Bipod and overall weapon balance

It seems like i am the only one who is concerned about MG gameplay right now. I don’t get it why bipod deploying takes more than 1 second to laser beam everyone and why there aren’t any sorts of upgrades (get rid of the specialization system like it is now and adapt bf3/4 system) like foregrips and muzzle brakes for those guns.

ADS with MGs, some will say “this is not authentic or realistic” of course it is not, but it improves gameplay. So rebalance this, bipod is fine as it is now, but make those MGs be able to attach a foregrip to shoot via ADS with a lot of recoil of course in dependence of firerate, range, damage drop etc.. I don’t wanna see the same sort of MGs behaviour like in Battlefield 1, because it was kinda overpowered (biggest issues, less weapon sway and recoil, but huge magazine sizes).

It should be more like in bf3/4 like a M249 = high fire rate, without bipod not accurate enough to hit anything beyond 25 meters, hip fire was garbage, but you were able to shoot it from standing, kneeing stance on 20 - 40 meters stationary and hit something. It was more supposed to be a supression weapon or flanking with your squad and destroy an enemy position with a lot of tunnel visioned folks. M60 slow firerate, easy to control same story about balance and behaviour.

I made another topic about specific customization and balance of weapons and why we are not doing it like bf3 and 4, so please leave a comment.

Thanks for any kind of positive critics and praposals.

You dont need bipod to laserbeam everyone, you just pick assault class with the babymode assault weapons. DICE really failed at implementing decent gunmechanics with ACTUAL recoil, sway, bullet deviation (which IS really a thing in real life), now we have this simple FPS game with the principle ‘whoever sees and zaps the other with the laserbeam wins’.

I think Dice needs to remove bipods from BF entirely. Yes it will make some sweaty MMG nerds angry, but it will improve gameplay by a LOT.

Everyone praised Bad company as the best BF game ever made, well that game had no bipoted MG campers or much campers at all for that matter.

Well the lmgs are for mobile suppression like you want. They are for support players that don’t want to be held down by a bipod.

mmgs are made for those supports that like to depend on bipods and play slower or more defensively.

Also, I think certain specializations that increase accuracy or reduce recoil basically negate the need for extra attachments that would do just that.

yeah, giving options to choose between bipod and foregrip would be great, just like in previous modern BF series.

I used to love running and gunning with a machine gun, but in BFV, I am forced to camp when using machine guns. It’s not funny, and I guess it would not be funny for the victims of camping, too.

giving enormous recoil would balance high fire rates. For example, many MMG users are already choosing M1922 over MG42 since MG42 hits nothing thanks to its recoil.

But I think the game design regarding forced bipod, won’t change. Devs will not change during the lifespan of BFV. Maybe in next BF game.

By the way, Devs don’t even look at forums. Better start discussion in reddit.

What suppression? There’s no suppression in BF5. Its zapped or being zapped by weapons that behave like laserrifles. All the ingredients to make suppression work in the first place are GONE in BF5. DICE definitely went a couple of bars down along the tactical firefight-ladder with casualfield (I mean BF5).

Although I agree mostly but if they take bipods from the mmg guns they might as well take the mmg guns out of the game entirely.

well weapon-balance in general in BFV is a complete joke.
assault has by far the best weapons with the most versatility in the entire game on top of some of the best gadgets in the game with useful combat-roles to make it yet still better.
support has the most diverse weapon selection. good all-rounder LMGs that are only really bested by dedicated weapons such as BAR/ARs/etc. but capable at every range nonetheless. really good combat-roles that all make sense individually for different gameplay scenarios. unlimited ammo which is really neat.
scout i cant say all that much about besides its scout/sniper ppl will play it no matter what simply for the sake of sniping. combat roles make sense pathfinder is arguably one of the best in the game if used well.
medic…
well this is a bit iffy:

  • SMGs are okay nothing much and are easily beaten by other weapons in almost all scenarios.
  • its the only class stuck on one weapon-category
  • the weapon does not really fit the idea behind a medic. i.E SMGs force you to be first into combat and last out since outside 25ish meters you might as well not shoot unless you get the drop on players. so you are not where the majority of the team is since they favor the mid-long range. meaning less revives and less healing for ppl who are not with the medic.
  • combat roles or should i say combat-role? field medic makes sense but oh god who had the idea of combat medic it does not fit the class in any way shape or form. it is just a selfish option or a team option and was teamplay not said to be the main focus?!
  • gadgets there is really only one loadout i would go for with medic. 1.pouch 2. smoke launcher grenade smoke. AP mines make no sense what so god damn ever and the med-crate is just a joke compared to the pouch…
    so yeah and this is just scratching the surface. if you think support has is tough o invite you to play medic for an entire rotation… its not really that fun since assault/support are just way more versatile…

I don’t agree with it either but that’s their function regardless. I guess just swap the word suppression with mg spotting or something.

I like how the people wanted things like suppression, mortars, and grenades out the game. Now we have a “camper” problem because players can’t force the flow of battle without rushing in And shooting.

Before if snipers were camping on a hillside, we could coordinate some mortars down on them or at least suppress them so its harder to camp up there. Now you either have to counter snipe or risk a few lives to try to get way over there.

Just to make it clear - “suppression” by MMG is a joke. It doesn’t exist. You’re not suppressing anyone, all you’re doing is letting your teammates claim your enemy kills, because you’re a sitting duck headshot magnet that can tag an enemy but can’t kill it before ending up dead. Literally not one single class will run for cover once you open up on them with an MMG. And why would they? They know you’re unlikely to kill them before they kill you. I can’t count the number of times I would land 3-4 shots on an enemy and they just dance a little bit with ADAD while still taking my fire until I’m dead… I will never understand the logic of an Assault or Recon taking perfect aim to headshot me while taking in 900 rounds per minute. Where’s the suppression? How are they affected?

Like I said, I feel you on the matter of suppression, as of now its lackluster. But, it still provides spotting which is great for the team.

That’s exactly my point - it’s great for the team, but it’s also a death ticket for you. You shoot, you spot, you end up dead and your team claims the kills. It would be fine if the suppresive effect would actually cause something to the player you’re shooting into (not at!), so at least in 1v1 you have a chance. I don’t mind if I get shot by another enemy, who’s attention I’ve drawn by opening fire. But it’s infuriating to shoot directly into an Assault or Recon and see them calmly aim, pop and you’re dead.

Such a thing would work if MMG’ers are able to duck down their head whilst firing behind cover. So they are able to keep firing with their head down. Like the topgunners can in vehicles. But alas, its not possible.

Suppression does exist though, the effect is just not gameplay mechanic related. I used it yesterday on Fjell holding the pass from B to C/D. People will just not move into an area that is constantly shot at. Gave my medics time to revive each other, too.
With the Lewis I regularly hose down a chokepoint when I saw an enemy nearby, or just in the general direction, or into smoke really. This tends to throw people off. Thing is that you can only do this with the LEwis really because of mag capacity and the MMGs, which have a very limiting playstyle.

Well if we’re going to call that suppression, then every class has it except snipers. Because any class can shoot into an empty area, hoping that the enemy will not step into the spray. And due to overheating mechanics, we’re not better at this than other classes… And not to mention that players will simply bunnyhop through your cover fire with negligible amount of damage received. What you describe is how suppression works in reality, where a soldier isn’t willing to risk his life because he only gets one. In a game? Who cares if a stray bullet clips you, you can heal, you can be revived, you can regenerate health on you own.

Why take MMGs out? For Christ sake just convert them back to the way all support weapons were in previous Battlefield games and stop trying to re-invent the wheel. Take BFBC2 as an example and go from there. Might as well use BF1’s Parabellum Mg, that gun was nicely balanced imo. High RPM, mad close range potential but high recoil.

The weapon and class balance is probably the worst of any Battlefield I have ever played.

M16A3 and AEK-971 left the chat

Yeah those guns were no doubt broken but I never felt the class balance on a whole to be this broken, all other classes had guns that could work in any situation you needed them for, it isn’t like in BFV where you play medic and are constantly outgunned by every class in the game with no recourse to change up weapons to give yourself a better fighting chance. You just select another slow firing smgs that takes a million bullets to kill while people laser you to death from 50 or 60 meters.

I don’t mind bipods, but the MMG concept is redundant and unnecessary IMHO. I wouldn’t mind a reclassification of all MMG’s into LMGs with re done specializations that makes one side for stationary/bipod and the other for mobile play.

Also bipods use to have a deploy animation in BF3/4 and it was awful. Crappy bipod mechanics aside trying to quickly deploy a bipod before getting mowed was extremely frustrating and meant virtually no one used them.