Battlefield 1 – Report: Ein Blick auf das Gunplay – Spread, Zufälle & Skill

With one of the most discussed topics of the Battlefield 1 Beta was – how could it be otherwise … – the Gunplay. While some praise it in the sky, others criticize it as “random” or “not skill-based” – things that are heard in virtually every shooter and often give little insight into what exactly and actually happens. That’s why we take a small and comprehensive look at the Gunplay of Battlefield 1 and explain what works on it, what the background is and why, how it’s solved. Have fun!

More differences and clear tasks

The declared aim of DICE for Battlefield 1 was to have less allrounder weapons in play and to ensure that each weapon gets its own niche instead. Both the classes and the weapons should have their own tasks. For this reason, there are no cross-class weapons and the lead chips are more different: submachine guns fire fast and are good in close combat; DMRs are very strong at medium to long range, LMGs are rather inaccurate and reward long bursts of fire and so forth and so on. In addition, sniper rifles have the maximum damage at a certain distance even with body matches. Apart from these obvious changes, more has been done, which requires a bit more in-depth knowledge …

Technical stuff #VeryNerdy

The Battlefield 1 weapon mechanics have been developed by DICE’s new Gunplay team, which now includes former Symthic Community members. The Symathic community has been analyzing the values and mechanics of current shooters for a long time. In general, DICE has been using various assets for quite some time to balance the gunplay of a weapon. The short overview looks like this …

  • Recoil : The recoil simply determines the direction in which the weapon warps in automatic fire. In addition to horizontal Recoil (weapon warps sideways) there is still the vertical Recoil (warps up or down). The Recoil can generally be easily compensated with some experience.
  • Spread : The spread determines the three-dimensional range in which fired bullets can be located. This area must be imagined as a cone: all balls are always in this cone; the farther the target is, the higher the chance that the ball will not hit a target. Movement further increases the spread; without zoom, the spread is even higher. Incidentally, the spread value is given as a number of degrees and can not be compensated.
  • Spread Increase : The spread widen in almost all weapon groups with continuous fire or fast firing. Of course, the chances of winning will continue to worsen.
  • Spread Decrease : The spread is slowly but surely reset if you do not fire. The value depends on movement and is evenly distributed over time.
  • Damage : We do not have to explain that, right? Or?!
  • Damage Drop-Off : The maximum possible damage will continue to decrease from a certain distance until a minimum damage value is reached.
  • Rate of Fire and Reload Time : Rate of Fire and reload time are other values that determine the performance of a weapon.
  • Drag : Behind Drag hiding various effects: The gravitational pull pulls the ball down; In addition it loses with larger flight range by the air resistance at speed.

Examples and details

There were actually only three weapon variants in open beta: “Bolt Action” rifles that have virtually no spread when standing and zoomed, the other normal weapons and LMGs that get more accurate with each shot after a few very inaccurate shots. In itself, the topic is quite simple: I fire a weapon and the math does the rest. The recoil can be seen and compensated; however, the spread is not directly visible. Each shot has a certain probability to hit the target exactly by the spread at a certain distance, depending on the situation. In Battlefield 1, for example, with each first shot of the MP18 (in each execution), you will always hit an opponent’s head with the first shot at 35 yards. If you continue firing in automatic mode,

What has changed in the mechanics compared to Battlefield 4 or Battlefield 3?

The only real change compared to the older games is that now already the first shot has a significant spread and that the spread decline is much lower. The values are as follows …

  • Battlefield 4 : In Battlefield 4, the spread decrease on the very accurate assault rifle AEK-971 was 7.7 per second. The spread increased by 0.117 per shot.
  • Battlefield 3 : In the M16A3 in Battlefield 3, the spread decrease was as high as 15 per second. The spread increased by 0.1 per shot. (By the way: These are the best values for an assault rifle, so it’s probably no secret why many people used to run around with the M16A3 in the old days …)
  • Battlefield Hardline : The weapon balance looks very similar to Battlefield 3, although the recoil is slightly higher.
  • Battlefield 1 : In Battlefield 1, automatic weapons like the MP18 only get a spread decrease of 2.28 per second with a Spread Increase of 0.15 – so it takes a lot longer for a weapon to firing at maximum accuracy.

Exactly this change makes the notorious tap-firing impossible: While in the last titles you could just make very fast single shots and still fire very fast very accurate, that is no longer possible in Battlefield 1. And that is – in a nutshell – actually everything that has changed in the Gunplay mechanics of Battlefield 1 compared to Battlefield 4 or Battlefield 3.

Mad cuz bad?

The response of no fewer players in the open beta was not long in coming: The gunplay “feel like Star Wars Battlefront”, it was “casual” and in general, the changes were made only so that “the Noobs have a chance. “The reality actually looks completely different: weapons in Battlefrontactually have no spread and the quasi laser accurate weapons weapons are balanced over very low damage values. With Battlefield 1, this has nothing to do with anything – why experienced and good games make corresponding statements is a mystery to us, given the facts and values. Of course, Battlefield 1 has a different feel: tap-firing is broken, and weapons have clearer niches that break old tactics and gameplay. But at the same time Battlefield 1 is a different game than its predecessors, which is a bit slower and more tactical to play.

And what is the best way to play?

To be successful in Battlefield 1, you have to know the weapons and calculate the distance. For all weapons up to LMGs, sniper rifles and shotguns is true: At 10 to 20 meters – depending on the weapon … – continuous fire usually a very good idea. At greater distances you should then set for maximum success on bursts that are shorter with increasing distance. LMGs get more accurate with longer firing – so if you are looking for a quiet corner and have the chance to burn the first few balls (usually five), you will get very exact and deadly weapons with high firing rate as the spread decreases. That’s easy in and of itself; old strategies do not work anymore.

#SearchSkill, right? RIGHT ?!

The issue of weapon balance is always difficult. Like most design decisions, it’s a plan that you can like, support, or reject. Add to that the question of whether gunplay works in Battlefield 1 and whether it’s fun. All these are questions that you have to answer for yourself. A plan can sound good on paper, only to be dreadful and vice versa, something on paper can be subtly mean and still be fun. The important thing is that you know what happens and why it happens. We do not want to have to decide for you whether the new Gunplay of Battlefield 1 is great or not – you have to decide for yourself. But at the same time, we do not want to play catchword bingo that ignores all facts and realities.

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