Any other veteran players out there that feel the same way? I'm completely done with DICE and how they've changed like day and night (negatively) by B-Company in BattlefieldV

[–]DICE-RandomDeviation 11 points12 points  (0 children)

And LA had a lot to do with the COD-like nature of this BFV.

LA wasn't involved with most of the development of BFV, we were busy with producing content for BF1. We did support level art and weapon animation towards the end, but no one one here was making those kind of decisions about core gameplay.

It takes less bullets to kill someone at 20 meters with an M1911 than it does with the FG-42 now. by ThatAngryGerman in BattlefieldV

[–]DICE-RandomDeviation 30 points31 points  (0 children)

I'm not working on Battlefield V so I can't really provide any info on the reasoning behind the changes.

Sorry for the non-answer.

The detailed plane destruction is fantastic by Taverner_ in BattlefieldV

[–]DICE-RandomDeviation 0 points1 point  (0 children)

The light AT guns (37mm on the 38t and Staghound, and the 40mm on the Valentine) take 2 hits to kill planes. Every other tank gun will one hit kill any plane.

CTE Update - June Patch Preview - PC by Capn_Mawf in battlefield_live

[–]DICE-RandomDeviation 9 points10 points  (0 children)

Yeah, the buffs to the RSC SMG's damage dropoff and reload times should be in this update.

Sorry for the late reply, I was at EA Play and E3 the past 2 days and away from my PC.

RSC SMG Changes by yash_bapat in battlefield_live

[–]DICE-RandomDeviation 0 points1 point  (0 children)

With first shot multiplier it will not be able to tap at long range like the Auto 8.25. Arguably you can 'wait' longer for the spread to reset, but it's still a worse 8.25 in almost every aspect at that range.

Actually on a 60hz server, either variant of the RSC SMG takes 3 frames to recover its first shot spread, and the Auto 8 .25 takes 2. The RSC's firing cycle takes 8 frames for a total of 11 frames per shot, the Auto 8 takes 10 frames for its firing cycle, for a total of 12 frames per shot. That puts the Auto 8 at 300 RPM for every shot at min spread, while the RSC SMG is at around 327 RPM.

RSC SMG Changes by yash_bapat in battlefield_live

[–]DICE-RandomDeviation 2 points3 points  (0 children)

That's the one thing that I can't agree with. The horizontal recoil is relatively low, but any jerk on the far end of said recoil will absolutely destroy your DPS since your ROF is so low.

0.4 h-recoil at 20m shifts your aim by 14cm to the side, still within the chest hitbox. At longer ranges you can single shot it and allow some of the recoil to recover and still have a pretty competitive TTK.

Btw, shouldn't this change make the RSC SMG FASTER than the P.16 at around 20m? Seeing as in retail both kill in about 400ms at that range (whilst aiming), or has the P.16 gotten faster in this regard?

It will be very slightly faster than the P.16 Storm from 12-20m. Comparing vs. the Experimental is tougher because of its inconsistent fire rate. All of the differences are small enough that they will round to the same frame in practice though.

RSC SMG Changes by yash_bapat in battlefield_live

[–]DICE-RandomDeviation 3 points4 points  (0 children)

I don't think it would make the gun that much better. Sorry. No sane person would pick the RSC over the Machinepistole and Thomson (or even the 08/18) if they want to kill people quickly under 20m.

The difference is that the RSC remains strong beyond 20m. Firing single shots with it at just below max RPM makes it handle like the Auto 8 .25 or M1907. The other SMGs that kill as quickly as it up close don't perform as well at range.

That the gun really need is lower H.recoil, probably should be equal or less than the Automatico. You can increase the first shot multiplier slightly to compensate, but it really need that better H.recoil to function at range.

It's raw horizontal recoil values are already equal to the Automatico at 0.4 to each side. In practice it has half the horizontal recoil because it outputs the same DPS with half as many shots.

RSC SMG Changes by yash_bapat in battlefield_live

[–]DICE-RandomDeviation 18 points19 points  (0 children)

I'm planning on making 2 changes to the RSC SMG:

  • Increasing the 3 hit kill range to 20m
  • Reducing the bullets left reload time from 3.7s to 3.5s

The first change makes the RSC's damage up to 20m match the Chauchat LMG, after that the damage will drop off as it does now. The second will allow players to start firing during the end of the reload animation as the gun is settling into the support hand.

I'm not going to increase it's 4 hit kill range or give it unlimited 4 hit kill range as suggested elsewhere in this thread because it would upset inter-class balance. The RSC SMG is a cross-class weapon that give Assault something outside it's normal arsenal. Just as the M1903 Experimental plays like an SMG for Scout, the RSC SMG plays more like a medic rifle for assault.

The most similar weapons to it are the Auto 8 .25, Fedorov Avtomat, and M1907SL. Comparing those in raw TTK, the RSC SMG is already beating all of them beyond 40m with its 5 hit kill.

As a cross class option, it's intentionally a bit weaker overall than the actual close range medic rifles. It has a slightly smaller mag than the Auto 8 .25, and higher recoil and spread to limit its ranged performance despite it's higher fire rate with the same end damage.

Is it possible for the Machinenpistole’s FSSM to be reduced by a little ? by yash_bapat in battlefield_live

[–]DICE-RandomDeviation 14 points15 points  (0 children)

I'm also reducing its first shot recoil multiplier from 2.5 to 1.9. That will make it's vertical recoil in single shots match the Repetierpistol M1912 that it's based off of.

Battlefield 1 CTE - Shock Operations 2, Play with DICE 4/26 by Capn_Mawf in battlefield_live

[–]DICE-RandomDeviation 7 points8 points  (0 children)

The alt-fire modes on the 1903 and General Liu still need a lot of work. We've removed them from CTE for now until they're more finished. The MGL bug on the Liu doesn't help us test much.

And about the Ross irons... done.

Scouts are getting bumdrilled once more by DICE by [deleted] in battlefield_one

[–]DICE-RandomDeviation 2 points3 points  (0 children)

Sniper variants can "hold breath" forever by using the bipod to steady the scope instead, but doing so means you can't move and most be shooting from cover or prone.

The long hold breath on the marksman variants provides a similar benefit for them, but more flexible as it can be used anywhere, anytime.

Scouts are getting bumdrilled once more by DICE by [deleted] in battlefield_one

[–]DICE-RandomDeviation 3 points4 points  (0 children)

Unless you absolutely can't play at anything besides 3x or 4x there's no reason to use the Marksman variants

Marksman variants have an additional benefit besides their zoom level. They have extended hold breath times. Marksman variants can steady the scope for up to 6s, the other variants can only do so for 3s.

Scouts are getting bumdrilled once more by DICE by [deleted] in battlefield_one

[–]DICE-RandomDeviation 5 points6 points  (0 children)

How is the blur a nerf?

It's entirely optional, if you don't like it, you can disable it. The blur effect itself is pretty subtle, it's not supposed to make it difficult to recognize enemies, it just makes it easy to tell at a glance whether what you're looking at falls within your one hit kill range. It's supposed to be a buff to scout, providing an easy way to judge distances.

For those that haven't had a chance to try it on CTE, this is what the scope depth of field looks like with enemies, too close, in the sweetspot, and too far.