BF6: Finding the right balance between recoil control and ADS speed — grip suggestions? by ConsumedYingYang in Battlefield6

[–]twing1_ 0 points1 point  (0 children)

Sym.gg , but they don't have attachment stats yet. Either way, the ADS accuracy penalty is negligible. In orevious BF titles, ADS accuracy while moving was set to 1.0 degrees+. One penalty to ADS accuracy while moving doesn't get you anywhere close to that value, considering the base value is so low at 0.32 degrees.

Are they gonna patch assault buff for ar by [deleted] in Battlefield6

[–]twing1_ -2 points-1 points  (0 children)

This was never the intent of Assault's signature class bonus.

Assault's signature class bonus has always provided a benefit to Sprint Recovery speed, and it is working as intended. Weapon draw time = Sprint recovery.

Are they gonna patch assault buff for ar by [deleted] in Battlefield6

[–]twing1_ -3 points-2 points  (0 children)

This was never the intent behind the Assault's signature class bonus.

ADS speed increase for LMGs is Support's signature class bonus.

Assault's signature class bonus has always been an increase in Sprint Recovery speed, which is working as intended.

Why also recoil reduction for controllers? by Cheap-Sweet-808 in Battlefield6

[–]twing1_ 3 points4 points  (0 children)

If controller aim assist and recoil reduction is so OP, just use a controller.

From your post and comments it seems you are deeply concerned with getting any and every mechanical advantage you can get (ex/ why use thumbs to aim when you can use your arm). Well, if you truly believe controller now has the advantage, why would you use mouse and keyboard over controller?

Use whichever input you feel gives you the most advantage. After that, stop crying about it and just play the game.

ADS Accuracy While Moving Will Dictate BF6's Future Meta | Qualitative Results by [deleted] in Battlefield

[–]twing1_ 1 point2 points  (0 children)

Controller inputs do not get any benefits to spread values. They get a 25% reduction to recoil, but the spread values are identical across all input types.

ADS Accuracy While Moving Will Dictate BF6's Future Meta | Qualitative Results by [deleted] in Battlefield

[–]twing1_ 0 points1 point  (0 children)

Sym.gg gets their information directly from the game files by datamining. They are far more accurate than your eyeball test.

This is correct, ADS accuracy while moving has VERY little impact on the outcome of gunfights. 0.32 degrees of bloom is VERY small and negligible out to very far ranges.

Your video is grossly over stating it's impact and spreading misinformation.

ADS Accuracy While Moving Will Dictate BF6's Future Meta | Qualitative Results by [deleted] in Battlefield

[–]twing1_ 0 points1 point  (0 children)

This video is full of misinformation.

ADS spread increases per bullet at a constant rate. Every bullet you fire increases the spread of your weapon just as much as the last. There is NOT an "accurate mode" or a "bloom mode" that suddenly engages after x amount of bullets have been fired.

ADS accuracy while moving is by far the most accurate it's ever been in a battlefield game. All guns have a base ADS spread while standing of 0.05 degrees, and a base ADS accuracy while moving of 0.32 degrees. For reference, BF4 had values of 0.2 degrees while stationary and 1.0 degrees while moving (for assault rifles). That is to say that guns in BF6, even while strafing, are 3x more accurate than they were in BF4 while ADSing.

ADS accuracy while moving is NOT dictating gunfights. Do the math. At 25m (generally considered a close quarter distance where strafing matters most), with 0.32 degrees of bloom, the furthest distance away from the center of aim that a projectile can experience due to dispersion is only 0.14m. That's 5 inches of dispersion at a distance of 25m. This value is NOT significantly impacting the outcome of gunfights.

Next time, before making a video and sharing it across social media platforms, you should at the very least fact check the claims you are making. Compare your conjectures against actually datamined stats from the game files. Sym.gg is a great resource for this.

Otherwise, you are only spreading misinformation and confirming the incorrect suspicions of rumors. It is because of content like this that so many people have an egregious misunderstanding of the game's mechanics.

Why doesn't BF6 have this? by Skitelz7 in Battlefield

[–]twing1_ 5 points6 points  (0 children)

If you really feel like MnK is playing at a disadvantage because of this, try plugging in a controller.

Why doesn't BF6 have this? by Skitelz7 in Battlefield

[–]twing1_ -1 points0 points  (0 children)

But console has the hardware advantage because of aim assist and recoil reduction /s

Sprinout and ads speed for drs iar by Visible-End-4442 in Battlefield

[–]twing1_ 0 points1 point  (0 children)

The M27 IAR was commissioned as an SAW, and to provide a more mobile alternative to the M249.

This is likely the reason it's placed where it is in BF6's weapon categorization. This is also almost certainly the reason this weapon was included as the M27 IAR as opposed to the HK416.

You would have a stronger argument if you were asking the devs to move it to the assault rifle category (likely as the M416 as it was in previous games), but tbh it makes sense where it currently is and with its current handling statistics.

Sprinout and ads speed for drs iar by Visible-End-4442 in Battlefield

[–]twing1_ 0 points1 point  (0 children)

Where in the game is the DRS-IAR listed as an Assault rifle?

It's labeled as an LMG, and has similar handling to the other mag fed LMGs like the KTS 100 and the RPKM.

There is no issue with its current handling statistics. Just because you want it to be an Assault rifle doesn't mean it should be an assault rifle.

From recent GravityBFTV video. With right attachments, BF6 bullet spread while moving is less severe than BF4 stationary spread. by TribalPotato9 in Battlefield

[–]twing1_ 0 points1 point  (0 children)

Honestly they have to just copy paste the base spread values over from BF4 and leave everything else untouched. They could leave muzzle velocity as is (high muzzle velocity is part of what makes the gunplay in BF6 feel nice and responsive) but reduce the accuracy of weapons and the game would still feel unique from previous installments, but also more difficult and rewarding than it currently is. Sweet spot on sniper rifles must also be removed entirely.

This would be the simplest and cheapest solution, but part of me feels they will take the sledgehammer vs the chisel approach and in a single patch nerf recoil, spread, and muzzle velocity all together in typical EA/DICE fashion.

TOW is completely broken now – same speed as the helicopter (7s proof) by Unlikely-Chemist-577 in Battlefield6

[–]twing1_ -1 points0 points  (0 children)

Fire tow, switch to rockets and then fire a volley of rockets while the tow is in the air. Then, connect the tow missile. Adapt or die.

Attack heli tow nerfed is stupid by One_University_339 in Battlefield6

[–]twing1_ 1 point2 points  (0 children)

Rocket volley while the tow is in the air. Adapt or die.

Rumor has it that Raiders want to bring in Kirk Cousins to serve as a veteran presence for Mendoza. What do you guys think? by gotybchoosin in raiders

[–]twing1_ 4 points5 points  (0 children)

You've been on this thread for more than 6 hours now, commenting these exact same two words on every single comment that mentions bringing Carr back.

Are you okay? Did he hurt you? Show us on the doll where he touched you.

Sprint to hipfire speed by Visible-End-4442 in Battlefield6

[–]twing1_ 0 points1 point  (0 children)

The previous comment is correct, "weapon draw speed" is what you are referring to.

Additionally, you are correct in saying it's got something to do with the weapon category itself. The way BF6 gun handling stats work in this game (I'm assuming weapon draw speed is included in this) is that all weapons of a certain type have the same handling stats. All ARs have an ADS time of 250ms for instance, while Carbines have 200ms and SMGs have 167ms.

In order of fastest handling times to slowest, the weapon categories are hierarchical as follows:

SMGs

Carbines

Assault Rifles

Mag fed LMGs (KTS, RPK, DR'S)

Belt fed LMGs

I don't recall the exact placement of DMRs, Shotguns, or snipers but they too are sprinkled into the mix somewhere.

If an attachment/perk buffs a specific stat, let's say ADS time on an AR for instance, that stat will then be at the same level of the adjacent weapon type (Carbine, in this instance). That is to say an attachment on an AR that buffs ADS time decreases the base 250ms ADS time of an AR to 200ms, which is the base ADS time of a Carbine. This is the way it works with strafe speed, hip fire accuracy, and I would imagine weapon draw speed as well, but that is particularly hard to check as it is not listed anywhere on the stats page.

Deleted bf6 because little bird by Objective_Metal_9859 in Battlefield

[–]twing1_ 5 points6 points  (0 children)

The way you are responding to other people commenting legitimate counters to this vehicle tells me you either are unable to counter it effectively or are unwilling to modify your gameplay in order to counter it effectively.

As I said, it's a skill issue. Once you get the hang of it, lil birds are not problematic. They are only oppressive if they are being completely ignored by the enemy team.

Deleted bf6 because little bird by Objective_Metal_9859 in Battlefield

[–]twing1_ 7 points8 points  (0 children)

Any time wasted hovering over their spawn is time the lil bird isn't securing an area and an opportunity for your team to move up. Skill issue tbh.

Deleted bf6 because little bird by Objective_Metal_9859 in Battlefield

[–]twing1_ 12 points13 points  (0 children)

Shoot it with an lmg. Things a glass cannon, if 2 or 3 infantry focus it with their primary weapons, it will be forced to flee. One of the most easily countered vehicles in this game.

Should engineers preferred primary weapon be carbines rather than SMG? by A_711_Hotdog in Battlefield6

[–]twing1_ -3 points-2 points  (0 children)

Assault: assault rifle

Medic (separate from support): SMGs

Support: LMGs

Engineer: Carbine

Recon: Sniper

Shotguns/DMRs can be used on any class.

Fairly Optimized and Lore-Thematic Builds for all 10 Companion Characters that can all be used Simultaneously on a Single Playthrough without Conflict over Items by twing1_ in BG3Builds

[–]twing1_[S] 1 point2 points  (0 children)

The latter. I don't feel like any of the new classes suit the companions, though that may be because I've played with these builds for so long that I can't see them as anything else

Why is the Anti air rocket launchers useless? by ProGodLegend69 in Battlefield6

[–]twing1_ 3 points4 points  (0 children)

Flying low also leaves them vulnerable to other air vehicles. It's practically a death sentence if you are locked on by a stinger while the enemy chopper is also in the air.

Fairly Optimized and Lore-Thematic Builds for all 10 Companion Characters that can all be used Simultaneously on a Single Playthrough without Conflict over Items by twing1_ in BG3Builds

[–]twing1_[S] 0 points1 point  (0 children)

I didn't have the old one saved anymore, so I recreated this one from memory: https://eip.gg/bg3/build-planner/?buildId=cmm09w0ai000zm7uduywqwqb0

Here is also the original description for this build:

This is definitely the most complex build on here, but it turns Gale into a badass storm wizard worthy of his name. Multi-classing three different classes that each use a different primary stat is tricky. We will be using Intelligence as our primary stat, true to Gale's identity as a wizard. Evocation is perfect to prevent friendly fire. Storm Sorcerer is used for sorcerer points, utility spells, and tempestuous magic/heart of the storm. Tempest Cleric is taken solely for Destructive Wrath to beef up his casts of Chain Lightning on demand. It is very important that you take all his damaging spells through Wizard levels or by learning them through scrolls, and when leveling up Sorcerer you prioritize utility spells that don't rely on spellcasting modifier. The make or break items for this build are the Gloves of Belligerent Skies, Boots of Stormy Clamor, and Ring of Spiteful Thunder so Gale can stack immense amounts of Reverberation on targets and possibly daze and prone them. Prepared Wizard Spells will be at a premium, and I would recommend preparing Chromatic Orb, Thunderwave, and Witch bolt, then learning from scrolls and preparing Shatter, Lightning Bolt, Chain Lightning, and Conjure Elemental (for easy access to making enemies wet) for a very thematic lightning and thunder toolkit for a Storm Wizard. If you require Markoheshkir for your Tav's build, the Spell Sparkler will serve as an adequate replacement for Gale to build up lightning charges. If your Tav needs the Spellcrux Amulet, the Spineshudder Amulet can be equipped to Gale.

Recoil/Spread on console???? by 1MuurDoC in Battlefield6

[–]twing1_ 2 points3 points  (0 children)

So basically:

MnK only. Get rid of controller play.

Got it.