Battlefield Studios has released the first Battlefield Combat dev-diary video highlighting some of the changes coming to gunplay in Battlefield 6 and REDSEC.
Senior Producer David Sirland and Principal Game Designer Florian Le Bihan revealed that recent updates were implemented using feedback collected from Battlefield Labs members and real player data since launch.
The aim is to deliver a more rewarding combat experience without sacrificing Battlefield’s signature fast-paced gameplay.
Weapon Recoil Overhaul
Battlefield Studios has tweaked recoil patterns for all weapons, making each gun more predictable and consistent when fired. This should help players learn their individual weapons with time and allow for more control during firefights.
Bullet deviation after the first shot has also been increased ever so slightly, further incentivizing players to burst and tap-fire at medium to long ranges. Fully-automatic fire can still be effective up-close, but players will need to be more precise during longer engagements.
Battlefield Studios adjusted bullet velocity to be lower for most guns, with SMGs seeing the largest change. Increased bullet drag will also cause projectiles to drop faster after travelling 150 metres or more. Players will need to lead their targets more at extreme ranges.
Damage Distribution
As mentioned above, the damage needed to kill an enemy player (known as TTK) will remain between 200 – 300 milliseconds at close-range for most automatic primaries. This is similar to the recoil model found in Battlefield 3 and Battlefield 4.
However, Battlefield Studios wanted to add more depth to gunplay without bogging down player versus player encounters. To do this, each damage multiplier was tweaked based on where players are shot.
Previously, shots to the legs, arms, and stomach all dealt similar damage.Incoming updates will decrease damage taken to limbs and the lower torso for every weapon type outside of shotguns and sidearms.
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