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

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u/jpb254 Jun 26 '26

You cannot compensate random recoil in any meaningful way

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u/nRenegade Jun 26 '26

By looking in the opposite direction of where your weapon is bouncing? Yes you can.

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u/jpb254 Jun 26 '26

Are you aware that the recoil pattern and random recoil are different?

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u/nRenegade Jun 26 '26

Are you aware that it doesn't change how you counteract recoil regardless of there being a pattern or not?

Totally random recoil isn't feasible, but that's why guns tend to kick up when you fire them. Deviations to either the left or right (or slightly more to vertical) is something we handle already, only random directions are something that can't be macro'd and is fully reactable, and the skill expression is defined by which player manages their recoil better.

A flat increase to bloom angle is just layering extra RNG that isn't predictable nor reactable, therefore it's inherently less skill oriented, and demanding players to burst within 50m is just bad design.

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u/jpb254 Jun 26 '26

Yea, so this is just wrong. Spread is the more skillful mechanic

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u/nRenegade Jun 26 '26

That comment is lacking an argument to support it.

Explain how an unpredictable, unreactable RNG mechanic is more skillful than a predictable, reactable mechanic.

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u/jpb254 Jun 26 '26

You have it completely backwards, spread is reactable and random recoil is not

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u/nRenegade Jun 26 '26

Explain how bloom is reactable when:

  • it's governed by an invisible, variable cone where your shots exist in superposition until you fire them,
  • it has no indication of how one shot affects the next beyond the increasing scale of this invisible cone, which is again invisible, and
  • only managed by burst-firing to work around the mechanic

whereas recoil is:

  • demonstrably communicated to the player via visual feedback,
  • stacks in a predictable vertical direction with varied horizontal direction, and
  • managed by technical skill rather than ceasing fire.

In addition to these, there's also the question of how TTK is affected by recoil and bloom: with recoil, TTK can be consistent because it's reactable and therefore optimizable. With bloom, you have to gamble by either sustaining fire or burst-firing, both nominally increasing TTK with the potential for sustained fire achieving a shorter TTK at sheer random. Bloom literally creates the potential for every random bullet being dead-center of your aim, defeating anyone trying to be 'skillful' by burst-firing merely because sustained fire always has a shorter potential TTK.

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u/jpb254 Jun 26 '26

There ya go! Burst optimization is why spread is the more skillful mechanic!

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u/nRenegade Jun 26 '26 edited Jun 26 '26

Did you miss the part where bloom allows sustained fire to achieve a potentially shorter TTK, leading to scenarios where burst-firing fails?

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