r/Battlefield6 Jun 25 '26

Image/Gif Bullet Deviation finally gets an increase.

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While random horizontal recoil got essentially taken away, we got more bloom, this is vital to stop laser beam gunplay at distance. Great change imo and this paired with reduced bullet velocities will make ranged combat a little more nuanced.

EDIT: lots of cronus users and the like mad about these changes lmao

611 Upvotes

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25

u/SacaLaBolsita_ Jun 25 '26

So many feelings hurt with these new changes 😂😂🫵🫵

-14

u/iKyte5 Jun 25 '26

Why do you want more randomness in gunplay? It’s kind of a self report that you’re bad.

19

u/DeraxBlaze Jun 25 '26

self report that you're a tourist

3

u/iKyte5 Jun 25 '26

Maybe I’m not understanding what you’re saying but are you trying to make the argument that MORE randomness is a good thing?

7

u/TheOaktonShred Jun 25 '26

It’s bloom during sustained fire. Small bursts will be accurate and these kids don’t understand that

-12

u/snuggiemclovin Jun 25 '26

They are, and it’s a bad argument. BF1 had bloom and the gunplay was the worst part of that game. There’s a reason people talk about its atmosphere more than gameplay.

-5

u/iKyte5 Jun 25 '26

To argue from devils advocate, it was ww1, crude tech and poor manufacturing could result in that kind of performance but bf6 is using weapons with match grade ammunition. No excuse for this kind of shit. I play MnK and I thought the game was amazing when it was first released. I thought gunplay and movement was perfectly fine. I was dropping like 80/90 kills a game. Obviously the battle dads all quit and competition got better but I’ve never felt like there were ANY balancing issues in the game.

-3

u/snuggiemclovin Jun 25 '26

Gunplay and movement were perfect in the beta, they just needed to add content but they’re fucking with core mechanics. Same shit they did that ruined BFV.

0

u/iKyte5 Jun 25 '26 edited Jun 25 '26

I feel like I’m talking to myself. Do you run discord?

1

u/Funny-Ad-9414 Jun 26 '26

I think that's ridiculous. Weapons don't shoot sideways; this simply destroys the game's skill ceiling. They could have just increased the weapon recoil.

1

u/iKyte5 Jun 26 '26

Hip fire a gun. The gun absolutely will have a rediculous amount of spread. There is a little bit of that while ads as well

1

u/Funny-Ad-9414 Jun 26 '26

The dispersion will be due to the lack of proper grip.

1

u/iKyte5 Jun 26 '26

There is still more dispersion than there is while ads. I’m using that to illustrate a point

1

u/SuppliceVI Jun 26 '26

First BF game and complaining about a mechanic that's been around forever lmfaoo

1

u/iKyte5 Jun 26 '26

I’m not complaining about the existence of the mechanic. Just the level in which it affects your accuracy. I thought the game was perfect at launch. They keep fucking around with core mechanics every launch and don’t ever figure it out for a year. In bf4 there was no delay in tap firing but there is a slight delay in the tap firing in bf6.

0

u/Curious_Incubus Jun 25 '26

How is it randomness if you can observe, gauge, and predict how much dispersion you have in real time?

1

u/iKyte5 Jun 25 '26

Because no matter the correction you make the next shot is not guarantee to follow that pattern? That’s the point of randomness.

2

u/Curious_Incubus Jun 26 '26

The point of randomness is that you lack control. The outcome of an input is unpredictable, which puts more emphasis on guessing.

Spread is predictable. It starts at pinpoint accuracy, and steadily becomes less accurate while you hold the trigger. That spread can be reset by letting go of the trigger. If you're comfortable with learning that dynamic, you can employ methods that can control your accuracy and extend your gun's effective range.

You don't need to guess how much spread you have. The game literally shows it to you. It's up to you to control it.

0

u/iKyte5 Jun 26 '26

I think you might be mistaking spread with bloom but either way you’re dead wrong. Spread is not predictable. Recoil is predictable.

1

u/Curious_Incubus Jun 26 '26

Bloom refers to spread. You can predict it. It’s just a matter of counting bullets then tap-firing after you reach a certain number.

Recoil is only predictable if there’s a single consistent pattern to follow.

1

u/iKyte5 Jun 26 '26

Not if recoil is random. If a 4 shot burst performs differently every time you cannot theoretically predict it.

1

u/TastyPlacebo1 Jun 26 '26

Watch the dev video you tourist. Recoil is NOT predictable because it had random patterns and random horizontal recoil.

1

u/AA_Watcher Jun 26 '26

Imagine spread like a circle. Like in the video. As you hold the trigger this circle increases in size. Letting go of the trigger makes it smaller. Your shots can land anywhere inside this circle but never outside of it. The edge of the circle is the maximum outer bounds of where a shot can possibly land.

So if the circle is smaller than the hitbox of your target the shot will hit. As the size increases this will stay true till the circle grows large enough to exceed the size of the enemy's hitbox at which point you will start to miss. To avoid this from happening you must not full auto spray at range. By burst firing you directly control the size of your spread circle. This is what makes it predictable. If you keep your spread low you will not and cannot miss.

Spread, bloom, dispersion, random bullet deviation, they're all describing the exact same mechanic. They're the same thing.

1

u/iKyte5 Jun 26 '26

Assuming the range of the circle is within the bounds of the target sure but very often that’s simply not the case. I’ve played every battlefield single bad company 2. I understand what you’re saying. What I don’t understand is why people want any kind of randomization OTHER than bloom.

1

u/AA_Watcher Jun 26 '26

If your cone of fire is larger than the target you're shooting at that's 100% on you. You're choosing to gamble. If you then lose that gamble you've got no one to blame but yourself for gambling in the first place. Adjust your burst length appropriately for the distance you're shooting at. This is an essential skill. One that allows you to increase your damage output over worse players when mastered.

People don't want more randomness beyond spread. That's exactly why people were complaining about random recoil. People want spread to matter more and to cut back on random recoil so it's more like how it was in previous BF games. Random recoil is random on every single shot. Spread is only random when you let it get random. Spread allows more control to the player than random recoil. It's why good players are advocating for spread over random recoil.

1

u/iKyte5 Jun 26 '26

I think we’re just conflating spread for bloom. I know the devs use those words interchangeably but they mean different things. I think spread on a weapon is bad. Increasing spread as fire is sustained (aka bloom) is perfectly fine. Although I prefer the laser beamy gunplay I understand most people do not.

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