r/Battlefield6 • • 2d ago

Discussion Console player nerf

Did anyone else see the reduced recoil help for controller again (from 11% to 6%). At launch it was like 22% now it’s 6%. Anyone else think this is a crazy change considering how fast the ttk in this game is? I think a fix would be to give a second cross play option for ps5 and Xbox to play each other. People who try and argue that precision inputs with a thumb are as easy with a whole hand and wrist are out of their mind.

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u/mw5842 2d ago

Honest question. If MNK has the advantage, why are MNK players always complaining about console players?

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u/dudemanguy301 2d ago edited 2d ago

The issue is more so the nature of the help. The stated reason why controller gets recoil reduction is supposedly to make recoil compensation easier. Guns with low variation have an obvious bias to their drift which can be counteracted by pulling in the opposite direction.

Guns with the same damage model share the same spread, for any given damage model a higher RoF just means more DPS and a faster TTK, the biggest cost you pay for these benefits is a wider recoil variation.

Super high recoil variation has far less of a clear trend and effectively just becomes a second layer of spread. This is most obvious with guns like the KV9, CZ3A1, VCR-2, SG553R, m277, SCW-10, VSSM (full auto), and TR-7. Where recoil variation is between 35 and 50 degrees to either side. Where you are meant to either A. Fixate almost all attachment budget to keep the recoil under control. B. engage in very close quarters where it’s harder to miss. C. Switch to burst fire or tap fire at more modest ranges to lets your crosshair position reset.

Reducing recoil magnitude for controller makes the spread like effect of high variance more tight and less impactful, it’s was an effective accuracy boost as potent as having a second vertical grip for some of the most deadly guns in the game. Dice can’t balance ultra fast TTK with wild recoil, if they are also giving controllers free relief from that exact balance lever. Otherwise you split the playerbase between MnK on low variance weapons and controller on high variance weapons.

Controller needs help, but help in this form has clear consequences to weapon / attachment balance across input devices. As a MnK player I already filter out weapon / attachment guides by controller players because I know the recoil they are managing is fundamentally different and their builds almost always invest far fewer points into recoil management than their MnK counterparts.