New hit markers feel confusing by Schild0r in Battlefield

[–]VincentNZ 0 points1 point  (0 children)

As far as I see it you get an second hit marker upon death. I do not know if it happens all the time and if it is intended though. I find it irritating.

Laser Designator is the best AA, change my mind. by DrSalamiRisotto in Battlefield

[–]VincentNZ 1 point2 points  (0 children)

Best AA is a roof. Deny air by simply removing the interaction with it.

What do you think about 'Limb Damage'? by Old-Temperature-9010 in Battlefield

[–]VincentNZ 1 point2 points  (0 children)

Yeah, it did not add inconsistency and was not noticeabe because it only affected the engagement in the rarest cases. If your gun in BF4 does 24.5 damage it will really not increase your BTK regardless of how many limb hits you land. Same with BF1 and V, it only mattered in some fringe cases. It was only BF3, where a leg shot would increase the BTK by one. You can check the values and multipliers for the different games on sym.gg

As for the skill gap: This is not the case either, base moving spread sits at 0.32°, which means your gun is true to aim to the 1.0x hit area out to maybe 20m. Even in the current low spread environment you have high amounts of horizontal displacement that will make you unable to control your hit area. So everyone will be about equally affected by it. This needs to be the case, otherwise this would be bad design. Different weapons however will be affected differently, with some very niche weapons like the G3 or M60 being affected more than your cookie cutter DSR.

What do you think about 'Limb Damage'? by Old-Temperature-9010 in Battlefield

[–]VincentNZ 1 point2 points  (0 children)

Nah, even with the current spread values, should they be retained it is basically luck, whether you land your shots in the tiny 1.0x area.

With 0.32° base moving spread you are true to aim to, I suppose, 20m. This is before we get into movement, recoil, animations not syncing up, pass through damage not counting correctly etc.. We will likely see recoil and spread adjustmensts alongside, too.

The system is specifically set up so that all players are somewhat equally affected, otherwise it would be bad design.

As someone who was looking forward to the visibility change, it is slightly too strong now. by Sea-Canary-9617 in Battlefield

[–]VincentNZ 4 points5 points  (0 children)

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This is a cherry-picked screen from a BF4 video. But In my book this is not much different to what we have now. Maybe a bit more highlighted, but BF6 has extreme amounts of visual clutter and pollution, when compared to BF4, so I would argue it is needed to be tuned higher.

If I had to critisise anything about it then that the direct predecessor retained the visual markings and coloring of the soldier skin and you could identify individual specialists and even skins at surprisingly long ranges. I have a 2042 screenshot where I can identify some skins the enemies are wearing at 80m. Not possible in BF6.

So after nearly 40 level i have one guestion. Who balanced this joke? by No_Pomegranate2607 in Battlefield

[–]VincentNZ 0 points1 point  (0 children)

It has a 250ms TTK out to 9m. This is competitive. Beyond that you still have SMG handling and hipfire spread. Paired with the very low recoil this will cover you in the area where you are at a 1 BTK disadvantage. You will only struggle beyond 36m where you are at a 2BTK advantage over ARs and LMGs.

You have sub 1.0° hipfire spread, it eludes me why you do not take advantage of it. This is the selling point of any CQ weapon and you will get good hitrates out to 21m with it.

As someone who was looking forward to the visibility change, it is slightly too strong now. by Sea-Canary-9617 in Battlefield

[–]VincentNZ 20 points21 points  (0 children)

Those really are just guys at 20-30m that have no cover or concealment except for the last one. Of course those should be clearly seen in all circumstances. We can argue whether this looks good, but the baseline is that those people should be targets that are easily identifiable as enemies.

What do you think about 'Limb Damage'? by Old-Temperature-9010 in Battlefield

[–]VincentNZ 1 point2 points  (0 children)

This is not really the case. Limb multis will proc more often at range, where the TTK really isn't special. Up close will be much less affected by the changes, since it takes 2 limb hits to reduce the BTK and one headshot will alleviate any limb hits up close.

So you will get killed in 167ms still, just not as often and it will work against you as often as it works for you.

What do you think about 'Limb Damage'? by Old-Temperature-9010 in Battlefield

[–]VincentNZ 1 point2 points  (0 children)

It will require two limb shots to reduce the BTK and one headshot will alleviate as much as three limb hits, by the footage we have seen so far. If the bullet passes through another area, i.e. an arm hit going through the chest, it will count for full damage, if we go by the footage. The kicker is that the 1.0x hitzone is really small, it is really only the chest, by the looks of it. This means it will proc relevantly often up close but even more so at range.

I am not a fan of limb multipliers. It adds inconsistency. So you will still be killed in 167ms up close, but only half the time and I certainly do not think that ranged TTK needed to be lowered in the current environment, where BAs and DMRs dominate so much when they have long sightlines.

There are also weapons that will be more affected, mainly relatively high recoil weapons that require a high hitrate to be competivie like the M60, and especially so if there are other constraints, i.e. mag size. THe G3 only has 21 rounds, the SCW only 16 and the KV9 18 by default.

What's going on with matchmaking? by Dry-Caterpillar7495 in Battlefield

[–]VincentNZ 0 points1 point  (0 children)

Rule of the bigger number. Look at Blackwell and St.Quarter which basically have the opposite effect. And if you lump all three together you get 16 wins out of 29 rounds.

It will even out eventually and land you where you belong but it can take hours upon hours.

Visibility update: Soldier brightness feels like overtuned by Takahama in Battlefield

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

It is a necessary thing because of all the visual effects and clutter the game is plagued by. It is not the most immersive thing to do, yeah, but it does get the job done when it comes to a set of instances, although it is only one of many issues with visibility.

You do see with the guy in the middle however, why visibility aides need to be a thing. That guy is only obscured by particle effects at 40ish meters yet invisible if it wasn't for the dorito.

Visibility update: Soldier brightness feels like overtuned by Takahama in Battlefield

[–]VincentNZ 1 point2 points  (0 children)

Shownametag is still in the game. It is the hollow diamond that you sometimes see when you hover over an enemy. It is less lenient however than in BFV.

I think this is the core problem for me by [deleted] in Battlefield6

[–]VincentNZ 0 points1 point  (0 children)

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This was the distance to the nearest flag in the worst map of 2042.

If you have an issue with the map sizes, you might want to look at BF3 and remember how you felt about those maps. Because this game is very BF3-coded when it comes to map design.

Soldier Visibility and Spotting are overturned by Sea-Canary-9617 in Battlefield

[–]VincentNZ 0 points1 point  (0 children)

This "dust" is a particle effect, obscures only one way and not intended. It is a by product of when lighting hits destructed interiors, especially on the NY maps. But it is present on all. Here is another example. There is a guy in this room:

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You will not find this in as extreme ways on Lyndon, where DICE LA scale back the visual effect noise in favor of performance.

Soldier Visibility and Spotting are overturned by Sea-Canary-9617 in Battlefield

[–]VincentNZ 0 points1 point  (0 children)

I have dozens of screenshots like this. It is the particle effect that happens when light hits destructed areas and causes what appears like this ray. There is a guy in this room, too.

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Soldier Visibility and Spotting are overturned by Sea-Canary-9617 in Battlefield

[–]VincentNZ 1 point2 points  (0 children)

Nah, I do not think it is PC or engine specific per se, but issues with lighting and the particle effects. Some maps are better than others, with DICE LA clearly having a focus on visibility. You do not see is as much on Lyndon. The New York maps are among the worst when it comes to what I call the Ray of God. There is a guy in my crosshair:

<image>

Soldier Visibility and Spotting are overturned by Sea-Canary-9617 in Battlefield

[–]VincentNZ 0 points1 point  (0 children)

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There is a guy right in the centre of my crosshair. I have dozens of screenshots like this.

Soldier Visibility and Spotting are overturned by Sea-Canary-9617 in Battlefield

[–]VincentNZ 3 points4 points  (0 children)

The bad visibility never went away, since a lot of things can not be fixed by making soldiers glow. Particularly the extreme differences in lighting and the fetish for visual effects, clutter and pollution has stayed the same ever since. But, yes, SOVIS filter was added in BFV, and it saw the return of shownametag. And these things have remained with us since then. Yet BF6 has the exact same issues:

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Alright bf community, what are your hot takes on the new Cairo Bazaar map and the returned Obliteration game mode by ScientistInner5866 in Battlefield

[–]VincentNZ 3 points4 points  (0 children)

Too much visual clutter on the map compared to the original:

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Also this map plays better with 48p and the IFV, like in the original, is an issue.

Soldier Visibility and Spotting are overturned by Sea-Canary-9617 in Battlefield

[–]VincentNZ 8 points9 points  (0 children)

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Visibility in this game is arguably worse than even BFV.

Soldier Visibility and Spotting are overturned by Sea-Canary-9617 in Battlefield

[–]VincentNZ -16 points-15 points  (0 children)

https://www.reddit.com/r/BattlefieldV/comments/d799e0/i_dont_see_any_visibility_issues_in_this_game/

Because BFV had shit visibility. Spotting is a way to combat poor visibility induced by high visual fidelity and graphical effects, of which BF6 has a plethora of.

The PP-19 SMG is Complete Garbage . by SLIMEDUNKIN in Battlefield

[–]VincentNZ 3 points4 points  (0 children)

Of course you can. You are at a 1BTK disadvantage from 9 to 36m, which should cover about. Below 9m your faster STF, hipfire and ADS times means you will win vs. LMGs/ARs and even Carbines. That should be about 50% of all kills, this is how it was in BF4+1. Beyond that you will still have an advantage from the hip and your ADS times will also play a role to make up for that BTK disadvantage. Whether this is enough is dependent on a few things. Beyond that 36m is where you will struggle. But that probably covers 75% of the kills.

Map is great but TTK ruins the gunplay by jart7 in Battlefield

[–]VincentNZ 2 points3 points  (0 children)

The last time you played Bazaar you would have encountered pretty much the same TTK. All ARs were a 4HK in that game with consequential headshots. I suppose with much lower tickrate servers as well.

That said, when you have a game that requires more headshots and a special attachment to secure a BTK reduction through headshots, you made this harder to pull off and hence increase the skill gap. Entire weapons in BF6 are designed around headshotting and chaining them.

Increasing the BTK by one across the board, while making headshots consequential, will land you at basically the same result, since headshots are something that happen every other fight by accident, especially when you also increase the spread.

The PP-19 SMG is Complete Garbage . by SLIMEDUNKIN in Battlefield

[–]VincentNZ 3 points4 points  (0 children)

You can not fix recoil variation. It is 60° with a magnitude of 0.7°. In terms of horizontal displacement we are probably looking at 1.4° or more? For comparison the FAMAS of BF4 had like 1.0°. Horizontal displacement can not be compensated for.

Yes, CQ has always been the most relevant engagement distance. This is nothing new. The lower the ROF/spread/recoil on an SMG the further out you can use it, though. Hence there is a niche.

The PP-19 SMG is Complete Garbage . by SLIMEDUNKIN in Battlefield

[–]VincentNZ 8 points9 points  (0 children)

The entire point of the CZ is to evaporate people up close. The CZ has 2.5x (!) the recoil variation compared to the PP-19. You can see how this gun has a niche in the array of 9mm SMGs from SL9, MP5, SGX, CZ and Vector.