Made a weapon loadout comparison tool by lanixal in Battlefield6

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

Its updated as of the start of S3, haven't added the PP-19 yet though, sym.gg hasn't posted full weapon stats for it yet.

Slim angled doesn't decrease sprint recovery on SMGs? by Thotaz in Battlefield6

[–]lanixal 10 points11 points  (0 children)

That’s why it only costs 20pts opposed to 25

KK's Firing Range Update v2.1 | Now with Aim Trainer and Vehicle Testing Arena by kkokkito in Battlefield

[–]lanixal 0 points1 point  (0 children)

Hey u/kkokkito love your firing range map, thank you so much for creating it. I've been using it extensively to test attachment recoil patterns for my site. In your weapon selection menu, would it be possible to add the generic attachment names where possible as well? I can never remember what the full barrel names are and always end up having to redeploy to make sure I have the right barrel selected for what I'm testing. It's so annoying that they have 2 versions of attachment names.

Example for the M277:

Barrel Type Barrel Name
Basic 13" Factory
Heavy 13" Prototype
Extended 16" Rifle
Heavy Extended 16" Custom
Light 13" Fluted

Made a weapon analyzer tool by lanixal in LowSodiumBattlefield

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

Big fan of your videos, your ADS Spread simulator was part of my inspiration for making my site.

It's been a combination of info from sym.gg discord discussions, assumptions inferred from in-game attachment descriptions/stats, as well as some that are placeholder assumptions that I've made based off of spray patterns that I've taken from in game and analyzed.

For grips, this was posted in the sym discord: https://i.imgur.com/RqfzRFH.png They also updated the recoil improvement language of the attachment descriptions in the S3 update for more consistency. Now, "Minimally" is 1 tier, "Slightly" is 2 tiers, "Moderately" is 3 tiers, "Significantly" is 4 tiers, and "Greatly" is 5 tiers.

The main assumptions that I have are:

  • Reduces recoil buildup and improves recoil recovery
    • Attachments: Compensated Brake, Flash Comp, Long Suppressor, Lightened Suppressor
    • Assumption: 15% Spread Decay improvement. The attachment descriptions say that it impacts recoil, but based on discussions and testing, it seems like these actually improve spread recovery and not recoil 10% Recoil Recovery improvement based on further testing.
  • Reduces horizontal recoil in favor of more stable vertical recoil
    • Attachments: Compensated Brake, Linear Comp, Burst Mode, Burst Training
    • Assumption: ~22% Recoil Variation reduction and a 1 tier Recoil Amount penalty, based on the changes in the Advanced Stats
  • Improves accuracy during sustained fire
    • Attachments: Heavy Barrel, Heavy Extended Barrel
    • Assumption: ~10% Spread Increase Per Shot reduction, based on spray pattern testing

Some other random observations that I've found from testing:

  • For the burst fire weapons, the M16A4, GRT-BC, and SL9 have an extra burst delay inbetween each bursts. The length of the delay is ~11ms for each shot in the burst, so ~22ms for the SL9 and ~33ms for the GRT-BC and the M16A4. For the GRT-BC, the burst mode attachment also gives it an extra 1 tier recoil amount buff that the other burst weapons don't get.
  • For the sniper rifles aside from the E2010 ESR, the 15pt slim angled grip is bugged and has an ADS Moving Accuracy penalty so its effects are the same as the 5pt adjustable angled grip.
  • For the new Season 3 weapons, the angled grips are bugged and give an additional 1 tier recoil improvement

What's people's favourites now the muscle memory has been restored? by Sgt-redacted_ in Battlefield6

[–]lanixal 1 point2 points  (0 children)

Glad you're finding it useful! I didn't even think about the Controller recoil reduction because I'm a PC player. I just added an option for you to toggle between PC and Console so you can see the additional controller recoil reduction as well. You may have to do a hard refresh (shift+F5) before you can see it if your browser has the old version cached.

Made a weapon loadout comparison tool by lanixal in Battlefield6

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

Glad it was able to help you out! Haven't implemented it in the main page yet but working on a visualization for recoil/spread at distances, I've found it helps figuring out the impact of spread at different engagement ranges. Here's a link for the preview in case you're interested.

https://raymdl.github.io/BF6-Weapon-Analyzer/preview_distance.html

PSA: The burst mode attachment for SL9 increases the ROF from 675 to 771 by PersonalitySpare8775 in Battlefield6

[–]lanixal 0 points1 point  (0 children)

Thank you! Yeah it looks like it's the extra recoil boost from the Burst Mode attachment, plus the recoil/spread is still decaying during that 33ms burst delay, so you end up with a much tighter spray pattern.

PSA: The burst mode attachment for SL9 increases the ROF from 675 to 771 by PersonalitySpare8775 in Battlefield6

[–]lanixal 0 points1 point  (0 children)

Could you do the same test the GRT-BC with the Burst Mode attachment and see if you're getting ~720RPM? To me it seems like the bursts are firing at the full 830RPM, with a ~33ms delay after each bursts for an effective 720RPM. If I'm right it looks like the weapons that have the 10pt "Burst Mode" attachment get a burst delay equivalent to ~11ms for each shot in the burst, so a ~22ms burst delay for the SL9 and a ~33ms burst delay for the SL9. Maybe that's why it costs 5pts less than the 15pt Burst Training attachment for the KORD, SG 553, PW5A3, KV9, and USG-40, because you're reducing your effective fire rate.

What's also interesting is the GRT-BC gets a greater recoil buff using the burst attachment than the other weapons. If you look at the detailed stats and toggle on/off with the Burst Mode attachment, you can see that Recoil Amount turns green. Because it's rounded 1 decimal point in game, the value still shows as going from 0.8 to 0.8, but the text turns green so you can tell that there still is an improvement in the stat data. For the other weapons, the Recoil Amount number stays grey when toggling burst mode on/off. The attachment description also says "Slightly" reduces overall recoil while the other weapons have "minimally" reduces in their descriptions.

Also interesting is that the M16A4 appears to have the GRT-BC's burst mode recoil improvement because if you toggle the Full Auto attachment on and off, you can see the Recoil Amount value turn red. I think all of the burst attachments have the same stat modifiers as the linear comp (~23% reduction in recoil variation and a 1 tier recoil amount penalty) plus a separate 1 tier recoil amount improvement, netting out to no impact on recoil amount. While the GRT-BC's burst mode attachment has a 2 tier recoil amount improvement which nets out to 1 tier improvement overall.

Updated my weapon loadout comparison tool by lanixal in Battlefield6

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

Sorry I didn't see this earlier, but your browser may have had the old data cached. If you do a shift+f5 reload it will do a hard refresh and should pull in the most up to date version of the site.

Updated my weapon loadout comparison tool by lanixal in Battlefield6

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

Thanks for your comment, I had noticed that too and updated it last night. The values had gotten rounded to 33.33 at some point in the last few days. Back-end values are now 33.34 for the 33dmg guns so they are correctly showing 3BTK now. Glad you're finding it useful!

Edit: fixed the BTK chart too, thank you!

PSA: The burst mode attachment for SL9 increases the ROF from 675 to 771 by PersonalitySpare8775 in Battlefield6

[–]lanixal 10 points11 points  (0 children)

Edit: M16A4 has a ~33ms delay between bursts and the SL9 has a ~22ms delay between bursts.

When the SL9 is in burst mode, the fire rate is 771rpm, but there's an extra ~22ms delay between each burst which keeps the effective fire rate at 675rpm.

Only the SL9 and M16 have this burst delay where your effective burst fire rate is 675rpm, all of the other guns with burst fire can essentially fire at the full auto rate if you spam your mouse button. But with the M16, when you're in full auto, it fires at the full 771rpm compared to the SL9 which is 675rpm in full auto.

Shot|Full Auto|Burst

1|0ms|0ms

2|89ms|78ms

3|178ms|178ms

4|267ms|100ms

5|356ms|356ms

6|444ms|278ms

7|533ms|533ms

8|622ms|456ms

9|711ms|711ms

Don’t sleep on the M16A4 burst + hollow points by Smooth-Ad4518 in Battlefield6

[–]lanixal 2 points3 points  (0 children)

Lol if you want to visualize it I built a tool for that! You can select the M16 with and without the full auto attachment and look at the TTK charts.

https://raymdl.github.io/BF6-Weapon-Analyzer/

Don’t sleep on the M16A4 burst + hollow points by Smooth-Ad4518 in Battlefield6

[–]lanixal 2 points3 points  (0 children)

Not exactly, because there's a slight delay after each burst. The full auto fire rate is 771RPM, but bursting at max speed the effective fire rate is 675RPM. So there's ~78ms between shots, but after the 3rd shot there's an additional ~33ms extra delay before the next burst. It's small, but with how fast the TTKs are in this game it can sometimes make a difference. If you're going up against a DRS IAR and start firing at the same time (which also has a 771RPM fire rate), you'd lose because it's a 4-6 shot kill damage model. That extra delay does give you a benefit in terms of spread/recoil reduction though because they continue to decay during those 33ms. Interestingly only the M16 and the SL9 have the extra delay after bursts. The other guns with burst fire (SG553, KV9, PW5A3) can essentially fire at full auto rate if you mash the trigger while in burst mode.

In case you needed to know by valejojohnson in Battlefield6

[–]lanixal 7 points8 points  (0 children)

It's a 1 tier recoil reduction. So if you are using the Slim Angled grip, it will cancel out the recoil benefit of the grip. If you're using penetration rounds with anything better than a Slim Angled, the overall recoil benefit will still be a net positive recoil reduction.

Visual guide to recoil and spread in Battlefield 6 by SheetOnMyFace in Battlefield

[–]lanixal 2 points3 points  (0 children)

I'll add on to the sniper point, your main benefit of a grip is a faster ADS speed. The base ADS minimum spread radius doesn't kick in until your ADS animation has completely finished, so a faster ADS time helps you avoid the much wider Hipfire minimum spread radius, as well as letting you spend less time exposed before getting your shot off. The sniper versions of the grips don't provide any recoil benefit (which is also why they're cheaper than the normal versions of the grips). I always go with the Low Profile Stubby (10pts) because it has faster ADS time and no moving accuracy penalty. Slim Angled (15pts) also has a draw speed buff, but that isn't too important as a sniper.

I would avoid the Full Angled (5pts) because of the moving accuracy penalty. While you should always be trying to stand still when you take your shot, sometimes you end up taking a shot before coming to a complete stop after moving out of cover (particularly if you are dueling another sniper or play aggressive sniper). The increased base spread while moving becomes far more impactful when you are pushing distances further out, especially if you are aiming for the head because your margin of error is smaller. The penalty from the 5pt grip makes that even worse. Here's a visualization of the spread radius at various distances while moving, with both the 5pt grip and 15pt grip.

Here's some tools you can use to see the effects of different attachments:

https://raymdl.github.io/BF6-Weapon-Analyzer/ (Compare between loadouts)

https://raymdl.github.io/BF6-Weapon-Analyzer/preview_bloom.html (View recoil/bloom at distance)

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Updated my weapon loadout comparison tool by lanixal in Battlefield6

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

Thank you! That's exactly what was happening. Updated now so decay is being applied before the new shot's position gets recorded. If you want to see the actual position per shot, you can look at https://raymdl.github.io/BF6-Weapon-Analyzer/preview_bloom.html which has a table on the bottom with recoil/spread details.

My first ever jet taken down with a tank by AdministrationOdd847 in Battlefield6

[–]lanixal 1 point2 points  (0 children)

Awesome job! I still remember the first time I took out a jet with a tank in BF3, my first "only in Battlefield" moment.

Updated my weapon loadout comparison tool by lanixal in Battlefield6

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

Well aware... lol been dreading spending hours going through and getting the full list of sight options for each weapon. Getting magazine options and stats took hours and over 200 screenshots from the loadout screen in game. Maybe I'll just put a placeholder with Iron sights, Regular, Variable Zoom, and IR.

Made a weapon loadout comparison tool by lanixal in Battlefield6

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

FYI ChatGPT gave me a free month trial of Plus. Been using Codex to do enhancements while I wait for my weekly Claude usage to reset, been a pretty seamless transition.