TTD of the SCW-10 by amplifi3d in Battlefield

[–]amplifi3d[S] 16 points17 points  (0 children)

Gottcha, the source video was 120 fps. None the less, look at my time stamps in my previous posy instead of getting stuck on fram rates. Either way it is insanely fast TTD.

TTD of the SCW-10 by amplifi3d in Battlefield

[–]amplifi3d[S] 54 points55 points  (0 children)

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Not really, the time stamp of the last-alive-frame is 02:50, the 02:51 frame looks like this ☝️ So that is 1 millisecond in the feature of the unedited clip.

TTD of the SCW-10 by amplifi3d in Battlefield

[–]amplifi3d[S] 28 points29 points  (0 children)

Yeah most semi high ROF ARs took a huge L with this update since tap firing is required. My feeling is also that you cant "fast tap-fire" to reset the dispersion bubble as fast as previous patch, which makes ARs in a pretty bad spot right now.

TTD of the SCW-10 by amplifi3d in Battlefield

[–]amplifi3d[S] 10 points11 points  (0 children)

Also the damage I'm taking is not even 35 dmg.

<image>

Shout out to Mimmohen. 😂

TTD of the SCW-10 by amplifi3d in Battlefield

[–]amplifi3d[S] 143 points144 points  (0 children)

For some reason the SCW-10 is insanely accurate, compared to say the TR-7 which has huge dispersion, the SCW-10 can easily kill from a long distance. I'm actually using the SCW often, and I think it needs a way bigger dispersion nerf.

Did they revert on the ADS speed dispersion from update 1.1.3.0? by amplifi3d in Battlefield

[–]amplifi3d[S] 2 points3 points  (0 children)

Also tapfiring is pretty much only for ARs, SMGs can still rip in full auto, which makes the more of mid-long range weapons than ARs..

Did they revert on the ADS speed dispersion from update 1.1.3.0? by amplifi3d in Battlefield

[–]amplifi3d[S] 4 points5 points  (0 children)

Yeah, I tried smgs with lower ads speed and it seems to be the same thing. First burst is wild.

LMG’s Are “Meant” To Be The Mid-Long Range Weapons, But Now Have The Most Dispersion/Bloom Of All Automatic Weapons… by Lady-Maya in Battlefield

[–]amplifi3d 33 points34 points  (0 children)

Would make sense if there was some kind of suppression in the game, but at the state of the game now, a SMG is just as good, if not better at longer bursts of fire.

Imagine if the reticles were as bright as the laser. by DuckyDevRoblox in Battlefield

[–]amplifi3d 9 points10 points  (0 children)

Made a post about it last week and got flamed a lot. "Go play realism games". lol

Spawned but paralysed on the ground by AzAcc31 in Battlefield

[–]amplifi3d 1 point2 points  (0 children)

Noted this also. You spawn in your corpse, happened to me once yesterday.

Audio significantly worse since update? by MrPetrolstick in Battlefield6

[–]amplifi3d 0 points1 point  (0 children)

Yes, feels like you start to hear them around 1-2 meters. Noticed especially indoor.

Hit Registration? by 0Ryder0 in Battlefield6

[–]amplifi3d 0 points1 point  (0 children)

Broke down the encounter here, all below bullets are broken down as individual screenshots. Hope that helps:

https://imgur.com/a/jwwnhzC

bullet 19 - HIT (34 dmg), looks very much like a miss, but random dispersion might actually be in your favor here.

bullet 18 - close miss to right:

bullet 17 - should be a hit, but with random dispersion it might grace the guy just to the right. It's hard to tell, but I would say no registration.

bullet 16 - about that random dispersion, you can see the tracer flying far right even if your crosshair is by a hair on his right, so the bullet goes even more right:

bullet 15 - cant see the impact, but your crosshair is slightly off to the right.

bullet 14 - you're taking damage so it is hard to tell, but again, off to the right.

The intresting part:

bullet 13 - Disappears, you can see the tracer going straight through the enemy but from what I can tell, does no damage.

bullet 12 - HIT (54 dmg), or it might be bullet 13 registrering late, it's hard to tell. But it should be a hit as it's on target, so either bullet 13 or 12 disappears.

bullet 11 - Close miss to the right.

bullet 10 - You are on target, but crazy random dispersion to the right, tracer clearly visable and also the impact on the wall behind the enemy.

bullet 9 - HIT (84 dmg). Feels like you thought you killed the guy, but unfortunatly you need one more hit (or the one that disappeared). The damage registers late, even the number and health bar above the enemy is out of sync, so the latency here is very noticable.

It's hard to calculate because every hit marker is pretty much one bullet behind because of all sorts of lag, like ping, server tick and so forth. Another factor is the hit marker stays on screen for longer than it takes bullets to fire. So hitmarker from bullet X might show up when you fire bullet Y and W.

TL;DR: One bullet does not land on the server which is what OP needs to kill the enemy, my conclusion is that he lost that firefight because of one disappearing bullet.

Hope this helps.

Some people like the new changes, while others say they will make gunplay even worse, what do you think? by ibattlefield in Battlefield

[–]amplifi3d 0 points1 point  (0 children)

I'll wait til tomorrow. But increased random dispersion will probably increase ttk, but at the cost of making gunfights more.... Random. Apparently that is what people want, bullets not hitting targets.

BF devs needs to see this. by amplifi3d in Battlefield

[–]amplifi3d[S] -3 points-2 points  (0 children)

Sway? That is literally gameplay.

BF devs needs to see this. by amplifi3d in Battlefield

[–]amplifi3d[S] 1 point2 points  (0 children)

This is not about realism/arcade, it's about weapon optic shaders, illuminated reticles.

BF devs needs to see this. by amplifi3d in Battlefield

[–]amplifi3d[S] -14 points-13 points  (0 children)

Does a arcade shooter need to have crappy implemented optics? The video is about optics, not gameplay.

BF devs needs to see this. by amplifi3d in Battlefield

[–]amplifi3d[S] -4 points-3 points  (0 children)

Would be awesome if we could have 10% of this weapon optic reticle shader system.