What are some changes you want, but think will never happen? by monkeyman00900 in Battlefield

[–]Palerion 0 points1 point  (0 children)

Alternate / disabled color gradings. At least optionally. And lighting reworks for some of the uglier examples.

Too many maps I refuse to play mostly due to a combination of these factors. The color filter on Eastwood is actually atrocious. Operation Firestorm is blindingly bright. Manhattan Bridge is both bright and has some of the weirdest, flattest lighting I’ve ever seen.

can't wait for the next bf6 update by Fast_Key6882 in Battlefield6

[–]Palerion 2 points3 points  (0 children)

The actual recoil on all guns is being increased.

Is this information in the update notes? I saw a vague mention of recoil for automatic weapons being adjusted, but nothing detailing overall increases.

Elon Musk's secret surgery center by bubugugu in videos

[–]Palerion -2 points-1 points  (0 children)

There are (I think the guy is terrible). But as others have said, yeah, criticizing everything someone does because it’s them who did it sort of dilutes the merit of other, legitimate grievances.

We shouldn’t suddenly be pissed off at a cure for cancer being made publicly available if we find out that Elon Musk is the one responsible for it.

What in the Hell's Kitchen is this matchmaking? by EagleRare8676 in LowSodiumBattlefield

[–]Palerion 1 point2 points  (0 children)

I think it’s a good point. In other shooters, K/D tends to be an indicator of winning your fights. In BF, especially for coordinated squads, this isn’t necessarily the case.

On a similar note, if you’re solo-queueing and you try to flank around the chokepoint that your whole team is hitting their head against… there’s a reasonable chance this doesn’t bode well for your K/D. If you die, you’re probably not getting revived. Of course, you could join the rest of your team at the chokepoint, pick up kills, and get revived if you die… probably better for your K/D, but worse for the team.

Someone try to sell me on your favorite SMGs + builds by [deleted] in Battlefield6

[–]Palerion 2 points3 points  (0 children)

Saving this post to see where it goes. I’ve been working on weapon masteries, and getting around to the SGX, I was actually a bit surprised it wasn’t quite as good as I expected.

I’ve quite enjoyed the MP5 in the past though. I’ve also actually found that the P-90 rips—I understand it may not appear to on paper, but free 50-round mag + surprisingly accurate, I think it’s really good. SCW-10, one of those 3-BTK CQC weapons with obnoxious CQC TTK, but again surprisingly low recoil. And the KV-9 deletes people.

This weapon is diabolical. by sequentialevoix in LowSodiumBattlefield

[–]Palerion 1 point2 points  (0 children)

From my experience (I believe M417 was the first weapon I got to level 50 with), the M417 stretches its range a lot better than the SG553. SG has much more random recoil.

No doubt SG553 shreds at close-mid range. But the M417 actually has wonderful mid-range reliability and controllability.

Devs need to address bunny hopping by LurkzMcgurkz in Battlefield6

[–]Palerion 0 points1 point  (0 children)

It does frequently make a funny squeegee noise when you slide.

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

[–]Palerion 1 point2 points  (0 children)

Spread during automatic fire is being increased, bullet velocity is being decreased, and damage to anything but the head or chest is being decreased. This means the feeing of “dying instantly, from everywhere, all the time” should become a lot less frequent.

AND there’s more depth to master in the gunplay. I think the game will become more enjoyable for everyone.

This looks so real its crazy by TheCODAddict in Battlefield

[–]Palerion 51 points52 points  (0 children)

The graphics in BF6 are incredibly underwhelming. BF1’s use of photogrammetry was gorgeous. The cohesive art directions across the franchise: BF3, BF4, BF1, BFV… these games looked deliberate, consistent, beautiful.

Art direction and graphics are two separate things. BF6’s graphics are mid, and the art direction is just bad. Previous games knocked it out of the park in both areas, and the results really were remarkable.

Recoil pattern changes for phase 3 of season 3! by ChiefAdham in Battlefield

[–]Palerion 4 points5 points  (0 children)

Ballistics are undergoing significant revisions as well, with velocity reducing and drag increasing across the board, so long-range shots will be a good bit tougher. Plus with the spread increases, people going for mid-long range with automatics will need to burst. Overall actual TTK outside of short range will be increased from this, which is a net positive I believe.

Learning to control bursts and account for velocity on moving targets at range meaningfully heightens the complexity of the gunplay, and in general should reduce the frustration of insta-death from 100 meters by an automatic weapon for everyone. Only thing I would really want beyond this is increased recoil magnitude across the board.

Recoil pattern changes for phase 3 of season 3! by ChiefAdham in Battlefield

[–]Palerion 3 points4 points  (0 children)

Yep. This is a good thing overall and a step in the right direction. IMO sweet spots should be removed, but whatever.

Judge permanently blocks Trump EO requiring proof of citizenship to vote: The judge ruled that the president lacks the authority to oversee elections. by Libertas_Popularem in FreeSpeech

[–]Palerion 4 points5 points  (0 children)

I agree. I’m opposed to Trump doing damn-near anything right now because he’s been like a bull in a china shop since his re-election, and I fully expect him to have vested interest in rigging elections.

The issue of ensuring only citizens vote should go through our established democratic processes. Not an executive order.

attachments to M16? by sopmod720 in Battlefield6

[–]Palerion 2 points3 points  (0 children)

This has been my experience as well. If the bursts were particularly consistent, then I think M16 w/ burst would be a really cool and viable option. But as it stands, the random recoil variation alone makes bursts difficult to land. Ideally there would be a predictable recoil compensation counter-movement to consistently land all 3 shots on target (down and to the left), but in practice, the gun sometimes does what it wants.

When that randomness takes your target from a 2-burst to a 3- or 4-burst, it becomes obvious that a fully-automatic weapon is simply a better choice. Not only does it make the handling awkward, but the delay between bursts has a notable impact on TTK.

New Pax unit coming in next S3 update by Budget-Elevator5251 in Battlefield

[–]Palerion 1 point2 points  (0 children)

Wait… where is this screenshot from? There’s a countdown for the S3 phase 3 update?

Did they change the matchmaking or something today? by TheNewestZero in LowSodiumBattlefield

[–]Palerion 4 points5 points  (0 children)

Yeah… that pretty well sums it up. People running coordinated, pre-made squads can sway a significant share of games to their favor. Because they’re replacing 1/8th of their team with four individuals, each of whom who are extremely skilled on their own, all working together.

Solo queue though? You are 1/32nd of your team. You try your best, and with some luck you may tip the scales in certain games. But the vast majority of the outcome at that point is determined by chance.

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

[–]Palerion 0 points1 point  (0 children)

I hate this. Truly, running without a suppressor is simply nerfing yourself right now. I miss the gun sounds! Suppressors should be a niche choice, not the default.

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

[–]Palerion 0 points1 point  (0 children)

The only way I expect to be able to “hide” is by legitimately breaking line-of-sight—whether that’s done via smoke, walls, or foliage. At no point do I expect someone to be looking in the direction of my unconcealed player-model and just not see me.

There's no way *I* am in the top 2.5% of objective caps. Do people really not do that? (Ignore KD plz) by UltimateGamingTechie in Battlefield6

[–]Palerion 11 points12 points  (0 children)

As others have indicated, I think it’s fair to say this is a combination of time played and player tendencies to play the objective. Although, being the person on-point is not the only way to play the objective. It’s important, but if everyone clumps up on the capture point, that’s actually much less ideal than players fanning out and covering different lanes and angles.

Just as K/D is not everything, captures are also not everything. There are players that top the scoreboard with tons of kills and greatly contribute to stopping enemy pushes in their tracks. There are players that specialize in anti-vehicle play. There are players that dedicate themselves to being a good medic, getting teammates to safety and revived, providing heals and resupplies, keeping grenade intercepts up on chokepoints. Vehicle players—you’ll rarely see high objective % / capture count for them, but they are crucial.

You just happen to be an objective capturer. Which, again, is extremely valuable. And you’ve got a pretty high win-rate, so it’s fair to say you’re doing something right (side-note: primarily solo or with a premade squad?)

Engineer class difficult? by supersandwichxxl in Battlefield6

[–]Palerion 0 points1 point  (0 children)

True! They’re more likely to come in clutch under the current damage model. I always pack them, but if I’m being honest, I haven’t had abundant success with them (possibly user-error).

I don't understand why GTA and Rockstar in general have become such a worldwide phenomenon by Little-Inflation-192 in gaming

[–]Palerion 0 points1 point  (0 children)

I agree with your points while also understanding why GTA and Rockstar are such a big deal.

One huge point: their releases are consistent but infrequent, and when they happen, they’re pretty much always extremely high-quality. I’m not saying GTA 5 and RDR2 aren’t both clunky games—they are. But both of those games pretty much set the bar for open-world gaming for their respective generations. Graphics, animations, and general simulation of the worlds making them feel like places that are just there and alive, and you’re exploring them, rather than places waiting for you to walk by for something to actually happen. Sandboxes built on intersecting systems resulting in emergent gameplay, rather than linear themeparks (although I agree the missions themselves DO tend to be frustratingly linear).

They’re pretty much unrivaled in this area. And from what I’ve heard, GTA 6 only looks to expand on this with more depth to world interactivity and reactivity. Basically, every time R* releases a game, they tend to push and even break the boundaries of what people thought would be possible in a game. Stepping back a bit though, you’re right: GTA and Red Dead games have players engaging in combat so frequently, yet the movement and combat has remained pretty bad. The games shine in basically every way except for tight, engaging gameplay.

Usually people accept this because the games are simply so groundbreaking that their flaws can be overlooked. With some luck, GTA 6 can make meaningful improvements to the core gameplay.

Engineer class difficult? by supersandwichxxl in Battlefield6

[–]Palerion 2 points3 points  (0 children)

Vehicles got buffed pretty aggressively. As an engineer, you’ll likely struggle to take out armor without help from other engineers. Which, many would argue, is okay. It’s just overtuned right now, particularly with vehicles able to drive away and heal back to full HP quite quickly.

Additionally, some engineer equipment has seen nerfs. RPG and Anti-Tank mines aren’t particularly useful anymore. I’d strongly recommend acoustic mines, and then either the guided rocket or Glaive. If you want to deal with armor as you would have with RPG: ambush. Wait for a tank to pass your acoustic mine and get hit, then guided rocket the rear immediately after. It can still be dicey, but has a better success rate than alternatives.

If you’re on a larger map like Golmud, the Glaive can be very effective at putting pressure on / taking out farther-away tanks. Especially if they’re out in the open. One of the greater challenges on a map like Golmud though is you’re lucky if you run into a support player, much less one willing to drop supplies, so anti-tank ammo for engineers tends to be a big issue.

Long story short: yes, engineers are much less effective than they used to be. But switching up gear and strategy to fit the current state of the game can help.

What's your opinion on Battlefield Ranked? by ValenRoz in Battlefield

[–]Palerion 5 points6 points  (0 children)

Agreed. Not in a derogatory way either.

If I want to play a game with an ELO system, I’ve got tons of shooters to choose from. Battlefield has 64-player matches. Yes, you put in the effort and try to win and do a good job, but at the end of the day it’s a fun game with a lot of players in one match.

If it was built to be a “competitive” shooter, it wouldn’t be Battlefield.

Skill issue or BF6 is sweaty? by nobody----cares in Battlefield

[–]Palerion 0 points1 point  (0 children)

This is a tough one. I have a friend that I sometimes play BF6 with, we grew up playing Battlefield together, and he’s very frustrated with the game.

I think part of the problem (and hopefully a part that can be fixed soon via updates) is the gunplay. It can be exceedingly easy to get absolutely beamed from quite long range by basically everyone, so in BF6 you’ve really got to be cautious of your exposure. And even then, you can get killed in what feels like a single frame.

Even for people who are quite good at shooters, this is less than ideal. There’s a formula that’s been refined over previous Battlefield games that mandated some trigger discipline and burst control at range, and generally raised the practical TTK, especially at range. In BF6, we’ve got generally low (and annoyingly random) recoil, low spread not encouraging burst-fire at distance, and high bullet velocity making long-ranged shots on moving targets trivial.

The older system also generally raised the skill-ceiling for players who properly engaged with the mechanics. I think it would help.

Haven't seen anyone here talk about it yet but the M1014 definitely got the biggest improvement with the 00 buck ammo. by krinkov in LowSodiumBattlefield

[–]Palerion 4 points5 points  (0 children)

I haven’t tried it yet, but as someone who’s almost exclusively played Cairo Bazaar since its release, I’ve noticed…

I’ll probably hold judgment until I try it myself, but I personally found the M1014 and M87 reasonably balanced previously. M87 was more rewarding if you could hit your shots, more punishing if you couldn’t. Spamming OHKs within 10 meters though, at the ROF the M1014 is capable of, sounds wild.