Death around corners is always going to occur no matter the game. I’ll tell you one thing though, just threw in BF1 and after three games I couldn’t take the nooby run and gun lone wolf gameplay. BF5 is a breath of fresh air for many of us. Can’t wait for launch!
I had a good amount of issues during the beta, a whole lot of one frame deaths by automatics and sidearms, low damage output as well, and not from spawn protection as I know the difference and have experienced both.
I have had a few occasions of delayed hitmarkers and hitmarkers registering correctly but my score indicator not popping up until a good 10 seconds later. Also, while being in a tank having resupplies skip and not register the resupply until another cycle was complete.
I haven’t had no hit markers much, only a few times on really laggy players, but I have gotten killed around corners and behind cover a good amount of times. It seems that we’re in for more of the same with good old battlefield v.
DICE made TTK much faster in BFV compared to BF1 and now Frostbite’s netcode is struggling to keep up on the TTD side causing bundled damage and one frame insta deaths.
After DICE implemented this change to BF1’s netcode I noticed a delay in damage taken indicators. I’d start by reversing this change. It gives players less time to react. Players being hit before the shooter is visible has to due with either peeker’s advantage or the extrapolation offset buffer. Either way, delaying damage indicators is never a good thing. Especially with a lighting quick TTK like BFV has.
What happened to @mischkag? Very few people can detect issues with the netcode. BF3 is a netcode disaster and hardly anybody noticed. It doesn’t surprise me these netcode issues are making their way into BFV and hardly anyone is noticing or talking about them.
TTD is OHK, 1 frame death caused by bundled damage.
Bullet velocities and ROF didn’t increase. Damage per bullet did. Your argument of processing times would be a bit more plausible if velocities and ROF increased. You’d simply increase tick to help accommodate. But those didn’t change.
Yet as far as I’m aware the beta didn’t run at 60Hz. it was running at 30Hz.
And yes OHK/Insta death exists in BF1 as well as BF4.
No, for example, stg-44 give 23 (5 shot for killing) damage and 52 damage for headshot on the close range. In the close range you need TWO HEADSHOT for killing!
In the middle range: 17 damage (6 shots is default TTK in new Battlefields) and 49 for Headshot (3 HEADSHOTS FOR KILLING!)
MP40
Increased 6 hit kill range from 35 to 50 meters
Increased 7 hit kill range from 50 to 70 meters
If my math is correct the MP40 has a Rate of Fire equal to 6 rounds per 550ms. 11 rounds per second. 660 rounds per minute.
That appears to match the TTD I’m seeing in the videos above. Players are getting hit by 4 bullets in a quarter of a second and dropping dead.
Obviously nobody is going to be able to react in a quarter of a second.
Looks like weapons need more recoil, because in the videos above players are getting dropped in a quarter of a second and to me the gunplay feels like “a shallow and ultra-fast affair”.
Hits/Death behind cover - yes slightly (netcode still early stages..hopefully improvements)
Delayed hitmarkers - no
Blood Splatter, but no hit markers - yes occassionally
Low damage output - only with explosives
OHK’s … one frame deaths - sometimes
Very confusing. According to the weapons stats, BF1 has a faster TTK than BFV. Yet that’s not how the BFV beta felt to me. BFV definitely has a faster time to kill.
Which means more bullets miss the target in BF1 due to higher recoil, increasing the time to kill, and in BFV there’s less recoil meaning more bullets hit the target decreasing the time to kill.
So my original observation about weapons in BFV needing more recoil in order to slow down the TTK appears accurate.
I didn’t record any I don’t think (will shift through my vids to double check.
Getting killed around corners/cover I rarely had occur and if it did it was on US servers with 250ms.
No delayed hitmarkers even with 250ms
Blood splatter with no hitmarkers yes but that was with 250ms
Low damage output yes with maybe around 5% of damage events it occurred. And of those 5% only 1% was in region with 30ms. The other 4% were with 250mw
One frames about 20% of deaths with 15% with 250ms and 5% with 30ms.
I can tell when I’m getting hit by several shots so it was really clear when one frames or bundled damage would occuer (which would be the same thing because I didn’t get bundled damage of say 6 shots clumped together for a near instant death so around a corner like in previous titles espeically bf1 if you get what I mean)
A few times with 250ms I received shots (the sounds and hit with character flinch) but no damage. Maybe around 3% of engagements/shots on me this occured
99.9% sure. It was one of the first things i tested when connected to a server, because i got some warning icon for ping variation (…only in battlefield™…)and server performance.