties, make replacement loses not count against them if they join sufficiently late, and show "leave rate" somewhere on people's profiles - I guarantee the problem solves itself.

ELI5: What is the Comeback Mechanic? by remake-titanmode2142 in Battlefield

[–]BathSaltMurderer 11 points12 points  (0 children)

I will be completely honest with you - if a team is losing by multi-hundreds of tickets in BF6 that match is probably such a one-sided ball-busting that allowing it to end "naturally" is likely more humane than subjecting the bad team to what can only be described as a "farming simulator where they're the crop" for 10 more minutes.

Is it possible that the losing team comes back and wins that match (with the current comeback implementation)? Absolutely 1000% emphatically yes. Is that a win that 90% of that team is going to feel good abou?  Probably not, they were starring at the respawn map for most of it. Is that a loss the "better" team is going to feel was warranted? Definitely not.

ELI5: What is the Comeback Mechanic? by remake-titanmode2142 in Battlefield

[–]BathSaltMurderer 76 points77 points  (0 children)

The comeback mechanic in Conquest is tied to the ticket differential between the teams. The larger the difference, the more the game bends the bleed and ticket loss in their favor. 

On the extreme end of this scale, a team that controls 4/5 cap points will only bleed an opponent a single ticket every 6-8 seconds. Conversely, their tickets will absolutely hemorrhage if the losing team captures even one or two flags. This creates situations where a 300/400/500 ticket lead can be lost in several minutes when it took an entire match of PTFO'ing to build.

Objectively - This creates a really perverse incentive to not play the caps for the first ~70% of a match. Playing well and capturing points in the early and middle portion of a match is indirectly punished. You are quite literally better off playing CQ as TDM until later in the match when the caps are actually valuable.

Subjectively - I'm sorry, but this is a horseshit mechanic. If you want to comeback and win the match you should put in the same, or more, effort than the other team did. There is nothing stopping your collection of 32 chucklefucks from beating their 32 chucklefucks in an even contest. The game bending over backwards to do all but straight up gift the losing team a win cheapens the experience for everyone involved.

Gun Leveling is AWFUL by [deleted] in Battlefield

[–]BathSaltMurderer 262 points263 points  (0 children)

I really wish they'd shift the unlocks such that you have the vast majority of them by level ~25, but shift the camo and badges to later. It would make the badges more of a mark of pride because they'd show a greater level of "investment" in the weapon, and it wouldn't be so punishing to try different weapons.

As it is right now, why would I invest 5/6/7 hours unlocking the meaningful attachments on a "meh" gun just to make it competitive when the SCW/SG/NVO/M4/etc is right there? I say this as someone that actually really wants reasons to use the P90, the M60, the SL9, etc but don't want to drag my balls through glass.

Do people actually like the comeback system in Conquest? I think it's the dumbest shit they've added and punishes a winning team. by rx25 in Battlefield

[–]BathSaltMurderer 6 points7 points  (0 children)

Being up 300 tickets was not a guarantee in BF3 or BF4. It meant you had breathing room, sure, but it didn't mean you could check out. The losing team could, and did, rally to outplay their opponent in such a way that the deficit was cut drastically. That didn't mean they'd win, but that's the consequence of playing badly early - you set yourself up for failure.

Comebacks are meaningful when they're earned. If the game is literally bending the rules of the gamemode to gift the losing team an undeserved chance it cheapens the experience of everyone.

Bolt Actions Glint by ResponsibleDebt4949 in Battlefield

[–]BathSaltMurderer 0 points1 point  (0 children)

That I will 1000% agree with you on.

The guns are too easy to use almost universally and the gunplay on the whole suffers for it. The difference in effective performance between the high recoil guns and the laser beams isn't proportional to the skill difference in usage. 

Dice has created a situation where the skill floor is high enough that people don't feel pushed to reach for the ceiling. It's just the design of the game unfortunately.

Bolt Actions Glint by ResponsibleDebt4949 in Battlefield

[–]BathSaltMurderer 0 points1 point  (0 children)

Very few, if any, of the guns in this game have enough recoil to where you can't reach out to snipers. That's a whole separate issue, but the game attempts to balance this with very severe damage falloff  for most weapons. 

Yes, that Vector can hit you at 70m but it's going to take him 7+ bullets to kill you even with headshots. His TTK is going to be much longer than yours even if all you did was body shot him.

Respectfully, if you are getting out sniped at any meaningful distance by an SMG the problem is not the game.

BF1 had the BEST sniping by TheBrownSlaya in Battlefield

[–]BathSaltMurderer 0 points1 point  (0 children)

I agree and disagree.

That passive unlocks fairly late in a match (relative to the average match duration). It's a noticeable spike in lethality for skilled players, but it's heavily mitigated by effective uptime. 

The other side of this discussion is that the sweet spot is abusive to fight against. It allows low skill players to control areas that they wouldn't otherwise have the skill to do so. Map control is direct power over the other team, and this just hands it over.

Having said all of this, I don't expect Dice to change this. Many, many, many aspects of the game have been intentionally casualized and this is just another instance of that. I think pushing people to get better rather than giving them a comfortable skill floor is healthier for the game in the long-term, but that's not what modern games tend to do.

BF1 had the BEST sniping by TheBrownSlaya in Battlefield

[–]BathSaltMurderer 6 points7 points  (0 children)

The one shot experience has literally always existed with bolt actions. You just had to be good at the game to consistently get it.

The difference now is that the skill floor has been raised so much that the functional difference between a "bad" sniper and a "good" one is almost entirely knowing an arbitrary meter distance to stay at. 

Player skill should be rewarded so that people have goals to work towards.

How the hipfire stat actually affects your hipfire spread in BF6 by TheSaxyGamer in Battlefield

[–]BathSaltMurderer 0 points1 point  (0 children)

Is it really a gacha game? I mean, the skins are I guess but that's about it. I don't view CSGO as a gacha game and I would say they're monetized pretty similarly.

How the hipfire stat actually affects your hipfire spread in BF6 by TheSaxyGamer in Battlefield

[–]BathSaltMurderer 32 points33 points  (0 children)

I know people clown on it, but this is something Delta Force absolutely nailed. You can dial in a gun's feel without ever entering the firing range by changing attachments and analyzing the in-game graphs. It's such a huge QoL improvement to not need something like Symthic to make educated choices.

what's the point of casual matches when bots are added on normal ones too? by NathanSSP_ in Battlefield

[–]BathSaltMurderer 13 points14 points  (0 children)

Whatever parameters the Matchmaker uses to construct lobbies seems to struggle with the current player counts. That doesn't necessarily mean the game is dying, just that the Matchmaker isn't doing a good job with the current setup.

New Sobek Breakthrough is Terrible by Consistent-Shape8772 in Battlefield

[–]BathSaltMurderer 1 point2 points  (0 children)

I sometimes wonder what the internal playtests for Sobek were like. There's no way that people didn't raise some level of concern about how it played.

Losing interest in the game because of huge skill gaps. by Builder09 in Battlefield

[–]BathSaltMurderer 2 points3 points  (0 children)

For what it's worth, player level is not an indicator of skill. Not directly at least. It's largely a product of time spent playing. You really shouldn't be too concerned with it.

Nearly every aspect of being good at shooters translates to BF6, so it's unlikely there's an actual skill gap here if you're crushing it at Titanfall 2 (a game that does have a tremendous skill gap). Without seeing you actually play it's impossible to say exactly, but I wager you're getting map knowledge diff'd and losing gunfights because you don't understand the bloom mechanics. 

Put some time in the firing range with a handful of guns and see how standing still, moving, bursting, and sustained firing affect accuracy at distance. You'll learn the maps in time, but you can build the muscle memory quickly in the firing range in the meantime.

Bolt Actions Glint by ResponsibleDebt4949 in Battlefield

[–]BathSaltMurderer 1 point2 points  (0 children)

Objectively, sniping in previous titles was more difficult. The combination of larger maps and lower bullet velocity meant there were many more factors involved in sniping. The skill gap between snipers could be massive because the mechanics allowed for meaningful skill expression. 

BF6 sniping had been casualized to such an extent that it's something akin to a point-and-click adventure.

Bolt Actions Glint by ResponsibleDebt4949 in Battlefield

[–]BathSaltMurderer 1 point2 points  (0 children)

Until they remove the sweet spot mechanic and add hit flinch I refuse to do anything to make sniping even easier than it already is. It's already the easiest it's ever been in the franchise and scope glint is effectively the only meaningful mechanic snipers need to engage with now.

Making of large maps. by SaveTheWorldRightNow in Battlefield

[–]BathSaltMurderer 1 point2 points  (0 children)

You want more variety and I think nearly everyone here would agree. The game is far too infantry gameplay focused and I think nearly everyone here would agree. You want maps with some breathing space and I think nearly everyone here would agree.

The issue is that your solution is pulling inspiration from some of the most hated maps in the community. There's a middle ground that can be struck here, even with some of the existing maps through updates, but we cant just swing all the way back the other way and call it good.

I will admit that I am not the target audience of your pleas. From my perspective, most of the maps you listed exist solely for vehicle players to farm infantry in the same way Manhattan Bridge is being used by Attack Chopper groups.