DICE preview Battlefield V update 6.2’s weapon balance and TTK adjustments – TheSixthAxis

DICE preview Battlefield V update 6.2’s weapon balance and TTK adjustments

It’s safe to say that the most ardent and vocal Battlefield V fans have been raging since December’s weapon balance changes. While DICE have acknowledged the complaints of increased time to kill and eventually promised to do something, it’s only now that we’re part way through Chapter 6 Into the Jungle with update 6.2 imminent that they’re actually doing said things.

Update 6.2 will be out next week bringing tweaks and fixes to weapons & gadgets, vehicles, soldiers, etc. etc. etc. It will also bring the long awaited, incessantly memed Tank Body Customisation that was expected shortly after launch and never appeared. But for now, the company are simply previewing the TTK changes.

As explained in a previous Community Broadcast about the current season, Community Manager Adam “PartWelsh” Freeman said, “We will continue to operate a damage model that ensures that weapons that are designed to be lethal in close quarters will still do less damage beyond 30M than experienced in 5.0, however we’re making adjustments to the damage curves to ensure that the damage drop off doesn’t feel as instant or severe.”

An example of what this will look like comes with the FG-42, with the bullets to kill noted from 5.0 through to 6.2:

As you can see, this should bring a feel closer to update 5.0 in certain circumstances. However, there’s still significant differences to that version of the game and it’s weapon meta thanks to other factors.

Recoil and accuracy should be roughly consistent with 5.0, but ranged damage is now based on weapon class, instead of rate of fire, so Assault Rifles and LMGs will hit harder at range than SMGs. The currently dominant Type 2A is the exception to this, which is getting way more recoil to balance it out.

Bolt Action Rifles are getting boosted at range by increasing the muzzle velocities so that they return to being the ideal weaponry for long range combat.

The overall goal, as explained by Community Manager Jeff Braddock is “to keep a high pace in close combat and to have a lower, but satisfying pace at distance.”

With community confidence in the developers seemingly at an all time low, I guess we’ll have to wait and see?

Source: Reddit

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