Battlefield V Details

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Where you aim is where you’ll shoot. This will always be true in Battlefield V. Disregarding bullet drop over longer distances, the bullet will go where you have your sights. There will be no RBD (random bullet deviation).
So... this does not mean no spread, I hope? I mean we're not in Star Wars Battlefront...
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fantaskarsef:

So... this does not mean no spread, I hope? I mean we're not in Star Wars Battlefront...
Hey its like reverse marketing, they actually give you Reasons not to play it. Fantastic approach to save your potential customers money.
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fantaskarsef:

So... this does not mean no spread, I hope? I mean we're not in Star Wars Battlefront...
If they do it in real world way, I am fine with it, I hate random spread. It does not have to be CS 1.6 style. But in most of games, you have crosshair, movement speed of character and crouch vs standing. Those are elements dictating spread of bullets around crosshair. That's Most Stupid thing, one can think of! Because then you have gun with laser pointer at same time and as you move that laser pointer points in totally different place than your crosshair, but bullets do not go in direction of laser which is apparently calibrated to point accurately where bullets should go. No, they still go to crosshair. How stupid those developers are to do such implementation? So, if there is weapon swinging as player moves, and crosshair or laser pointer does swing in space to place where bullets will go, I am all IN!!!
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It gets better every week.
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Fox2232:

If they do it in real world way, I am fine with it, I hate random spread. It does not have to be CS 1.6 style. But in most of games, you have crosshair, movement speed of character and crouch vs standing. Those are elements dictating spread of bullets around crosshair. That's Most Stupid thing, one can think of! Because then you have gun with laser pointer at same time and as you move that laser pointer points in totally different place than your crosshair, but bullets do not go in direction of laser which is apparently calibrated to point accurately where bullets should go. No, they still go to crosshair. How stupid those developers are to do such implementation? So, if there is weapon swinging as player moves, and crosshair or laser pointer does swing in space to place where bullets will go, I am all IN!!!
Bullet spread is not stupid but realistic. That's the question, are they aiming for the arcade feeling of not having to do anything but point and click ("if it's red it's dead!!1!"), or are they trying to get you to know your weapon recoil, spread pattern, etc.
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Not to worry, one week after launch the hackers will sort out any issues with aiming. lol
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How can there be a focus on immersion if literally everything about that time is wrong ? I mean sure, grass moving and dirt splashes are neat (if you notice them in the action), but having wrong uniforms, wrong weapons and amputees serving on the front lines as regulars has significantly higher impact on immersion than anything they can do with a few effects. That aiming is just another thing, I hope that they mean that a weapon will have spread pattern based on the things you do, like running or using bipod, and that iron-sights will always point to where you will shoot.
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fantaskarsef:

Bullet spread is not stupid but realistic. That's the question, are they aiming for the arcade feeling of not having to do anything but point and click ("if it's red it's dead!!1!"), or are they trying to get you to know your weapon recoil, spread pattern, etc.
Gun shoots towards point where laser dot is at moment, you pull trigger. You can shoot 200 rounds, and as long as barrel (laser) is aiming at same spot, hole will be pretty tiny and affected mostly by wind. Recoil is real, but that moves laser dot too. Therefore bullet should always go towards laser dot as laser beam is parallel w/ barrel. No magical spread left, then right, then down, ... whatever random.
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Fox2232:

Gun shoots towards point where laser dot is at moment, you pull trigger. You can shoot 200 rounds, and as long as barrel (laser) is aiming at same spot, hole will be pretty tiny and affected mostly by wind. Recoil is real, but that moves laser dot too. Therefore bullet should always go towards laser dot as laser beam is parallel w/ barrel. No magical spread left, then right, then down, ... whatever random.
Like you said Fox, the more realistic and close to reality you want to go, the less that laser pointer means anything to shooting, the more toned down they want to make it the closer the bullets will land towards the laser pointer. But BF5 won't have laser pointers anyway 😉
Backstabak:

How can there be a focus on immersion if literally everything about that time is wrong ? I mean sure, grass moving and dirt splashes are neat (if you notice them in the action), but having wrong uniforms, wrong weapons and amputees serving on the front lines as regulars has significantly higher impact on immersion than anything they can do with a few effects. That aiming is just another thing, I hope that they mean that a weapon will have spread pattern based on the things you do, like running or using bipod, and that iron-sights will always point to where you will shoot.
Well nobody said she was a regular... I thought she was a resistance fighter of Norway? Those weren't regulars...
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What they should do is for each weapon, have a "minute of angle" bullet spread modeled per bullet. This would be a closest realistic way and of course if your running, or standing or prone, each has its amount of steadiness built in (scope/iron sights). I don't know exactly how BF1 is coded but it feels like its more calculated large area random spread, which is different than what I am saying as it feels/seems not per bullet but overall random fire spread. I have fired many rounds sometimes and they just don't get hit, but its hard to say if MP issues are involved there. So what minute of angle spread would mean, is it takes into consideration distance once each weapon has a value. You could have these to give an example (just rough numbers here). Handgun =(5"@25yrds)= 20" value (all values @100yrd). SMG= 6"@25yrs, 24"@100yrd Bolt action rifle = 4"@100 Simi action (M! type) = 5"@100 So those are just examples but you can see how that would work. A handgun at 100+ yrs would have a wider spread than a human, but a bolt or semi-auto could still have all shots at targets of 300 yards. I just hope they improve gun handling and not nerf it.
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Oh damn, this is why I love the CoD series: "We’re also bringing back bullet penetration in a big way." Shooting noobs through walls is 90% of why I play CoD; so if BF is allowing us to shoot through walls to get kills, then I can admit that my interest is peaked!
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"...Disregarding bullet drop over longer distances, the bullet will go where you have your sights...." No bullet drop? Bullet drop is one of those realistic features that differentiates the Battlefield series from others. If they get rid of this, we may as well be holding laser guns on the WWII battleground (see [the crap that is] the SW Battlefront series). I like bullet penetration. That makes sense and adds to the realism.
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I just want BF: 1942 remade with today's graphics.
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ubercake:

"...Disregarding bullet drop over longer distances, the bullet will go where you have your sights...." No bullet drop? Bullet drop is one of those realistic features that differentiates the Battlefield series from others. If they get rid of this, we may as well be holding laser guns on the WWII battleground (see [the crap that is] the SW Battlefront series). I like bullet penetration. That makes sense and adds to the realism.
You read that wrong. They said disregarding, as in its in BFV, they are just making a point by excluding bullet drop from the conversation.
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Fox2232:

Gun shoots towards point where laser dot is at moment, you pull trigger. You can shoot 200 rounds, and as long as barrel (laser) is aiming at same spot, hole will be pretty tiny and affected mostly by wind. Recoil is real, but that moves laser dot too. Therefore bullet should always go towards laser dot as laser beam is parallel w/ barrel. No magical spread left, then right, then down, ... whatever random.
Agree this sounds much like what they are attempting. Prior I think the random bullet deviations were to try an mimic how guns work in the real world i.e. most guns have a certain bullet spread based on the the guns build, caliber and how hot the barrel gets etc. I have never liked this in game play because its almost impossible for developers to get this part right. I as a player would much rather learn the recoil of the gun which is also pretty realistic. This at least allows more gaming skill to come into play then random chance which I think will be slightly less realistic but more fun to play.
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i cant imagine that they would introduce recoil patterns into the series after all this time..? i dont like excessive utilization of randomized spread, surely, but something must be done to mimic the physical impossibility of controlling the entirety of a weapons recoil in high rate of fire scenarios. i very much like the MOA suggestion detailed earlier - its actually perfect from a technical standpoint. i doubt that DICE is implementing such a feature, however, & we will have to wait to see wat the actual effect they reference even is, since they want to use oversimplified laymans terms
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JamesSneed:

You read that wrong. They said disregarding, as in its in BFV, they are just making a point by excluding bullet drop from the conversation.
Thanks for the clarification. I did read that wrong.
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I'm mildly more interested than I was initially. I'm still prepared for a total letdown but it's possible I may buy this. +1 on the BF1942 remake idea over BFV
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lol about games being accurate on weapon spread. first, no professional will ever shoot in (full) auto, maybe on the rare event of suppressive fire, where no one cares about (actually) hitting something, which makes (correct) recoil less of an issue. Dont mind if recoil is present in games (after shooting more than 4-5 bullets), just so sprayNpray shooters stand less of a chance to survive.. what i hate is random spread, as (most) guns will have a fixed offset when using sights, that you can train on (e.g. pistol shoots to one side, so you start pointing a bit more to the opposite side). same for bullet drop, as thats really only relevant for stuff that can go past 2-300y (and not many guns that size would actually be carried by a the whole squad/platoon, vs just 1 with a LMG), mainly sniper guns/rifles, then again you would need to introduce ppl how to "adjust" for real-world changes (temp/humidity/wind/earth rotation) and not just distance. (@EdKiefer most handguns wont hit crap past 50y maybe 100y, and most would rather throw the gun..) you can do that in a sniper game, and account for that by having more time (to take a shot), doubt introducing this in FPS stuff like COD or BF would be a good idea.
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fantaskarsef:

Bullet spread is not stupid but realistic. That's the question, are they aiming for the arcade feeling of not having to do anything but point and click ("if it's red it's dead!!1!"), or are they trying to get you to know your weapon recoil, spread pattern, etc.
The problem in games is when spread becomes to much of a factor though. Proper gun handling in games is a combination of both recoil and spread, with the latter only occuring in a later stage with uncontrolled automatic fire. In a sense you want to promote accurate burst fire. On a sidenote, it's my (albeit weird) opinion that in FPS's the bullet should not exit from the barrel but the same height as the barrel, towards the center of the player. Reason being that the supposed headglitch fix its implementation feels weird when using your sights. IRL you basically align your eye sight with the barrel/sights. In shooters with iron sight/zoom, the model just repositions itself center camera to simulate this but it creates a weird result. It's less of an issue with hipfire as your brain can somewhat guess the angle based on the model (again: if the model is properly aligned). There are also annoying situations (PUBG has this a lot) where you can't shoot due to this because a object blocks your barrel, even though visually you can see over it. Honestly they should just do away with this limitation and just implement a proper 3rd person animation where the enemy player can see the guy shooting over the object in way that exposes him properly. I'm not against realism, but realism often gets in the way of a fun and fluid gaming experience these days. Same with limitations to movement. We should be weary of implementing these until we find a fluid way of implementing IRL movement such as quickly jumping over hedges, cover, ... I might not be able to constantly zig zag irl, but I can jump sideways over a small piece of cover in all sorts of ways. Until we implement a proper full range of motion, I think a somewhat well thought out unrealistic movement pattern is still needed for a fluid experience were fight or flight responses (defense/offense) are possible.