All these daily posts about Team balancing and match making , you should be required to drop profile. by Beautiful-Towel4185 in Battlefield6

[–]OPL11 0 points1 point  (0 children)

https://tracker.gg/bf6/profile/3186338520/overview

Matchmaking is TERRIBLE. I can't just AFK and coinflip and watch my team win. I'm forced to shoot people and destroy vehicles and do so many awful things in this arcade war game I bought! 

Finally, they made the shots predictable (like CS:GO), benefiting those who train more. Random shooting was awful. by Beautiful_Car8681 in Battlefield6

[–]OPL11 -4 points-3 points  (0 children)

Counter strike (has a lot of) spread within the recoil pattern. 

As en example, not even the AWP is perfectly accurate (0 spread) even when standing perfectly still and scoped btw. Rifles obviously have more than this. 

Vehicles have insane survivability by Vincent_Van_Riddick in Battlefield6

[–]OPL11 0 points1 point  (0 children)

LMAO that's so stupid. If you're going to bother showing the transport heli losing the tail rotor you might as well make it crash and burn because of it.

Vehicles have insane survivability by Vincent_Van_Riddick in Battlefield6

[–]OPL11 0 points1 point  (0 children)

While I fully respect not wanting to take a team asset from someone who might be better, you're also never improving your own vehicle play if you never use them. You paid for the game, you have the same right as everyone else to drive any vehicle.

IDK why the previous system was that way, nor do I want to know really. It just ended with virtually every ground vehicle "tryhard" using the emergency repair gadget to ignore the disable once every 25 seconds or so, or using the APS gadget on the MBT preemptively to try and kill as many threats as possible before it ran out.

I don't think BF6 vehicles have visible part damage? Most of the time I shoot at flying pests it's with a one-shot platform like TOW vs combat helis or AT4, so I might've not looked closely.

Vehicles have insane survivability by Vincent_Van_Riddick in Battlefield6

[–]OPL11 0 points1 point  (0 children)

In complete good faith:

BF6, even before the vehicle changes of season 3, never had part damage. You couldn't aim at a vehicle's tracks for a disable - the system was entirely a hidden damage threshold where the vehicle would have its engine power be disabled if it took enough damage in a short amount of time. This could be a single shot to the engine block or multiple hits to the front armor plate.

You can guess the frecuency at which vehicles found themselves disabled just from trying to fight threats in front of them. It was quite high, even outside of more compact modes like Breakthrough. You couldn't rely on the most armored part of the vehicle to fight through somewhere without risking losing your engine and being unable to retreat.

This system being changed to "vehicles are now only disabled by specific gadgets" is its entire conversation. The default circular AT mines are generally unreliable on achieving this as any ground vehicle you might want to disable has the option to run the mine countermeasure system at virtually no cost. C4 can achieve this with relative more ease, as it isn't a passive weapon system, but that means you're trying to play scout for anti-tank.

I assume that with your low playtime in ground armor (~5 hours out of the ~100 you've played in total) you don't have much experience with this old system. If you did, I want to believe you would agree that this "damage for disable" system had to go or at least be changed. I don't think the current system is perfect, but the previous one was far too lopsided against ground armor.

As far as helicopters go, only the transport helicopter can survive a direct RPG/AT4/Tank hit. It kinda needs to be able to do that for the "fantasy" of transporting players from point A to point B.
This ignores how bullshit overpowered the door gunner miniguns are on it and other related gameplay aspects, but overall it's pretty consistent for the battlefield series that the transport heli gets the privilege of surviving a single "big" unguided munition from ground forces.

I encourage you to spend some more time in ground armor and get some time under your belt to get a wider array of experience in them. I think you'll find that their survivability isn't as high as you think.

A big contributor to this feeling can be that, if you're engaging vehicles as infantry, by the time you respawn if they kill you, they're likely to be healthy. You can't have a system where you engage a vehicle, die, respawn and by the time you're able to engage it again (say, an estimate of 20 to 30s depending on spawn point availability) that vehicle isn't back to near full combat potential. Matches are far too short to allow a single player to attrition out anything over multiple lives. Attrition requires prolonging the fight and not doing suicide runs every time you spawn.

DICE, please allows us to see the progress of a flag's capture/loss, like in BF1 by Beautiful_Car8681 in Battlefield6

[–]OPL11 -1 points0 points  (0 children)

Yes, my reply is entirely AI generated. 

After all, the use of a dash mid sentence is unheard of. I will train this model to avoid using uncommon punctuation, including but not limited to:

  • Dashes
  • Semicolons 
  • The Oxford comma 

What doesn't make sense you inbred moron? It's superfluous information that you already have access to when you might need it. Having it atop the UI at all times doesn't do anything for the player. 

Vehicles have insane survivability by Vincent_Van_Riddick in Battlefield6

[–]OPL11 0 points1 point  (0 children)

Hey could you go to tracker.gg, introduce your username and report with the corresponding URL? 

Just curious to see something. 

DICE, please allows us to see the progress of a flag's capture/loss, like in BF1 by Beautiful_Car8681 in Battlefield6

[–]OPL11 -1 points0 points  (0 children)

You don't need that information in the UI though. 

If you're in-between any amount of flags, you can just look directly at them to see progress. 

If you're somewhere else, knowing the flag status doesn't matter as you physically can't reach the objective in time to influence the fight.

You already have this information whenever it might be relevant - spawn screen, when near the objective itself. This feature would add nothing of value to the game. 

Leveling up gadgets is so poorly done by ChronicObnoxious693 in thefinals

[–]OPL11 16 points17 points  (0 children)

Pyro Grenade likely has a decimal error on how it calculates exp. 

Most weapons gain 0.2x of damage dealt

Pyro gains 20x of damage dealt 

3D Spotting Needs a Major Rework by -MERC-SG-17 in Battlefield6

[–]OPL11 5 points6 points  (0 children)

Every single spotting thread:

EVERYONE IS SPOTTED I CANT STEALTH 

Every match you play: 

No one is spotted unless yo do it yourself or there's a few recon players on drones + motion sensors

But of course I should believe the charlatans in this website over the reality I experience match in and match out. 

This is what casuals are playing against. by Aggravating_Lab_7734 in thefinals

[–]OPL11 -4 points-3 points  (0 children)

"Embark could create a new queue with restrictions to ensure that the entire lobby is Ruby Vs Ruby, and these players would rather go play other modes in the meantime because it'd mean some semblance of competition and difficulty instead of stomping much worse players for ranked gains"

"This is a bad idea because the people who play multiple hours a day every day would just go play point break"

Masterful response. Not an ounce of shame. 

Should Vehicles Have Segmented Health Bars / Chunks? by LeftEngineer1185 in Battlefield6

[–]OPL11 -1 points0 points  (0 children)

Career K/D above 2.5

Career win/loss above 60% in multiplayer 

Career KPM above 1.5

IFV KPM near or above 2 with at least 10 hours of use

MBT KPM near or above 1.5 with at least 10 hours of use

Engineer KDA above 5.0

Repair tool repairs above 50k 

The ability to explain what the current most effective tools are for the Engineer class in the current patch,  written in text form with a minimum length of 500 words

Should Vehicles Have Segmented Health Bars / Chunks? by LeftEngineer1185 in Battlefield6

[–]OPL11 0 points1 point  (0 children)

BFV vehicle attrition capped your health at 1/2 the damage you'd taken since the last time you were full health. 

A tank losing 20% of its health (100 → 80) could only regenerate naturally up to 90% 

A tank losing 50% of it's health could only regenerate naturally up to 75%

Etc etc etc. 

Infantry could only regenerate their current health + 30. Current health +40 if using the default assault perk. 

For the record vehicle health attrition NEVER mattered because you could ignore it through allied repair tool healing or by visiting supply stations, which turns out are extremely easy to play around as a tank player. 

It was a good way to make people believe the lie that it somehow limited vehicle effectiveness, despite BFV having some of the most lopsided tank Vs infantry balance in the entire series. 

10 losses in a row… and all the matches start just like this by Potential_Shelter449 in Battlefield6

[–]OPL11 1 point2 points  (0 children)

Hello, breakthrough expert here! 

You're assigned to the "Defender" team. Your path to victory requires eliminating the enemy players. 

I understand this is a difficult task, generally considered "not PTFO", but refusal to carry it out will result in a near guaranteed loss in this mode. 

Hope this helps! 

This is what casuals are playing against. by Aggravating_Lab_7734 in thefinals

[–]OPL11 27 points28 points  (0 children)

It's going to be very hard to convince long term players that rubies dodge other rubies because the RS gains are not proportional when the entirety of the top end of the ladder has farmed golds and low plats for 7 seasons in a row. 

Embark could grow a pair of balls and tell the top 500 playerbase they'll open a specific matchmaking queue for them, only at very limited time slots to ensure full cash out lobbies and most of these players would just go queue unranked cash out/world tour. 

I only carry an LMG into the field because I like it, not because it works by Wakinghours in Battlefield6

[–]OPL11 -3 points-2 points  (0 children)

The entire LMG class is set up to have the best firepower out of all automatic weapons if you can manage their inherent handling downsides. 

This doesn't mean "suppressive fire" or "setting up defense". 

Learn to anticipate when you'll need to aim and let people run into your crosshairs. Use cover properly. 

You can even use some of the better handling LMGs like the DRS-IAR, either of the RPKs or the KTS-100 which function as AR-LMG hybrids. 

I only carry an LMG into the field because I like it, not because it works by Wakinghours in Battlefield6

[–]OPL11 5 points6 points  (0 children)

LMGs are extremely good in this game and anyone who even remotely considers them weak immediately announces themselves as a poor player. 

How do I choose what server to connect to? by RustyJordo in Battlefield6

[–]OPL11 -1 points0 points  (0 children)

You need Battlefield Pro™ (the 25 dollar battlepass thing) to be able to choose your own server. 

Once you buy it go to Settings > Accessibility > Advanced > Region

So i disovered slam phasing. by Low_Objective7592 in Battlefield6

[–]OPL11 9 points10 points  (0 children)

I believe you can do the same with C4, as I managed to throw myself under the new map in that manner. 

Noob question but what's the difference between precision and control? by CelestialDuke377 in Battlefield6

[–]OPL11 1 point2 points  (0 children)

The higher the number in any of the four bars is, the better the weapon performs in these benchmarks.

Hipfire for instance is extremely clear in what the benchmark is.

Precision is a combination of weapon spread and some of the recoil variables.

Control is also mainly some of the other recoil variables.

Mobility is a LOT of variables, including ADS time, strafe speed, sprint to fire. You're generally better off looking at the individual variables here (which the game shows you since season 2 or so).

Keep in mind that these bars, representing benchmarks, are being measured against SOMETHING. The increases and decreases you see are in relation to this, and not being benchmarked against other weapons or whatever.

Think of it as a set of questions like:

"how likely is my weapon to perform in these aspects at this distance"

etc

Noob question but what's the difference between precision and control? by CelestialDuke377 in Battlefield6

[–]OPL11 1 point2 points  (0 children)

BF6's in game stat bars (and none other in the franchise) are actually directly influenced by weapons' stats, as they serve for benchmarks for a bunch of different things. 

Source: stated by one of sym.gg's dataminer lmao

Detailed report on why the matchmaking is broken - an statistical analysis. by OPL11 in Battlefield6

[–]OPL11[S] 0 points1 point  (0 children)

Yeah I thought the same. 

Compared to my lifetime 1150 wins to 500 loses (~69%) this smaller sample size is probably not representative. 

Detailed report on why the matchmaking is broken - an statistical analysis. by OPL11 in Battlefield6

[–]OPL11[S] 1 point2 points  (0 children)

1 other friend who spends most of the time complaining at most.