Community Broadcast: Weapon Adjustments in 6.2

Hey Battlefield V community,

Next week we’ll be releasing Update 6.2 that includes tweaks, adjustments, and fixes to Weapons & Gadgets, Vehicles, Soldiers, Maps & Modes, Sound, and improvements to Stability and Performance. We’ll also be bringing Tank Body Customization to Battlefield V - but we have a separate Broadcast for that.

We know that one of the biggest conversation topics of which we’ve received a plethora of feedback and data on has been the weapon changes that came with Update 5.2 / Hotfix 5.2.2. As noted in the previous Community Broadcast by Global Community Manager Adam “PartWelsh” Freeman:

We will continue to operate a damage model that ensures that weapons that are designed to be lethal in close quarters will still do less damage beyond 30M than experienced in 5.0, however we’re making adjustments to the damage curves to ensure that the damage drop off doesn’t feel as instant or severe. Weapons that should be more effective at range such as the Semi Auto Rifles and Pistol Carbines will have their damage drop offs extended, ensuring that they regain a purpose closer to their design and perform significantly better at range. Similar changes are also being made across MG’s and AR’s. (Source)

What did we adjust?

Update 6.2 returns the base damage at range values of most weapons to those of 5.0 while maintaining a drop in ranged damage that is smaller than 5.2 or 5.2.2.

Example:

image

Additionally, ranged damage is now based on a weapon’s class rather than rate of fire. For example, Assault Rifles and LMGs will hit harder at range than SMGs with the equivalent rate of fire. Recoil and accuracy values have been adjusted to be consistent with the values in 5.0. The only exception is the Type 2A, which has had a substantial increase in recoil to balance it within the the SMG class.

Bolt Action Rifles now have higher muzzle velocities across the board. These weapons are Battlefield’s longest range weapons, and are out performed by other weapons due to the bullet velocity. This adjustment will return Bolt Action Rifles to be the kings of long and very long range combat.

We’ve increased Type 11 muzzle velocity slightly for both the default and High Velocity bullets. This should help differentiate the Type 11 more from the Bren and make its ranged performance stand out.

Full Details HERE (and pictured below):
5.0 Values

5.2 Vallues

5.2.2 Values

6.2 Values

*(PLEASE NOTE: If you see a variation of a weapon, such as the M1 Garand Heavy, this is the variation with the Heavy Load Specialization. The BAR Low is the standard BAR, the BAR high is the BAR with the higher ROF specialization.) *

Additionally, here’s details on the Recoil/Accuracy tweaks:

Link to section: Suomi:Suomi:

Link to section: Increased vertical recoil from 0.69 to 0.84Increased vertical recoil from 0.69 to 0.84

Increased horizontal recoil from 0.8 to 0.85

Link to section: Thompson:Thompson:

Link to section: Increased vertical recoil from 0.7 to 0.86Increased vertical recoil from 0.7 to 0.86

Increased horizontal recoil from 0.77 to 0.8

Link to section: ZK-383:ZK-383:

Link to section: Increased initial vertical recoil from 0.56 to 0.7 when using the Light Bolt specializationIncreased initial vertical recoil from 0.56 to 0.7 when using the Light Bolt specialization

Link to section: Increased maximum vertical recoil from 0.644 to 0.805 when using the Light Bolt specializationIncreased maximum vertical recoil from 0.644 to 0.805 when using the Light Bolt specialization

Increased horizontal recoil from 0.765 to 0.799 when using the Light Bolt specialization

Link to section: MP28:MP28:

Link to section: Increased initial vertical recoil from 0.6 to 0.71Increased initial vertical recoil from 0.6 to 0.71

Increased maximum vertical recoil from 0.68 to 0.71

Link to section: Type 2A:Type 2A:

Link to section: Increased vertical recoil from 0.49 to 0.63Increased vertical recoil from 0.49 to 0.63

Link to section: Increased horizontal recoil from 1.1 to 1.14Increased horizontal recoil from 1.1 to 1.14

Link to section: Inaccuracy while firing in hipfire increases slightly fasterInaccuracy while firing in hipfire increases slightly faster

Fixed recoil not fully applying in some cases

Link to section: Type 100:Type 100:

Inaccuracy while firing in hipfire increases slightly faster

Link to section: M3:M3:

Inaccuracy while firing in hipfire increases slightly slower

Link to section: M2 Carbine:M2 Carbine:

Link to section: Inaccuracy while firing in hipfire increases slightly fasterInaccuracy while firing in hipfire increases slightly faster

Corrected modifiers for the two hipfire specializations being too weak

Link to section: Lewis:Lewis:

Link to section: Decreased initial vertical recoil from 0.62 to 0.61Decreased initial vertical recoil from 0.62 to 0.61

Link to section: Increased minimum vertical recoil from 0.44 to 0.51Increased minimum vertical recoil from 0.44 to 0.51

Increased horizontal recoil from 0.48 to 0.5

Link to section: Gewehr 95/30:Gewehr 95/30:

Increased muzzle velocity from 600 to 750 m/s

Link to section: SMLE No.4 Mk I:SMLE No.4 Mk I:

Increased muzzle velocity from 500 to 600 m/s

Link to section: Kark98k:Kark98k:

Increased muzzle velocity from 700 to 900 m/s

Link to section: Krag-Jorgensen:Krag-Jorgensen:

Increased muzzle velocity from 700 to 900 m/s

Link to section: Type 99:Type 99:

Link to section: Increased maximum damage from 75 to 80 and dropoff start from to 20 to 30 metersIncreased maximum damage from 75 to 80 and dropoff start from to 20 to 30 meters

Increased minimum damage from 60 to 66

Link to section: Type 11:Type 11:

Increased muzzle velocity from 740 to 820 m/s and from 830 to 920 m/s with High Velocity Bullets. This should help differentiate the Type 11 more from the Bren.

What does this all mean?

The goal is to keep a high pace in close combat and to have a lower, but satisfying pace at distance.

We’re excited to roll this out next week and as always, we value your input and feedback, so reach out to us once you’ve tested out these changes when the update goes live by using our Battlefield V section on the Battlefield forums or join us on the Battlefield V subreddit and Discord, or you can also reach out to our Battlefield Community Managers on Twitter.

You can reach them on Twitter @PartWelsh and @Braddock512.

Jeff Braddock / Braddock512

Any plans on further tweaking the shotguns? I very, very rarely see anybody use them outside of metro. Consistently shooting 3/4 shots @ 10-20 meters seems to be very excessive compared to past games. Slugs also appear to be in the same camp with 3 shots required for kills outside of 20 or so meters.

Seems promising.

Shouldn’t LMGs be better at range? The accuracy is abouf the same… actuallg worse without the bipod.

Shotguns won’t be affected in this next update. We’re largely happy with where they are right now though we’ll monitor their performance when the changes take effect in case we need to review that.

So the Type 2A is getting a nerf correct? will that be horizontal or vertical increase?

@PartWelsh will we be seeing any adjustments to assignments in this update or the near future? Thanks

Yes, horizontal and vertical will increase.

-Braddock512

No update for pistol carbines?? Its one of worse weapon class now…

Neat. Bolt Action rifles have needed a buff for a long time.

Didn’t you read the opening post?

Quote:

” Weapons that should be more effective at range such as the Semi Auto Rifles and Pistol Carbines will have their damage drop offs extended, ensuring that they regain a purpose closer to their design and perform significantly better at range. ”

If the FG-42 example is anything to go by, it could be a very good update we’ll have next week.

Look at those numbers: From 5-13 BTK to 4-7 BTK. That is a massive change!

SMGs will most likely stay at 4-12 as far as i can read inbetween the lines. making again LMGs equally good and reliable in CQC as SMGs and thensome

Looks good so far.
waiting for more details.

This is promising. I hope the MMGs go back to 5.0 (or very close) values

For the most part, SMGs are back to 5.0 stats - which was around 4-9 BTK, with some standouts (like the latest SMGs that were released).

Most are pretty close to the 5.0 BTK, with some better than before.

-Braddock512

LMGs with a high ROF that you can also spec for CQC have fewer bullets than SMGs though, typically 20 for LMGs vs. 30+ for SMGs.

Use slugs. Still ohk short range.

I’m also happy the bullet velocity for sniper rifles got buffed. They feel so laggy and slow compared to BF1.

DefinedDisaster has a video out. Just found out from him @Braddock512 was up at 4 to work on this… that’s dedication. Thanks for the hard work. My Fg-42 will be able to sleep easy tonight.