#Gunplay - Feedback
1 messages · Page 3 of 1
You’ve got a good point. I’m admittedly still thinking about a conversation I had earlier where people were complaining about the ttk being too fast.
You can either hit the recoil with a bat, which doesn't click in my mind for a long range gun, or you hit the fire rate, which effectively lowers optimal ttk
Aug is balanced around that and does it well
It'll still be great at range, but it won't evaporate you, won't be amazing in cqc but arguably still good, and will still be generously easy for players looking for a middleground between snipers and ARs
Esp when MK20 and SVD have carved out a decent niche at a lower ttk
Better idea fuck the m110 remove its 2 tap 
you could just remove it at that point 

I do think that if the m110 proves to be more of a problem in the long run then reducing fire rate is probably the way to go.
It's been called out pretty consistently but yea, give it a week to make sure that point is hammered home to Oki
Granted I haven’t been playing the last week or so I have no idea how it’s being used right now, I’ve only hopped on the game briefly to see how the gun feels after the input buffer changes and such.
Or just reduce the fire rate???
The fact that gun is still a spam cannon is the main issue 

DMRs now feel amazing and responsive, they are perfectly balanced between medium/long range whilst not being an absolute cucumber up close, it's v hard to win a 1v1 CQC and that's perfect
LMGs likewise now feel really fun, they definitely each have their niche and effective scenarios, whilst still being usable outside of those.
this is what i had hoped when i suggested this thread
dmrs being good and feel good to use
People will always complain about a gun when they die to it once m110 nerfed cuz of crybabies they will cry about mp7
Idk, I’m not sold a 2 hit kill weapon designed for mid-long range play being effective within 50 meters. That seems a lot more egregious than smgs being good out to 80 but the crybabies got that fixed didn’t that
Effective within 50 meters? Sure. Better than an AR within 50 meters? Almost never.
It’s a weird take my friend, smg bad for overlap with ars, dmr good while overlapping ar and smg???
.200 and low recoil means it's def possible
hell I just shotgun with it
Run it hipfire and outgun most ARs
(up close)
Can you beat an AR? Yes. Do you have the advantage? No. The AR is still better.
Weird how that was the argument for smgs encroaching into mid range that ars were actually better and it still got nerfed
On aggregate, the AR will beat the m110
Isn’t the m110s ttk faster than most ar’s?
I though the average ar was closer to .257
Oh boy, this discussion again
Not in any meaningful way
Alr said this before, this whole meaningful thing is invalid after input buffering and recoil being 3/4 the original
I'm not going to go into detail but ttk assumes you hit shots
I would rather have an AR over a m110 for engagements under 50m any day
By this logic, the FAL is mid because it has insane recoil
Especially <10m
Ttk is not the whole story. The m110 has a much lower fire rate, so if you miss any shots at all you’re at an immense disadvantage. It also handles much slower, so you’re not going to be able to get the gun up to shoot as fast. The magazine capacity is lower, the reload is slower. ARs outperform it in every way at that kind of range. Just because you CAN kill an AR with it doesn’t mean you will, that it’s easy, or it’s stronger than it should be.
Okay well don’t miss the giant block target. And suddenly the weapon is on par with some of the fastest killing weapons in the game, with what, double the effective range?
Again, the question is why does it need that kind of optimal ttk
Here's the question then: Why isn't everyone using m110's over ARs?
If you “just don’t miss 4head” then actually sniper rifles are crazy op and the best weapons in the game. No ttk at all, instant dead. Even more effective range than dmrs, they can even one-shot to the body at long enough range. Overpowered, right?
Because medic doesn’t have them
Better question, why is everyone using it over SVD/mk20/EBR

They are incredibly annoying. Hence why snipers have some of the worst handling stats in the game and are forced to play hundreds of meters out
Is it because mk20 is underpowered?
Try picking up the L96 at some point
Meanwhile you’re arguing in favor of dmrs reaching not just into sniper range but also into smg range
Bob said it because if u miss any shots ur at a massive disadvantage- therefore 2 shots u r more likely to hit than 3 in a row
Mk20 is perfect right where it's at
Not even the fucking vector was that broken
What? Nobody has said anything in favor of that.
Meanwhile m110 4s reload 💀
Did an m110 make fun of you?
6s vector reload with extended mag
I don't understand the hate
Extended mag tho
M110 extended mag is like 5.something
Doesn't it just give 4 extra bullets and also heavily affects aim time?
Damn is this what arguing about the vector was like vs the morons who thought it was totally balanced?
M110 was the name of this guy’s high school bully
But do we think it's underpowered though?
DMRs, as they currently stand, feel quite nicely balanced
No but its not op either
Exactly
M110 stands out more than the other dmrs, just like before
They excel in one specific scenario, and are usable in most others
No. The M110 is in a good spot right now. It’s strong and feels good to use without being op. Much like the groza and FAL.
Disagree, after using both heavily, I think the mk20 is the better gun
But that's just personal pref
Groza and FAL are both overtuned. Definitely wouldn’t compare to those
I'm very surprised groza dodged a nerf this patch
Arguably m110 should've probably gotten no buffs aside from the + damage , and on top of that gotten the downsides of long barrel applied to compensate
Definitely not as strong as those but the point is a gun is allowed to be strong.
Since it was the one DMR that stood out before
What other buffs did m110 get? The recoil increased massively along with far less ammo and higher reload time
Only useable dmr
I also don’t really use the FAL or groza too much so idk what to think about them besides what I’ve heard.
Fal just feels like a worse DMR now
If it was usable then it was fine where it was
Why fal when you can mk20
Groza is a literal laser after the first shot, FAL has smg move speed with a 3 hit kill and it’s recoil is only a problem if you full auto it (meaning you can tap fire it at range nbd)
Nah fal shreds close range
For the .200 ttk
it went from like c to a teir with the buffs
A teir is fine
Alright then so definitely not on the same level as those two lol but it’s definitely very good.
A tier is where I'd place mk27 and svd for midrange players
Fal only crazy move speed with short mag ngl its average otherwise
huh?
bunch of attachments are fucked 🤷
If m110 was a no one would’ve been calling for a buff lmao
Oki balancing is like cleaning graffiti
There's a lot
And stands out if you don't get it all
I can't fault too much, the pistol rebalance was good and DMRs feel satisfying but not overpowerd
Fr this is the most balanced game i have played for a long time
SMGs no longer doing damage past 150m is good, but should drop by another 50m on average
I'm still getting eviscerated by MP5s at medium range, just straight up deleted
They were calling for buffs for dmrs
Yeah but we're like a month in of balancing, and there's still some sore thumbs like HK
Idk mabye another 10-20 if we eviscerate smgs we will lose 50% of players
Old balancing was fucked, now it's you missed a spot every now and then
Yes but if it was so good before people wouldnt ask for a buff lmao
And m110 was a spot missed, simple as
What was missed about it?
Input buffering being a thing that let people hit max fire rate easier
Same as pistols
As in, that's bad?
Although they don't stand out as much
Input buffering? No, but how common that optimal Ttk is is notable
Have you used it, have you seen the recoil it has? Accurate fire at max fire rate isn't really viable
It kicks hard
it is if you cheat
Yes but cheating isnt taken into account while balancing
No no you don’t understand, it’s a skill issue if you can’t land two accurate shots immediately after seeing a guy with the M110 but if I die to it it’s not a skill issue and it needs to be nerfed.
Yeah dude it's basically no recoil
Ok
I've been getting hipfire kills for days
Good for you
And at range the 2 tap is miles easier than old
Bc the recoil went from 3*1.5 to 1.2(?)*1.5
I'm not aiming
It has no recoil
Ok I can see your point but that's not a problem with the gun
That's just how BBR works for hipfire
you sure? because the people asking to hypertap a gun with 45 degree recoil "are just that good"? lol
tapping 300rpm is pretty easy bro i cant lie
Skill issue: just learn to dodge bullets :o)
Let me put it a different way
For a hyperspecialized gun it is really flexible
To the point where it overshadowed the alternate dmrs
As your personal opinion
Maybe, but in a week I doubt I'll be the only one calling it out
a month ago stepping back a gun to open up niche's for other guns was the worst idea ever
The last gun to step on so many toes of archetypes was vector
M110 is not even close to it
But it's still stepping on toes
I think the m110 is covering more than it should. Definitely not old vector levels but it’s weird to spot an obviously overtuned weapon and people hand wave it away. I’m amazed the p90 got hit and the groza hasn’t but I’d imagine it’s more to do with bads dying more to p90 flanks than getting deleted by a groza
Something something groza players can't shoot back half the time because of reload 
wow. imagine if that applied to the majority of guns
m200 damage nerf when
i think it needs a small (100-150) velocity nerf and a large bolt speed nerf rather than a damage nerf
(+ a decent movement speed nerf)
It already does fairly poorly in bolt speed and movement speed
not in my experience. tho i think thats due, in part, to the game not treating the post-shot delay before bolting as part of the "bolt speed". As per the stats, SSG69 should fire faster than the M200 and MSR. but it doesnt, since it has a dreadfully long delay before bolting after taking a shot\
and as far as movement speed goes, its already not exactly SSG or L96 fast, but being as high-damage as it is, i think it could stand to have its movement speed (and probably reload speed as well) swapped around with the MSR and see how that feels to us players
A bolt speed nerf would be nice, but I wouldn't say I get killed by it more than other snipers
Still calling for an anti-material rifle to be added please! Inaccurate but eats lightly armored vehicles and can punch through destructible walls
NTW-20 please 
20mm rounds, basically a pickaxe at range but can kill people behind walls, something a bit honk honk like 60 accuracy and 500 bullet speed, but with an explosive projectile for a little aoe
Destructible terrain begs for something like this
yeah sounds like a fun gameplay experience 
Rpg tho
Ive thought this for a while, should be what the APC has
non explosive though, just punches out individual blocks like the pickaxe
I think it would be way more fun for a wall to disentegrate around you than just get blown up
give it a tiny explosive radius, and would probably need to be higher damage than APC just because bolt action
maybe 1-shot on direct hit to someone with absolutely no armor
oh I was thinking something like a HMG that fires a few rounds a second, like 3-5 tops
it is like a 20+mm autocannon
not multi shot tho
I just want a big, slow inaccurate knock-knock gun thats cumbersome and only truly effectve in niche scenarios
because its funny
I’d love to have the xm109. 25x59mm cartridge. Deals big fucking damage but the velocity is comparable to a pistol. I wanna lob shots in a huge fucking arc from 1000 meters
at like 60 accuracy so it's a hail-mary unless its a jeep/apc/tank
I’ve played through sniper elite 5 a couple times now and my favorite weapon is the delisle carbine by far because it’s so fun to hold like 100 meters over some guys head and watch the shot slooooooowly arc in
my suggestion was decrease M200 handling and speed-related stats as well as small velocity nerf, but in turn give it a hefty increase to L-armour damage and move it to a different category; anti-material rifles.
Then add Hecate, which would have probably L96 velocity and not quite as much L-armour damage as the m200 (but still significantly more than any of the sniper rifles) but in return for a sizeable boost to H-armour damage, enough to do a measly +1 to APCs and tanks but therefore make a blackhawk pilot really notice you shooting them.
NTW-20 as the last of these rifles, would do the same L-armour damage as hecate, but way more H-armour damage and probably only 1000 velocity. enough h-armour damage that a tank can only ignore so many shots from it before having to move and/or repair
naturally, these would all have somewhat less total ammo reserves owing to the general bulk they would have
i feel these would be a viable way to keep conquest from being so samey with its vehicle play, and also give recon a bit more utility, as well as allowing for more dynamic teamplay between engis and recons, and probably also support to that end; three relatively slow classes that specialise in long-range engagements that can work and move together as a unit
i also think that, since they would not be infantry-oriented rifles, it would be fine to have them all do more or less the same infantry damage as the m200. might not make much sense logically, but thats how balancing is sometimes, and m200 already does a lot of infantry damage so using that as the reference point for a category of rifles that fire very slowly is hardly anything to complain about anyway
yeah, that's what vehicles really needed, another indirect nerf 
i think C4 is the root issue there, not anything specific to vehicles
The M200 isn’t an anti-materiel rifle, though. That’s not what the thing is.
C4 is a huge issue for vehicles
I think c4 should do way way less damage to armored vehicles. Let it blow up humvees and quads or whatever but it shouldn’t work like it does against tanks and APCs
also a big ol nerf to throwing rate. or just make it direct-placeable only, as imo being able to throw it directly treads on what is supposed to be the engi-specific anti vehicle grenade
also, ive always heard and understood the M200 to be a light anti-material rifle. at the very least, its in a whole other ballpark from the other sniper rifles, which shoot more conventional rounds
Problem is it does everything too well. Destroys buildings, kills infantry easily, destroys vehicles easily.
kills infantry easily to little risk for the user, which is the dumbest shit
As for the M200, it is absolutely a sniper rifle primarily. It’s meant for anti-personnel use, just at very long range.
The cartridge, while it is significantly powerful than more traditional sniper rifle cartridges like .300 win mag or .338 lapua, .408 cheytac isn’t too radically different in its use case.
This might help de-obfuscate how the aiming and recoil actually works, but the most significant change is that it'll help you learn how to hipfire imo. Positive/immediate feedback is a strong direct link to learning. The inital aim point is still obfuscated, and if you miss you don't get the feedback, so laser sight is still somewhat useful.
Burst fire mode needs to change some stats (accuracy/recoil) to be more than a meme, but it's ok if it remains a meme too.
i'm pretty sure it's a meme irl
Why tf is it irl tho
in real life
Yeah I know, but why do they even put it on guns irl if it's a meme (besides like AN-94 recoil delay mechanic sorta thing)
on actual guns where your trigger finger is part of the recoil-damping system along with the rest of your body, its just easier to pull the trigger and not have to worry about shooting too many or too few rounds on a gun with 700, 750rpm or so when in the heat of battle and full of adrenaline, but a mouse doesnt have recoil so thats a non-issue in video games. You also dont stare at a magazine IRL and get a magical numerical indicator of the number of rounds left in the mag, and 3-round bursts with 30-rnd mags is easy to keep track of.
(additionally, burst fire is a mix of semi and full auto, and semi-auto is the more often-used firemode in real warfare, so maybe burst is a convenient hybrid betweem semi and full-auto?)
idk from what i heard you got the downsides of f/a, being inaccurate
and the downsides of a burst, being limited to a few bullets and then having to reingage the trigger
nah. you dont really shoot full auto to hit every single shot irl. its used almost purely for suppression, and also of course in inside-building engagements. burst would simply be a more controllable alternative
It’s not a complete meme. Burst fire as a concept was developed for a couple of reasons which really made sense at the time.
During the first and second world wars the benefits of small rapid firing weapons like submachine guns and automatic rifles became very apparent. The long and short of it is that less time between shots means better suppression, more damage, and sometimes more likelihood of hitting the target.
Everyone doing small arms development post world war 2 made a shift for military rifles to go from “full power” cartridges like 30-06 to “intermediate power” cartridges like 7.62x39 and eventually 5.56x45. Intermediate cartridges had a lot of benefits including lower weight per cartridge and a lower recoil impulse per shot. That lower recoil impulse made weapons chambered for intermediate cartridges much more controllable in full auto. And everyone wanted a gun that could do full auto because everyone wanted to increase the probability that their soldiers would hit the target at least once when shooting at it.
Burst fire was developed directly for and from those assault rifle concepts to address some perceived concerns. One concern was that soldiers firing their weapons in full auto all the time would waste a lot of ammunition. Another was that while more bullets technically increase your likelihood of hitting the target, it’s harder to accurately place fully automatic fire on a target than it is a single shot. It was decided that a controlled burst with a definite number of shots at a high rate of fire provided many of the benefits of full auto fire without all of the drawbacks.
There were a ton of small arms development projects throughout the 20th century which hoped to increase the probability of a soldier hitting their target (SALVO, SPIW, ACR, etc.) These all worked by a number of different means, though one of the things most of them had in common was the option of a burst fired at a very rapid rate. Some of the later developments of these concepts are much more well known, like the G11 and the AN94. Both of those guns were interesting because they had designs which really focused around optimizing the burst fire mode. The first optimization was to fire all shots in the burst at an extremely high rate, with the an94 firing 2 shots at 1800 rpm and the G11 firing 3 shots at 2100 rpm. Second, both weapons had reciprocating actions which moved backward within the gun itself with the recoil of each shot. These two factors combined meant that when the burst was fired, the shooter did not feel the full recoil impulse until all shots in the burst had been fired. This meant dispersion was much lower and the burst was overall more accurate and effective. Probably unsurprisingly, though, these mechanisms were really rather complicated and not incredibly practical.
Burst fire modes were implemented into a whole bunch of standard military rifles, though, including the m16, the famas, and others. However, burst fire fell out of style with both changes in war fighting doctrine and other changes to small arms technology, including the large scale adoption of optical gunsights for military personnel
Oops I mean haha stupid France put a three round burst mode on a gun with a magazine that isn’t divisible by three haha

jk thx for that info (;
Damn son I ain't reading that, add a tl;dr please
Three bullets real fast easier than all bullets real fast but better than only one bullet, until we decided that it wasn’t.
GRUG THANK
it may make hipfiring entirely meta in CQC
if it's anything like tabg aim it may be easier to hit while hip firing than ADS
it's already pretty good despite the current hit markers being super unintuitive
switching weapons while ADS (toggle) doesnt work in 99% of the scenarios.
switching from grappling hook to any weapon after use, youll still be in ADS (very annoying)
i might say that ADS makes you unable to switch weapons.
maybe you are in a gun fight and you wanna be in ADS and switch to a pistol
It's certainly easy to click once and then focus on controlling the recoil immediately after, which will come in a consistent pattern that you can practice for. People are just probably to lazy to bother with this.
Sure lol but I’m talking about irl
idk man just release your finger after a couple shots, it's not that hard
Not that simple lol
Yea, it's a good bit easier to track with hip fire now. Use a laser for the first hit, pop 'em once and suddenly you've got a crosshair. It's a little wacky for sure atm, but it does look neat
They're learning
Always has been
I will now attempt to apply tabg fighting to battlebit and if it actually works it will be very nice
overall the sounds feel better, but now you can't hear someone behind you shooting at you, at like 3m... wtf
sounds are actually pain this update
it does lmao
Some people might also disagree but I'd trade a lot of camera recoil for some rotational recoil too, not only does it feel and look way cooler, as well as being more interesting to control when the red dot point physically moves up along the gun
It being just muzzle climb is both hell to control a lot of the time, and really underwhelming feedback wise
Is there a reason none of the automatic guns do player armor damage? Seems like a missed opprotunity for balance imo
it'll come...
eventually
Oh, this is an interesting observation. The slight rotating of the camera or gun model from other FPS games was neat, could be added to flesh out the gunplay here.
It feels like a good way to add a more dynamic "first shot multiplier" like system, since rotational recoil tends to eventually bottom out and correct itself
Mixing both the camera and rotational keeps the benefits of rewarding recoil control too
So from what I notice in games a mix is generally best
Also I did my fucking research and there is no 'recoil recovery' in this game like I assumed their was. There's only you correcting the recoil, no automatic pull whatsoever to a reset position. That does allow the lower rof weapons to be an inherent benefit to recoil control, with adjustment rate and time improved so walking away less from center before correction is issued.
Also does CoF/bloom/bullet spread exist in this game or not? I've heard yet again someone say it does despite seeing so many people say it doesn't.
It doesn't
There might be some bullet inaccuracy, like bullet deviation. But it defo doesn't feel like there's any spread
Could be wrong tho
Bullet deviation is just another phrase for the same exact effect tho? LOL, not sure how that'd be different mechanically
there is bullet spread/cof/bloom
it just only works on hipfire
or well lemme explain like this
you have your acc stat, that determines how accurate your gun is in hipfire/non ads
and then you have you acc stat for a weapon class which all guns in one class share while ads
To be honest the way point fire works in bbr is pretty neat, I like it
Huh? Damn it, I want some evidence. I thought there was no CoF in hipfire either though.
yeah but the acc should either be what is on the loadout screen or 2 seperate acc values
uhm i have none :/
oxygen said that, yk the guy with the ttk charts 'n shit
Yeah but I thought the acc stat was just a straight up lie or other hidden effect.
Good to know the source of the claim though, he seems at least moderately trustworthy
but ig try shooting with a dmr in ads and not
it was so whack that i didn't believe him at first Dx
After extensive testing in the firing range with the lowest possible accuracy build I could manage, I feel certain saying that ADS Cone of Fire, or ADS 'bullet deviation' at least in single/first shot, does not exist in any way. The bullets always go exactly where the optics of the gun point for the first shot while ADS. It's exceptionally hard to test full auto "bloom" of the theoretical Cone of Fire, due to recoil and my low-ish FPS LOL, and my lack of will to download a program that allows me to advance frame by frame.
I'm willing to take Vek's tests from #1138742385589887136 at face value, though, and he said you can tell from the tracer that bullets when full auto don't come out exactly where the gun optic was pointing when the bullet came out, but given that they always appeared 'closer to the center of the screen,' it's more likely this is a result of a difference between "visual recoil" and "actual recoil," pointing to the two being separate mechanics.
I've been in dat firing range, and actually, the rotation effect for camera and I think model happens when hip firing full auto. Pretty neat.
I love that effect, i feel like both making the projectiles still come from the muzzle, and adding such effects for when ADSing, would help make firefights more interesting and discourage usage of super small murder holes since you have to actually have your barrel out
The guns already fire from the muzzle when hip-firing too, so it's a system that does exist already
Also, this does reduce any need for actual muzzle spread, considering having deviations in aim when firing would account for that as well, while still letting the player correct for them if they see where the gun is tilted
I'm not sure we need that last part though
pls make the bullets come out the barrel thx
Does that not happen already? I've had situations when firing from behind cover where my sight is on the target but the bullets seem to hit the wall in front of me.
From what i can gather (and mostly from what i've been told by multiple people) you only have fire from the muzzle when hip-firing, but i could be wrong here
Yeah and from my testing it seeeems like the bullets come out of NOT the muzzle when ADS specifically. It's not quite that they come exactly out of the sight's target, but is when the first shot happens.
But when hipfiring it seems to come out the muzzle.
I'm trying to get some good examples of muzzle tilt and climb
Games where it's more pronounced have it especially visible in red dots and telescopic sights
Since as you shoot, the dot on the lens goes to the sides and up
It feels more involved to physically see your weapon tilting in front of you and compensating to that, than only fighting your camera too
ok ump was overbuffed that damage is stupid
indeed
yes. its so fucking dumb. oki is goofy for thinking we needed another groza, and frankly the entire feedback panel needs to be dumped for not telling him thats an awful idea
I am not sure if it is just me or others feel it as well. I personally feel the TTD is much shorter than before, after this patch. It is like BBR much earlier in the playtest, when the damage and range of the weapons were quite high. The TTD at that time were almost instant. Then there was a huge poll about the TTK/TTD issue. The game were rebalanced after that by increasing the recoil on most weapons.
In several gameplay session today, I feel I got killed in one frame without any chances to react. I also feel that other players are less responsive to my shots to them. I am not sure if that is the result of the weapon buff or network issues. I cannot prove anything so I give this feedback. Ignore my saying if you don't feel the same.
No, it is because of network issues. It takes time for you to talk to the server and then the server to talk to the person you're shooting, and visa versa.
Times where you instantly die, it's likely that, on the other person's screen, they were shooting you for a little bit already.
It's just a permanent woe of any game with lag compensation. There's no real way around it iirc.
TTKs with lows around 200ms are fine imo. If you both come around a corner and get in a 1v1 you both have about that much time of leeway for your skillz to be appropriately compared, even with proper lag comp.
Why is everything suddenly so goddamn loud?? I can't hear my thoughts!
Is meant to be removed but at this point idfk
New audio 
Everything seems to be so overlapped.
Yeah its pretty fuckin annoying to say the least 
And if you get cornered then you're dead before you ever had a chance to react. Encourages the garbage run and gun gameplay we have.
And yeah, things feel particularly bad after today's update. Everything feels floaty and off somehow.
Okay I'm literally watching all my teammates rubberbanding around me. That's a first.
the game lost its proximity sounds basically lmao
everysound around 100m literally just in your head instead of directional + distance
wish they did a quick patch right now for the audio instead of waiting another week
would be great to implement fire supression that makes screen bloomy and also increases spread for given weapon.
Yes I know there are delays in networking. What I basically want to ask is that, has anyone feel more one hit deaths than before. If yes, is this caused by the buff of weapons or is the network performance had got worse.
I surely did have some one hit kills before the patch, but not as often as right now.
It's the latter. Stuff ain't been buffed that much. Maybe ppl are just better now too.
@deft storm i am talking about opponent suppression like battlefield does. if you fire to the enemy his screen becomes bloomy and he gets nerf by spread while under fire
am not about module "fire suppressor" that hides muzzle and makes shooting silently
I think they changed something for the audio again.
Yes, if you look into the thread linked below your message, people are largely opposed to that kind of feature
I personally don't mind, but I don't think it's worth pushing for due to the backlash it would cause and the fact that it would eat at the LMGs power budget
I'd much rather get deadlier weapons than weaker ones which just annoy the enemies
Some people say that they don't want too much RNG in the game, as they prefer "skill-based gameplay". But isn't recoil much like RNG, in that sufficiently high recoil is practically uncontrollable for a human?
It's deterministic, in that it's hard-coded to go in a certain pattern, but it's still uncontrollable in the sense that nobody can make all of their shots go exactly where they want.
So isn't high recoil just the same as random bloom?
Yea, a lot of the time it is
And as it stands a lot of recoil feels like it was made with 30m ranges and reflex sights in mind
Like even relatively controllable guns feel horrible to use the moment any medium range sight is put in
Recoil should be made with how the gun should perform at the range you want it to perform in mind, not at close range
Lest you end up with SMGs that can lay accurate deadly fire from farther away than LMGs and LSWs
If you need to balance a gun so it doesn't massacre at close range, increasing recoil is dumb and counterproductive
Look at the FAL, increasing its recoil isn't gonna fix it, it's just gonna push it deeper into its weird close range niche
The way to go about fixing it would be reload speed reduction, control and movespeed reduction
Hell it could even be more controllable given it had nerfs that mostly affect it short range
Recoil is just not a good way to balance guns, especially not if you're trying to nerf their close range use because you just end hurting them at the ranges they should be actually used at
Yes we need to change velocity/run speed/ reload more instead
Not a fan of the new TTK to be perfectly honest. Fights now last 0.2 seconds from what I played yesterday, but it takes 7-15 seconds to bandage, heal, reload, as medic, which always means and has meant you're dead if anyone else finds you in that time,
but the TTK means whoever sees first wins
talking about this in game just got me flacked on by the lobby claiming "skill issue" "put on glasses" so I cant really get any sort of consensus on that
but it just feels like luck now rules fights, not skill with the guns at hand
What do you guys think?
More skill than pre armor update at least
This is post armor update?
Exo armor doesn't have 250 hp so that's post enough for me
Any patch notes regarding TTK changes?
Everything feels super stompy and shit atm but I thought it was just netcode weirdness
Ttk hasnt really changed since ea started
Sure feels different now
So probably netcode stuff
I've literally gotten hit markers like 0.3s after an impact grenade landed
Which sucks
More like less no regs since ea started 
Unlikely to make a difference in a great majority of fights
It does feel different though with the new hit markers and audio
Yeah I've noticed TTK feels a bit quicker due to netcode changes, I like the consistency but TTK does feel fast in some instances. Idk about sub 0.2 but it's def quicker and still reactable for most weapons.
I assume groza is a war crime now
My opinions after about 50 hours over 5 months and plenty of balance patches: TTK is a tiny bit too low for everything. The SCAR-H, UMP-45 and SG550 have felt like some of the most fair and interesting guns from both the shooter and shot-at perspective, and it would be a good idea to consider them as benchmarks for how guns should be balanced
yeah ump is now a god damned crutch like the groza and technically it was an m4 but as an smg, so there's your baseline
Haven't used UMP for almost a month so I guess I'm out of date
ah k, it's a groza now
Sad
All three of those guns can kill fast but require some skill or getting used to to use properly, and they have weaknesses that reward working around them
That's why I like them
What’s the scar’s weakness? Besides requiring a higher level than the ak15
its not the ump
Lol
The first shot kick
I’m not at my computer but I don’t remember it being that high
And isn’t it the most stable of the 3 battle rifles? (Ak15, scar, FAL)
Yeah
Scar has an FSK of 1 so idk what they’re talking about
mk14 ebattle rifle and g3 
G3 is disgusting rn
ak15 is an ar, there are no br in bbr
🗿
the smg sg550 
the carbine m4, g36CARBINE, ak5CARBINE and a couple of others probaly
If I have garbage opinions it's because I'm garbage. I'm a super casual domination player


the scorp evo a1 carbine
cant forget that
the people that "want less rng in the game" are just complaining that they think they should have won XYZ encounter and want something to blame rather than themselves
There’s barely any rng left in the game. Not enough to consistently cause a loss
On the topic of recoil though, recoil isn’t predetermined, it is random which way your gun moves based on its recoil values
Not that it’s ever enough to actually matter
Even the high recoil weapons (read: high horizontal recoil weapons) have easy tricks to make the recoil work for you
I think muj posted the code from an earlier build showing that it is predetermined, but it doesn't matter
If it was predetermined it would be consistent but it definitely isn’t. You get different patterns on every spray
Its probably tied in with game clock or frame # or whatever, doing true random is usually needlessly expensive
Could be.
more or less the same thing "random" by hashing some easy nonsense to parse
man that seems like a pain in the ass to premap the entire magazines recoil like that
What is the point of making predetermined recoil so complex the only people that will ever get a hold of it have to actually study the recoil pattern files
This isn't good balancing, horizontal recoil is about as bad as just making the gun shoot inaccurately 90% of the time
Recoil doesn't need to be non-existant but right now the variation between laser guns and wrist breakers is kinda ridiculous
lol
For real tho
Imagine just cutting the current recoil in half for most the guns
And adding some amount of sway to them
It would be so much easier to account for and react to
Maybe you don't see the sway much up close in a UMP since it's a small gun, but it has more recoil, and the opposite for a Scar, you feel the sway more even up close, but the firing itself being more stable
You actually make guns work best at their range
Maybe oki is just Yandere dev in disguise
Imagine a game with less TTK than your average ping and wanting the guns to be more deadly across the board
You aren't going to get tarkov physics simulation/weapon sway, this is roblox with more steps
I mean, sway isn't really easy to account for, just less bullshit
Also we do have a armor thread, which I hope helps this issue
This game has ammo mags simulation, bullet drop, vehicle combat... the only thing that makes it kinda ish like roblox rn is the graphics, and you're very much taking what I said to an extreme, never said anything about tarkov level mechanics
ok
The best thing that can happen to the game right now is a armor function overhaul and a movement exploit fix
Also, I offer you phantom forces as an example
A roblox game that works fantastically with mostly rotational recoil instead of camera recoil and imo does recoil better than bbr as it stands
Sure, it has a good few broken guns, but overall they are much more understandable recoil wise
ump did not need 35 damage. period
i hope your nose falls off
36.5
:(
UMP45, dividing the community since 2009 👍
ump and groza having fal ttk capabilities while having none of its inherent skill requirement due to the fals high recoil while also having not very note worthy downsides compared to the fal is just a joke balance wise
game has NOT ENOUGH shooting difficult to play fair.
(comparation) Battlefield:
-
ammo things is absolutely better in battlebit, there's no additions
-
shooting without mouse2 is story about lucky (battlebit - not all weapons, almost all weapons designed as laserguns, so its not a problem, you even see the crosshair while moving, but i like the stuff you get from Tarkov - weapon fires directly there where it pointed, instead of Battlefield "weapon has a spread and you cant do anything with it)
-
shooting with mouse2 requires time to preparation but removes spread (battlebit - you can "hack" weapon preparation using strafe key in same time with mouse2 exactly in last step of your running, weapon weight will be ignored - for me - its a bug, IRL weapon prepares faster after running, but the weapon "draws" a circle trying to get center position)
-
if you get damage - your spread increases, gun shakes, the actor feels pain (battlebit - fully nofear mode after 10hrs of play, worst thing ever!)
-
if you under fire - you get screen bloor, your spread increases a little, the actor feels fear, teammates nearby reduces the effect if selected "cover" bonus, you could select "suppresive fire" bonus to increase effectiveness of your fire, minigunners very like that stuff (battlebit - not implemented)
-
gun weight changes movement speed by +/- 10%, knife faster than pistol, pistol faster than primary, also sprint is faster than run 2x, unlimited (battlebit - changes +/- 150%, what the fuck? if i use MP7 am moving 2x faster than user of AK ? Its story about sprint that should cost stamina instead of regular run, soldier should run all the time without pressing a key (!), could walk slowly while pressing other key to move silently, could crouch - same but lower actor position, and hold crouch-walk - to move absolutely silently and very slow, and could sprint with stamina loss and spread increses so much what amount of stamina you spend, REDESIGN requested)
-
you have no stamina (battlebit - the same)
-
no armor bonuses (battlebit - here has a plus, armor works better, but most weapons is laserguns so heavy armor just reduces your speed, one-two bullets its about 10ms of life, useless with laserguns)
-
health, if you have small amount of - it adds you screen effects only, also autohealing (could be server-disabled) + healing semi-auto on nearest medpack (battlebit - every shot you get bleeding cause of hitpoints become less than 40%, you have to press one key, then, if you medic - press second key, then if you have wounded teammates - press third key, its a good mechanic but not in game where time-to-death less than 1 second! If other propositions (above) would be redesigned - it could changes, but now its a hell stuff. So, if you think about "redesign this point" - the bleeding should be lifesaver, so it starts when you have ZERO hitpoints and happened randomly (or, for example, if you is healed to 100% your life-saver will be reloaded) for you. So you would be killed, but game saves your life gives you possibility to heal yourself and gives you 0.25 seconds of god protection to hide, that way it could work fair)
=====
Maybe UI suggestion, but to prevent "one enemy kill to the back all the squad and you dont even know it" requested to add pain/death cries specified for faction, i dont suggest concrete sounds or wavs but it could be different between sides to understand is died player is teammate
Bushes and small trees should make movement difficult (like water does) and also required specific sounds (like grass under trees does)
Please, DO NOT force map end on Win condition is reached. Most of players plays for the game not for the win, it should be server configured. Tournament mode or smtg
Huh
I would like to see even more modern guns. Just some cool shit you don't see in a lot of games all the time
They’re just weaker than the FAL though. Both have lower damage and UMP has lower headshot multiplier, and this does make a pretty big difference
Even if armour didn’t exist the difference is fairly significant
idc if you can hit 3/3 bullets or even 4/4 bullets then the fal would still suck in comparision with its sometimes 1/3 bullets hit, it's all about relativity and having 2 guns do effectively do the same thing as another but with significantly better recoil and others positives comparatively, doesn't sensible to me
i mean people already complained about the groza, making the ump an arguably better version of it just seems like a very tone deaf thing to do
fix bipod and bring scorpion to assault.
dont all the guns share the same HS multi?
except for snipers and now some pistols?
SMGs have 1.2 rather than 1.5.
feel like that 1.2 should extend to at least the P90 as well
it plays much more like an SMG than the groza and HB do
It's just classified as a PDW so it gets that sweet 1.5x HS mult lol
how far down does the p90 fall if it loses the hs multi? it's already pretty mid-tier isn't it?
The way the PDW and carbine classes work pisses me off so much
Like PDWs are literally a subdivision of SMGs irl, they are defined as SMGs but with rounds designed for armor piercing at close ranges
The fucking MP7 is a PDW, the Groza and the Honey Badger are nothing close to what a PDW is, they are both carbines, the Scorpion is less of a Carbine than the MP5 will ever be
It literally just feels like they used a random number generator to chose some of these guns' classes
The small arms and APC classifications are all over the place
well ig the APC ones are just wrong
"AS VAL, yes internally suppressed low velocity carbine for covert and silent opperations, packs a punch in a M4 sized package, carbine."
"Honey badger, internally suppressed low velocity carbine for covert and silent opperations, packs a punch in a M4 sized package, PDW"
i'm gonna pop an aneurism
lol

The MP7
The literal gun that created the PDW SMG subdivison
Is classified as an SMG
tbh i could care less about the classifications. i just want it to not take 20 years to scroll up and down
well the classifications do have balance implications
Honestly, here's what i'd do
SMGS:
- Add the scorpion there, it's a pistol caliber small gun like c'mon
PDWs: - MP7 and P90
- get rid of the dang headshot multiplier because they don't need it
- honestly at this point just make them SMGs, i mean this is a definition that 2 weapons in the whole-ass game fall into, that is ALSO a subcategory of SMGs
CARBINES: - Groza(nerf something both because of the headshot multiplier it'll get and cause it needs it duh)
- As Val
- Honey Badger
- M4(yeah it's a carbine)
- G36C (literally the carbine version of the G36)
- AK5C (you fucking guessed it)
I think that a category that has more merit to exist than PDW is Battle Rifle in this game
Since you can add:
- Scar H
- FN Fal
- G3
- MK14
- MAYYYBE The AK15 if you're going more by how it performs than how it is irl
Just like that, you can reduce the bloatedness of the horrifically large AR category, make the carbine category into it's own thing with more than 2 weirdly dissonant guns to it's name, get rid of the mess that current PDW classifications are, and overall make everything actually make any sort of logical sense

but then assault will never get the scorpion 
fix bipod.
tbh assault should get SMGs as well
makes little sense that he doesn't
ah yes, the class that's supposed to assault and close the gap, doesn't have the weapons that excel at pushing in
oki smg medic bias in full swing 
finally understand (what a stupid brain) why so hard to use medium optics in BB 😄 if you compare reflex sight with acog, the dot you point your weapon returns back after the shoot. Instead, with medium scopes it does not, after every shoot your weapon pointed above and above. So you need ALWAYS care your mouse to yourself. Thats interesting difficult idea for hardcore / balance, but really makes useless any guns except snipers with medium scopes. If you want to balance it as an gameplay idea - weapon weight should regulate time of returning back...
No settle on those scopes is only half of the problem, the other half is that the angular recoil on mid range scopes is also higher proportionally to the magnification. x1 optics make the guns much easier to control.
aswell as the visual recoil shaking the crosshair around uncontrollably
I’m fairly sure this game does not have any system that would mean your gun automatically returns to centre screen
And if it did it wouldn’t apply differently just because of a different optic
Angular recoil should be identical.
This should be easy to verify
mm, just tested. Scopes do not affect it whatsoever
nor is there any kind of perceptible automatic returning to centre on any type of optic
yeah but medium scopes suck due to the visual recoil, i don't think there's anything like automatic return like in eft
yeah I believe that is the only factor
aside from perhaps reduced awareness when you're scoped in as well
up to about 100m a 4x doesn't seem to alter my hitrates compared with short range, so it isn't that bad. I usually use a slip sight just so I can actually see people properly
Correct. A lot of FPS in my experience have some slight settling mechanic. CoD had 'return to initial point of last shot' in the form of a stat for each gun called 'centerspeed' which also naturally counteracted recoil a wee bit, PlanetSide 2 had a timer stat for each gun that, if it passed without firing, would SNAP your gun all the way to it's initial firing point
This game has none
I think some sort of return to center mechanic would be necessary for, say, a console release.
Correct on med scopes, visual recoil, and SLIP being the best sight too LOL
slip's only good for ranged f/a firing, a trix or acog are better for long range engagements
More rotational recoil and less camera recoil could help that, since it's the kind of recoil that naturally returns to center
And it's a shame we have so many modeled red dots and no sight deviation to see them at work too
Instead of jerking your camera up and around wildly, making some of that recoil the gun model visibly rotating would make it both easier on long range optics and just in general make it seem less anemic for how much it throws you off your aim
Like cut the cut recoil in half, and add the missing half as the gun moddel rotating instead of the camera
It's still recoil you have to account for, but it places more emphasys on seeing where your gun is pointed than where the center of your screen is
yes please, also make boolet go where barrel is in ads
sometimes i want to run into an smg medic as a support because of how it fucks with night time visibility due to tracers
remove movespeed reductions
i think the way to balance the game is to remove movespeed reductions on guns, that would motivate AR usage. ARs are good but they suck because of the movement speed reduction compared to SMGs.
The hell are you on about? I see ARs so much, as much as SMGs tbh
I think you're on something. Let me see the API weapon usage stats.
Sorted by skill bracket ofc
what do you consider decent
If we're using the word "decent," say top 50% LMFAO.
If you're talking about SKILLED GAMERS, top 10%
you realise the average player has sub 1kd
Hmm, that power curve do be hitting, true enough
I be killed by like 50:50 though, that's what I mean by "seeing" them as much as SMGs. Either your theoretical Skilled Gamers aren't killing me as much as the average person (relative to their power), or you're merely incorrect.
smg's definitely aren't the majority of my deaths. funny enough i'm pretty sure it's recon/claymore/ap mine and then lmgs (dirty supports just take too long to kill)
SMGs move speed is literally like 90% of the reason they aren’t just bad guns at the moment
Removing that would make them actually awful weapons
imagine trying to run at someone with the vector rn trying to get within 10m for full damage and instead of running at 1.07 it's 1.0 or lower 
literally no1 in the top 20 kill leaderboard uses ARs
top 100 maybe like 5
seems like the majority of players use ar's rn tbf. ak15/scar/fal is everywhere. dmr's are very common following the buffs. a lot of the turbo sweats are using the ump (which is imo more broken than the old vector)
people use bad guns but that still doesnt mean they are good. No good player uses ARs since of the movement speed reduction compared to SMGs
that's because good players want high kill games, if you want high kills you have to be able to run places. you can still drop 80+ in a game with ar's, but you're not gonna run 100+
not consistently anyway
a good player can drop 100+ with any gun tbh
fuck yes, fuck that "gun" and the groza aswell, everyone already said the groza was bad and then the "balancing" team decides this is what we want
depends on map/enemies. i dropped 161 last night with the p90 on zalfi bay but the enemy team just... let me sit in their backline and farm them in 1vX's
how is ump more broken than old vector though?
with where i was positioned and how little running i actually did i could've done similarly with an ar
3 shot kill even less recoil same move speed?
fal ttk but no recoil + good velocity, movement speed and reload speed
even more fucked than the groza
XD?
vector loses upfront to fal and did so even prenerf, ump is the fal but as an smg with no recoil
don't play dumb
it doesn't lead to very good discussions
Kriss Vector 0.200 0.250 0.250 0.300 0.350
UMP-45 0.185 0.277 0.277 0.369 0.369
those are the tts on no armor/light/normal/heavy/exo
vector beats ump on everything except no armor
but no armor is not a good way to check ttk since people use normal armor mostly
but ye faster ttk 
and yet, since we're having this discussion guess what armor classes are most common? light with no head armor
most people dont even know you can change armor
how much you wanna bet that light chest armor is gone in a majority of gunfights?
actually even better, since we're still in legs meta and your arms do a wonderful job of covering the chest armor hitbox, you're hitting unarmored a lot more than you think
annnnddd the ump has 10 extra m of range before fall off hits. so if you actually fight at what, 15m+? the vector needs an additional bullet to kill and instantly loses the gunfight?
ump for sure feels the best but is not the best gun in the game.
and just talking ttk why are you bringing up distance
mp7 faster ttk than ump on range
so just use that
it is buddy stop pretending it ain't a crutchy ass rat and no skill weapon
ump for sure feels the best but is not the best gun in the game.
TTK is not everything bro. Bro probably thinks the F2K is trash
UMP does feel the best tho true enough
because reality across almost 6k post-nerf vector kills has shown that the vast majority of fights take place where the damage dips below 20 so it's not worth comparing it's ideal ttk
not best in the game but luckily no gun is
depends what ur comparing the f2000 to
in general that gun is mid at best
it is the best, low recoil + movement + reload + damage
it is all there
the game has no recoil outside of evo, its slower movement than smgs, reload no clue, damage is low
oh yeah r word lol
this game legit has no recoil, if you have played a single game with an actual recoil system you would agree
this game is an arcade shooter there is no recoil
Name games with "actual recoil."
old rust, cs:go
predetermined recoil is real recoil?
buddy, it has fast movement and saying the game doesn't have recoil is the stupidest claim ever fal, scar, ak15, all the dmrs, surprisingly the vector
I've played CS:GO and it doesn't have actual recoil, are you dumb? Easy ass predictable recoil, if you put in the practice
Ok, you've named 2 games, one of which I've played and disagree with you on.
lemme just hop in the range and work on my vector spray again to warm up to play battlebit casual
go in the shooting range right this fucking instant and tell me a fal with hb, extended mag and no grip has "no recoil" go f your logic
tbf, the fal doesn't really have that bad of recoil if you lean
all the recoil is fuckin horizontal
even the "laser" ars have recoil that fucks your aim up if you're not carefull
leaning makes it so free
long barrel...
i'm aware, i could hop in range and screenshare to show you what i mean
leaning making h-recoil a non issue is a joke honestly 
I've played many CoD, BF, PlanetSide 2, CS:GO, a lot of smaller games I can't remember. This game has recoil. You want to know what game didn't have recoil? OG MW2, the ACR in that game had effectively, literally, zero recoil.
you wanna see it?
i already know and it's stupid af xD
i'm just saying, it's really not that bad
Does lean negate horizontal or smth?
ye, well not really but kinda yeah, turns it into semi-v-recoil
the recoil applies based on gun orientation, so if you lean the horitzontal applies more vertically than horizontally
Ahh, interesting. So pulling down (less) and to the opposite direction of your lean will be extra effective
ye, and with the fal most of the recoil is horizontal anyway so you only barely have to counteract it
highly intelligent conversation going on
oh the clown claiming this game has "no recoil's gone"
also real guns don't have as much recoil as they are often portrayed in games, the ak74 would probaly be a 3sk with no recoil to speak of and the scorpion would be a meatgrinder of a laser
when do we get the real vector with negative recoil?
so you have to push up to keep it on target
this game is super easy for any other game recoil wise
xD, well that's not really how that'd work, vector would jump between two points but do it consistently
O
O
if you think remotely that this games gunplay takes skill recoil wise, I want whatever you are smoking
what's a game with good gunplay that takes skill?
the average player has no idea that there are armour/helmet options
ok go pick up a fal or scorpion and tell me "it takes no skill" 
I have both, I dropped a 191 with scorpion no attachments
dont use such big numbers he has never seen those
cool, so you know how much it kicks
people who think that recoil is easy have probably never played Support, and probably just run around killing people at point blank with smgs
literally
buddy there's a thing called having fun and being a filthy casual
dont make an embarrasment of yourself
wrong, the m4 has half the horizontal recoil
urmm wrong buddy m4 is 1.5 m249 is 1.1
gg
?
you were saying
theres no gun in this game that takes "skill"
skorpion doesnt even need to be pulled down because the effective range is 10m

you can't make that shit up vertical recoil my ass the h-recoil is what's important, m4: 0.6 m249: 1.3
oof
fal is negated by close range fighting aswell
imagine coming in with all that confidence to be wrong
yeah gl staying in 10m engagements 
most supports you find are laying on the ground so just use bipod
i do agree i read it as vertical at the beginning mb mb but this game still has no recoil
?
hahaha you think bipod actually works
skorpion is controllable out to like 40m
what the fuck are these bearbear morons smoking lmao
whatchu mean stay within 10?
I didnt say controllable, I said effective range
you can drop 190 but can't aim properly?
buddy i can easily burst fire up to 50m no problem
it loses 1.5 damage at 40m, you can 100% destroy out to 40 nbd
if you are using a skorpion at 50m you shouldnt even be remotely using that gun
i do you moron xD
bro you have never seen a number above 100 that isnt your deaths, please calm down
if you can't make it work out to 50m when you have to then you're just experiencing a lack of ability
you got me
Im the least skillful player in here

the arrogance
the truth has been revealed
can you like send a video of you controlling a scorpion evo at the 50 m dummy please
i would love to see that
waiting
"burst fire"
that shoots back
i don't have skorp unlocked because i prestiged
never said it's effective but it'll get the job done
The original challenge did say "at the 50m dummy"
it's okay though, you're clearly the superior gamer, aim was never my strong suit anyway so if i can do it on a dummy i'm CERTAIN you can do it in a game
why do that though when there are guns that are 10x better at that range
Y'all are funny.
i mean it's my most used weapon at 1.625kills but that isn't really important as i use a bunch of other weapons aswell but whatever
I mean anyone can shoot a dummy that doesnt have actual movement and shoot back
its not impressive
The challenge is about controlling recoil
I would be happy with a video of him consistantly even burst firing the 50m dummy in the head

i'm right here
You bears said that "lol recoil is easy to control", but then when asked to control recoil even on a dummy they change to "a moving, shooting target!"
I didnt ask him to shoot a dummy at all
i said "burst fire and kill them" never said anything about hs, them shooting, them moving god damn clown xD
I simply stated that recoil is easy in this game
which is 🧢
and if you are using skorpion at 50m you are out of its effective range
yeah it's easy if you only fight under 10m at which point just hipfire and move on
most people will not be able to use a scorpion or fal
"Recoil is easy." Do I detect smg sweats?
most ARs have no recoil
i use it in its effective range but i said 50m is possible aswell
as they should be, also fal, scar, ak5c, famas, ak15...
effective range is a suggestion
Remember this is the feedback channel
Heck of a blanket statement
Brother is MOVING them goalposts.
You magically define "easy" with "anything that's being used outside of its "effective range" is automatically disqualified from being considered as to whether it's easy or hard to control their recoil.
Get a better argument, kid.
I dont believe I said those things 1 in 1
Its 2 seperate things to have easy recoil and whether a gun should be used within effective range
also apart from all the being wrong shit what's your problem with "easy recoil"
i'm still waiting for the game with difficult recoil
oh yeah that aswell
every AR outside of FAL, AK15, scar-h is easy recoil
He already said bro! CS:GO and old Rust, then he got blown the fuck up for his dogshit take
tarkov? squad?
and those have random recoil since of the horizontal
ak5c being the underwater skeleton as always
cs has actual recoil patterns to play
does this game have an easier recoil than rust or cs:go?
yes
Does that make it EASY in the broad sense that you're allowed to use that word to describe it to anyone normal? No.
thats a lazer
whats ur answer to the question is it easier or not
been fucking around with the skorpion in the range this whole time, just pulled out the fal, feels like it doesn't move at all 
Maybe you are correct, maybe i have made the average person better than they are but if you put a vertical on a skorpion anyone can do it imo
Don't try to be cheeky your way to an ill-made point, impudent lout.
I don’t think recoil in this game is especially easy, players are just really easy to hit
yeah you just said it yourself, "recoil patterns" learn 'em and you can laser XD far from "gun move left or right, maybe oonga boonga"
yes or no?
Also leaning as a mechanic inherently makes recoil easier
How’s it related?
As you can counter the recoil to some extent without doing anything
🤔
Related that the recoil in this game isnt hard
Do you need me to say it, or are you that impotent at debate and just concerned with getting a quick gotcha with no meat?
If you have a mechanic outside of shooting that makes shooting easier
i said that this game has no recoil, and then compared it to 2 games that have recoil systems
yeah you just said it yourself, "recoil patterns" learn 'em and you can laser XD far from "gun move left or right, maybe oonga boonga"
Leaning should make recoil harder to control if anything as the axis become tilted (have to adapt mouse movement to that)
you can jump into this game and lazer people with ARs
but cs:go and rust you need to learn them
so you think a game where you have to learn something is harder than a game that doesnt have anything to learn and you just pull down? or not
csgo recoil is a clusterfuck because you can't ads with most rifles tbf
so true so it doesnt matter 
Not a very good question as there’s so much other context to an answer that would be given to this
this game is inherently an arcade shooter with an easy to learn shooting system
you can learn it => makes it way easier afterwards
i literally said cs go is easier stop strawmanning ffs 
to expand on this since someone wants to be cute, ads inherently makes recoil control easier. put the dot in the middle of your screen on the target nbd. wanna talk about a game with easy recoil? titanfall 2. you get back to me when you find out how much recoil the alternator actually has in that game.
just turned the 'puter off :/
tbf i think csgo is easier because if you can hit a flick hs you don't need to know the rest of the recoil anyway
basically, just aim better

the hardest part of aiming is tracking anyway
treu thats why pro players have put tens of THOUSANDS of hours into that game to learn it but ye its easy
hence why console has to automate that part with aim assist
you are so right, sorry for speaking
obviously, that's the whole point randomness will always be harder to control
in cs you just learn that shit
would you say that cs:go is easier than battlebit
aim is the easiest part of learning csgo and valo. go learn the line ups and team play needed to actually play professionally then speak
Pro players… the clue is in the name
If they are making a career out of this then of course they’ll spend a long time optimising their skills, that goes for any game
Doesn’t matter how marginal gains may be
we are talking about recoil, not the general difficulty
well is the recoil easier to learn
since in battlebit you can spawn in with the default ak and beam people up to 80m with no prior knowledge of the game
but in cs:go you would need to spend hunders of hours to learn a gun completely
yes because it isn't random, you can't learn random you can only react after the fact
🧢 no noob will do that just 🧢
Let's run back through the argument, then.
You're objectively wrong that this game has NO recoil, and comparing it to two games with 'harder recoil' (I disagree about CS:GO, predictable recoil is always inherently easier than random horizontal recoil once you learn it) somehow makes this game's recoil EASY? You're not allowed to call it easy in shorthand and appear to advocate for higher or 'harder' recoil in Battlebit, because most people will not compare it to your experience with old Rust and they'll look at you like this: 
Give me the acc% you're hitting shots at 80m in this game with
Then tell me at what % you need to be above in order to call this game's recoil "easy"
I mean yea if you have never touched a mouse in your life this game this game has plenty of recoil
For anyone who ever put maybe like 100h across their lifetime into any fpses they shouldnt feel a thing unless they are spraying at 80+ m
At that point it takes a tiny bit of learning but nothing out of the ordinary players reach
Comparared to other fpeses where it takes people hunders of hours to actually shoot well
Alongside the TTK being relatively low in battlebit the whole gunplay is more catered towards casual play anyway
I am genuinely interested in the acc% and defining easy question though, since it makes things more concrete and then we can just disagree in a reasonable manner at that point.
Also acc% in CS:GO for comparison would be more rigorous but that might be asking too much LOL
if you can kill a guy with the ak74 consistently with 5 shots at 50m then ur good
I see no way at getting an accurate measurment for average acc% on a specific range only tbh
Too many variables coming into play
even that though is easy
no one ever at 80m consistently
Yeah which is part of what makes this hard.
50m more doable but still not consistent, espdcially not your average joe
actually nvm you should not be missing a single bullet at 50m with no attatchment ak74
Recoil is easier with certain guns that have very little horizontal recoil. This mostly means the f2, ultimax, m4, ak74 aug, and the entire smg category, which probably needs a horizontal recoil nerf.
do it.
hitting 4 consecutive bullets at 50m and getting a kill is 100%
aug has a suprising amount of h-recoil
not 100% with 40km/h + no accelleration but def ok
True, but it's slow fire rate makes it much easier to deal with. It's also better than most guns tbh. I've got it at like .9 or something right now?
also leaning makes horizontal recoil a non-factor
.8 i like the bcm for it tho .7
but i'm a little scorpion, val, g3 and ultimax goblin anyway so...
@inner pine does this gun have recoil?
i mean, you spent over half the mag for the kill
how much more recoil do you want?
ye on a target you legit cant even see
You're using a gun designed around being super accurate
in response to this #1138534079499862208 message
half a mag +leaning +aug... make of that what you will but that's some pretty screwed bs right there
XD
w/e
do it with the fal
I mean tbh, NOW we're getting to the point where we can just disagree LOL.
I just disagree, I don't think being able to do what that AUGguy did was all that impressive, I would not call it easy LOL
😄
why would you full auto a fal at that range ?
my guy for a "laser" .8 h-recoil is quite "high" only compared to f2k, m4 etc tho
w/e have a good rest of the day/night everyone
me personally, for the challenge
because it got easy recoil
I'm able to get 5 kill on moving 52m target ak74 no attachment 1 mag decently consistently, 6+ on the still one. I still wouldn't consider recoil easy.
tbf he did say FAL SCAR AK15 excepted earlier, I think?
yes outside of those ARs the rest have no recoil
I just disagree bro
since those just have horizontal since its random
funny guy... i need what you're smoking
I need your KD/KPM since you are clowning on everybody like you are better than everyone
🫡
at that range the recoil doesnt affect it that much and the first 4 bullets should kill a target if you just had your crosshair on them when you started shooting
What, without correcting/pulling down??
i wish my stats were more accurate. started getting consistent 3-4 kd games but takes forever for my stats to move upwards
i'm not, never claimed and already said i'm average, if i come of as a dick that's because rn we do a little trolling
I was asking because you made it seem like the recoil isn't enough to move the crosshair off a 50m target without correcting lol
never did i say anything about correcting
of course you have to use your mouse to aim ?
ye, finally over 1.5kd but it'll still take decades until i have smth in the range 2-3 which reflects my current performance a lot more
If you call openly calling people clowns for having a different and, lets just say for the sake of calming things down - equally valid opinion, then you are in fact a dick, and i did not excpect getting a good screenshot of your stats anyway to be completly honest
well random recoil isn't easy to control within of itself... look at their claims... also i can't take people like that serious nor do i take myself very serious...
Why cant you take people ,,like that" seriously?
I mean qhix is literally one of the best players in the entire game
skill if you wanna call it that doesn't mean shit to me, if they have a bad take it's a bad take nothing more nothing less, just another crazy human being walking around somewhere
I think the problem is you assume people have a bad take because you are misunderstanding it from the perspective of a clearly less knowledgable player
But i have no point in arguing in here anymore tbh, i dont enjoy donowalling for too long
if i see a bad take and others call 'em out on that too then uhmmm.... idk seems to be smth with that don't ya think
and i am only really here to say
fix bipod and bring scorpion to assault.
Played a lot of FPS, the recoil isn't really any easier than CoD or Planetside or BF.
Two of those series have CoF, and all of them had automatic recoil resetting in some form. Maybe that's where the 80+m comes from, but idk I was hitting 80m kills with the better ARs in PS2 iirc, and in the few CoD with big maps hitting the same distance roughly 50m+ away people was comparable.
I just don't think it's appropriate to call it 'easy' or say that 'any joe' could do it. Have to keep in mind the average FPS. Compared to old Rust it's easy, but most games are easier than it ofc. Compared to Skilled Gamers ofc it's easy, but they'd probably find the average FPS's recoil easy. The recoil in magnitude feels very similar to CoD's recoil tbh. CS:GO's recoil is greater in magnitude (more pixels traveled per shot) iirc but more correctible if you take the time to learn the patterns (easy in one sense, hard in another).
I don't think it's appropriate to call for more difficult recoil by saying it's easy for the average joe to hit 30/30 bullets of the AK74 at 50m on a real enemy target. Partly because I just don't think that's true, partly because I think they're speaking from the perspective of Skilled Gamers who have dealt with hardcore recoil.
bring bipod to scorpion

Oh yeah Halo, a lot of Halo games had easier recoil than BBR. The Battle Rifle went craaazy brother.
What made hitting people difficult for the average joe? Not the recoil system that's for damn sure, but they weren't hitting the higher skilled players that's also for damn sure.
Just got bodied by qhix on 127 Namak. Gotta take back everything I said 😔
There is nothing that camera rise can do that muzzle rise can't do better
It looks cooler, it's less frustrating, it's more immersive and it is less skewed to tiny red dots even at medium range
I remember I was strafing or something with a DMR while zoomed in with a 4x, and the camera view and the scope was bobbing all around, but all my shots were consistently going out the middle of the screen, not where the scope was aiming.
UMP doing 35 damage 👎
Another mystery for "how the fuck do the gun mechanics work" pile.
If so, it looks like idle sway accurately reflects the aim point, but view bob and visual recoil don't.
Something I saw just now, during the end-of-game slowdown, if you fire with a 4x you can see how the scope jumps around, but the bullets are still more or less coming out of the center of the screen
every day I vote for big, slow maps so I can actually use fun guns because I fucking hate dying in 4 frames to someone running around the corner at 200 miles per hour with the month's flavour of overpowered SMG
Midrange combat is where the game excels at rewarding skill and being fun so why is it the one with the worst TTK
dusty being enjoyable for everyone but smg medics (you can enjoy it smg users)
is it even enjoyable for them? There's so much flat, open land
If I have to suffer through one more Frugis map with 150 C4 medics with 1.04 run speed I'm going to lose it
I mean, there are also zones where the SMGs work
They excel at close ranges, like snipers excel at far away, just like the entire map shouldn't be a single flat plane, it shouldn't be as peppered with a jungle of cover as it currently is
People using smgs should have to worry as much about positioning as everyone else
Doesn't matter if there's no cover or not if you're running so fast you've crossed the field of vision by the time the bullet has reached you
That too
I'm gonna just copy what I said elsewhere but a big part of it is the complete lack of momentum and inertia
There is no skillful way to reliably counter someone spinning at 1.05 speed while keeping their whole momentum since you cannot actually lead your shots
They take longer to reach the target than it takes to change direction completely
The movement tech in this game is boring, broken as all hell, fucks up the rest of the game's balance by making half the cool systems it has novelties at best and a waste of time at worse, and exceedingly frustrating to go against
I'm more than ok with how the smgs perform up close
What I'm not ok with is how it's trivial to make every encounter you get into be upclose by just zooming towards the enemy every time
turns the game from "enemy there, breach there" to "rush you idiots, now! zoom zoom kill boom ouch zoom kill zoom"
ive been saying the same sorts of things since the stupid self-healing update. people wanted medic nerfed, not everyone else buffed. Using buffs as a substitute for proper nerfs is a recipe for unintended side-effects, and here we are; the game is way more chaotic (not the good, warfare-chaos kind of chaotic) and way more mainstream, run-of-the-mill, generic-y FPS. Its so sad and frustrating to see the generic FPS fanbase flood the game and take away its more gritty, harsh character
but with oki sending TTKs through the fucking floor (fuck the UMP) and not doing a god damn thing about the asinine, dogshit movement system, its just going the direction of hyperactive arcade shooter
Pfff have you seen this discord?
There's people complaining that the game still has the milsim features it was designed with in mind, and then complaining that milsim players "invade every game to suck the fun out"
It's a real lack of self reflection when people think milsim players are the ones taking other's space away

man, its so rough to watch. its a fucking milsim-arcade hybrid. Thats why aimpunch used to be so brutal (I still think it was way overnerfed, theres no fucking point to it anymore), thats why you bleed, thats why you used to have to find a medic to heal, thats why support is so slow, etc etc.
Its not CoD, its not BF, its not Apex or whatever other hyperactive arcade shooter you want to name, but its also not squad. it was supposed to be something smack in the middle, and at launch it was. And it did that really really well
I feel like all it really needs to be good at that again is a movement and armor rebalance to be honest
If positioning, fortifying, and teamplay actually matters, it would feel much better, and changing movement seems to be the best way to do it rn
aye. theres some really strange gun balances (UMP, SVD, etc) that have come about as a result of the huge shift towards arcade, but really oki only needs to bring down movement speed (specifically, squash everything down towards support and the slower recons) and make armour matter more. we arent too far gone yet
oh and fuck off with the squad spawning lmao
it annihilates any sort of team play
squad spawning needs to be fixed
movement has to be adjusted
some sort of unreliablility on medic has to stay i don't want to play it or be their pet
more suppression
that'd be perfect, but nah cod and bf are cooler because shrimp expression...
self-medkit on medic should go. use slow bandages and suffer chip like the rest of the classes
maybe its the way people are coping with activision seemingly old-yellering CoD. but BF2042 isnt nearly as bad nowadays as people say it is (they mostly shit on it because it was funny two years ago), go play that if you want a AAA arcade shooter. stop taking Battlebits identity away from it
squad spawning should be removed and squad rally points made much cheaper, smaller, but also much easier to kill
stop people from holding space if they can't respawn due to the 10 second timer anyway
c4 on medic can go down to 2. medic claymores are fine
ugh. the fact that oki reduced that bleedout timer is so dumb. there was no need for that
assault can get bonus spawn speeds to really feel like a frontline pusher class to compensate for nerfed squad spawning
building structures should give points when they block shots
not a bad idea, but i think we need to get the whole "hyperactive arcade shooter" biz on lockdown first lol
game should be about securing areas, angles, plopping a flag down to let your teammates catch up, then pushing the next objective
not
whatever the fuck this rush fest is
yep
I love reading this stuff because that’s exactly what my teammates do. Is hold angles and be useless while I’ve already killed everyone on the way to the next obj
Just refusing to find their movement keys and contribute
but the game's marketing was way too succesful for its own good and the massive influx of people who only got the "Battlefield" part of "Squad + Battlefield" really muddied the waters
i mean the only reason holding angles doesn't matter in your games is 1. you can spawn on them regardless if they defended the area well or not 2. you can run and self-sustain fast enough to blitz an area without them 3. the enemy can also spawn and push super fast so defending always feels useless
I like defending the objective right in front of the enemies safe zone. Usually by myself
i mean if your skill lets you do that, then valid
if you can hold them all off by yourself you deserve that reward of feeling like a one man army
due to your skill
but what i'm saying is the rest of the game that leads up to that point needs to change
things move too fast, playing carefully is almost never rewarded
short ttk and fast fire rates are king
medic is a self sustaining sonic speed juggernaut
Playing carefully isn’t rewarded for me right now because the hitreg is absolutely abysmal
its not rewarded for anyone
It feels really good to get 4+ hit markers and still need another 4-5 to kill
movement is so fast without any intertia, its simply a better option than wearing armour and holding your cover
runspeed is like 18mph
thats crazy fast
(for the faster builds. support sure as hell aint running that fast)
literally nobody is going to play medic if it can't compete with other classes in combat
I genuinely think it’s server connectivity issues/netcode issues right now
idk i just want milsim mode an official one oki
meters in this game are not the same size as irl
The aggressor already naturally has the advantage (peekers advantage has always and will always exist) but it’s definitely skewed
medic already has second best move speed, most guns, best self heal
not like it's suffering rn lmao
oh and gadgets
Engineer is increasingly popular, people like dmrs and when they can’t compete skill wise they resort to the rpg
engineer has the same guns, no? Assault can be faster than medic at base, it just does not have SMGs so usually ends up about the same
40km/h+ without inertia + air "strafing" is ridiculous
yeah fuck the rpg shotgun
without faster heal I don't see why anyone would play medic over assault
since SMGs are bad now
smgs are good 
perhaps for the original purpose of the class??? reviving and healing???????
also in what world are smgs bad 80% my deaths i'm killed by PDWs and SMGs
they have been nerfed so much in past months
I want some of that Zaza bro
people are not selfless enough for that. right now half of people don't revive anyway
honestly this. just throw it together well enough that it works and let people choose their game style. hes done a really poor job of managing the differences between "arcade" and "arcade-milsim hybrid" playerbases and now you have a large population of both, but the latter keeps getting absolutely shafted
The only good smgs are the mp7 and the ump and we all know the ump is getting dumpstered soon
yea but they were bussin before xd
cool they'll just move to assault. what do we lose? the people who play to revive will still play medic
i want a casual milsim, not as harsh as ico sqaud but def not the drug addict shit we got rn
that is like almost none of them
less medics = reviving is less convenient
so it will happen less
FUCK YEAH
the amount of medics running past me is annoying as hell
you're talking like i want to make medics do like 20% flat less damage solar lmao all I want to do is give them the same self heal as all the other classes
self heal = bandage only
self heal is their whole appeal
kit for others
and honestly, early access launch was almost that. it was almost there. but then all the BF and CoD troglodytes rolled in because the marketing was waaaay too effective and suddenly the game's target audience was a minority of its playerbase
for a certain type of player sure
i know there are people who play medic for the self sustain and they'll still have 20 FUCKING BANDAGES to work with. they'll just not have an infinite box of instant full health
aye, medic needs to be for people who want to be the medic. not for people who want to be assault but better
It’s not even close to instant, you can easily die while trying to heal even as medic
faster than bandages for non-medic classes though
but yes sorry i'm using hyperbole
way faster, and you get to use it without limit
Medic with bandage only healing would be only slightly slower and arguably better
ye, i mean i don't want to be medics pet but an overall slower game could def address that issue
Chunk healing is a lot better for turning fights than the small tick healing
you could slow down a medics self-bandaging to halfway between normal-medic and normal-nonmedic. bandaging yourself is harder than banding someone else :/
Let’s just remove medic tbh. What difference does it provide from any of the other classes at that point? It either needs enough to have its own identity or just remove it
This is the problem the other classes have
Is they have no real identity
the ability to heal other players without using bandages?
They don’t do enough differently to stand out
Medic has the most identity of all the classes tbh
Yeah, and you want to remove it
So it’s just worse assault
So why even have medic?
No, I want to make it more reasonable
who wants to remove what?
Okay? But the other classes have no identity. So pushing medic down to be equally dogshit is not going to be fun for anyone
The class with the MOST identity is the one that can lose a little of it with the least damage
Are you literally saying the other classes are so bad that nerfing medic would make the game unfun
And that medic is the only good class
also, its generally only assault that has no identity, and thats directly because of medic
engi definitely has its own identity. so does recon. so does support
assault has medic stepping all over its toes
That is the current game state yes. Assault has ads and reload speed… cool. Engi’s identity is that it has an rpg, that most people use as a shotgun. Support has armor that’s good 1 time per life and then worse guns and movement than anyone else to compensate. And recon is recon
Do you not think those classes would benefit from something?
that sounds an awful lot like the other classes have plenty of identity
As opposed to nerfing a class that is in a good spot?
1 thing that doesn’t make them stand out any better than their competition in their own role. Yeah you’re a genius
engi has major utility in conquest, and support is now a huge... support for dishing out ammo rations
Nice, engi rpg is good against vehicles, you know what else is good vs vehicles that everyone else has? C4
i think the medkit could use the same healing mechanic as when lying on the ground, faster ofc but that'd bring it down to a reasonable lvl, rn it feels dirty honestly
There’s actually a whole feedback thread discussing c4
c4 is far more situational than an RPG from 300m
Because engineers feel limp dicked next to it
and lets say C4 gets its due nerf. there, engi has undeniable identity as the go-to class for anti-vehicle needs. it needs no buff\
So 1 class out of 4 (that still need one) now has it’s identity, phenomenal
1?
recon has its identity very clearly, support has its new identity for keeping everyone topped off on ammo
support and assault have an idenity, but a bad one
Cause I can think of once in my last 20 games I ran through every single mag I had
yes actually, atleast as a medic without ranger because prestige 'n shit
different playstyles homie.
and when i play as support i never find myself short on people to supply, and people who are visibly grateful for it
i mean not every mag empty but i much rather have some for an emergency
The emergency answer is Glock
This. And it's even more laughable that jumping doesn't reset your momentum, especially when you do it like 50 times in a row while also parkouring around 5m tall ledges and sprinting, reloading, throwing grenades, healing, resupplying and farting at the same time.
I just throw every mag away at this point. The odds of living to use all of them is so low with the connection issues
doesn't always work, networking and ttk diff 😦
The rambo zoom zoom action economy in this game should be seriously looked at, you shouldn't be able to perform any action other than sprinting and maybe running jumps while sprinting.
Damn y’all really are desperate for people to just be in every window and building never moving aren’t you?
This doesn't matter at all because bandaging yourself takes way too long. In that time a rational player could kill 10 people with p90, reload twice, and kill 10 more by shoving his gun up their ass. No aiming or skill required, just run up to them like sonic on meth and left click.
nobody mentioned windows?
not really and i don't think nerfing movement would cause that but i think that should be reserved for milsim mode, whenever that is coming (pls oki)
Yeah we need that milsim split asap
What this amounts to is that milsim and arcade mechanics directly counteract one another. I don't mind Quake level of movement, in Quake. But not in a game where it takes you 8 seconds to reload and about the same to bandage a tiny cut after taking 8 damage from a long range SMG pot shot so that you don't bleed out.
God forbid I go back into cover, do a few turns and get behind the guy
Or worse... get teammates to help get them..
c4 should go down to 2 on every class if they refuse to nerf its effects and ease of use
What about his teammates? Who are watching his flank or pushing up from respawning?
Also go back into cover? God I wish the game would let me do that
Maybe some day the netcode will be fixed
That's.. the thing with teams fighting? People have to adapt to try and get the other team?
regardless of latency issues you're out of cover for the same period of time
Latency says I die almost half a second after I’m behind cover rn
It’s massively fucked
Plus with how good the visibility is I pretty much see everyone in every window ever
not really...
then you also get out of cover that much slower
Which Imo is a unique plus for this game
no... that's not how that works xD
The visibility in urban environments is great. The visibility everywhere else is not so much at times
how so?
Too much ground clutter man
I meant to schlammjumper
oh lol "slower" mb, read "faster"
but also not smth that advantagous
latency in general...
Yesterday I literally watched a situation on Eduardovo north point where two guys were lying in grass/bushes not 10m from each other and their squads kept continually spawning on them and killing each other
Went on for a couple of minutes before somebody killed one of the mobile respawn point guys
Or should I say immobile given the circumstances
God I hate squad spawning
squod I hate guad spawning
So, picking up a mag off the ground during the reload shouldn't be a thing right? Maybe picking it up could scale to mag size or something if it's kept how it currently is?
I've always found it a bit silly you can basically ignore the penalty of dropping your mag by picking it up during the reload. It's not really a skill diff (it's not hard in any way), more of an oversight/exploit.
If there's 0 penalty for dropping your mag for a faster reload, then what's really the point of it. The only case I could see it being better to tactical (long) reload is when on the move without any cover at all. But even then you could probably stop to reload for half a second
You don’t consider staring at the ground to be a penalty?
Pretty sure you just prone while reloading for like half a sec. It's not like you're going to be shooting anything while reloading
You can be pushed while reloading
Yes, so why is picking up the mag while reloading a thing. It removes most of the reload choice imo since it's just the better option most of the time. To be clear, not saying to remove the mechanic, but make it so you can't pickup the mag you just dropped while reloading
Tbh I think the game has so many bigger problems I’m not sure why this is even being brought up.

This is like, the nitpick to end all nitpicks bro
Just because there are other problems doesn't mean you can't bring up other things
this is a feedback thread. this is exactly the place to nitpick. its the fucking point of it lol
I mean, just to put this in perspective, your proposed change does nothing to me because I don’t go back the spent mag anyway. But just, it’s so fucking irrelevant as a whole
Sounds like a mistake on your part
I've seen a lot of YouTube clips of people dropping the mag then going prone to pick it up (or just looking at it) to reload faster.
idk why tho? it doesn't affect anyone negatively
It's not like bad, it just sort of invalidates the drawback a little bit lol