▲ 66 r/Battlefield_REDSEC+1 crossposts

Gauntlet should have been the CORE RANKED Mode -- and Main Menu UIX does not help...

Three things could have helped Gauntlet be a unique, core element of Battlefied.

- Improved Main Menu UIX: the main menu UIX is and has been very poorly designed since launch and was a common complaint. Gauntlet was buried most of the time and Portal experiences are not given proper highlight. I mean, hell, other games with community driven content have successfully handled Main Menu designs for a long time now (Fortnite of all things).

- Gauntlet being Ranked. Its got the perfect setup for it and should be self explanatory.

- 8 Player Teams (2 Squads): a larger team format with 4 Teams that has 3 Rounds. This would have created a bit more casual accessibility while also allowing for a bit faster turnaround of matches. This allows for players wanting to play a quicker match compared to what typical All out Warfare modes offer or normal Gauntlet while still getting that mid-sized map feel.

reddit.com
u/BJgobbleDix — 13 days ago

Mycopunk - Great Game For Practicing Gyro Aim for those interested! -- Handcam for this video (5 - 20 RWS, JSM, Natural Curve)

This is a fun, kinda mindless FPS game and is solid for practicing Gyro Aim without being stressful. It does not require a high level of precision but creates great opportunities to tune and test most facets of Gyro Aim settings without stressing in a PvP environment: Tracking, Stability, and especially Range of Motion. It does not hurt to check out since it's only $15 on Steam and still in active development. I know there are people who ask, so I figured I share.

Also, this game has VERY fluid movement mechanics such as slide canceling, bunny hopping, etc. This is an area where Gyro Aim REALLY shines over joystick aiming due to it's ability to free up the right thumb for additional purposes if you're not a Claw user and gain a sense of greater freedom and control.

The game has some Risk of Rain 2 vibes mixed with elements of Borderlands in some of it's gunplay, looting, and attempted humor (no real narrative, just goofy characters honestly). It's a simple drop in and fight on mostly larger sandbox style maps. The game modes are mostly focused on objectives, extraction, and rogue-lite elements.

My gameplay in the video is on a Normal difficulty setting which is not very hard as you can tell. The bosses can be a bit spongy (I know the devs had to scale down for Solo players as it initially was more tailored to Coop when they first launched).

Lastly, my handcam can allow some who have asked what it looks like when Ratcheting in a game utilizing larger Ranges of Motion while using my Acceleration settings. Little surprise as well...I'm using a Natural Curve here. Been messing with it for the last couple weeks (swapping between Quad). It works well. Would not say it's better than Quad curve as much as it's different. They each play into different strengths (mentioned in the video). All just personal preference for comfort.

Configs are in the description of the video for JSM CC.

youtu.be
u/BJgobbleDix — 1 month ago
▲ 271 r/GyroGaming+1 crossposts

Devs are adding Gyro Aiming!!!

Wish Returnal had this as well. But Im glad Housemarque is adding this. Hopefully the implementation is decent (is mouse-like feeling with decent range of motion settings).

God of War Ragnarok (of all games) had decent Gyro Aim and man it made range combat so much better. Combining melee and range to juggle enemies and flick on distant foes was so fluid and fun.

u/BJgobbleDix — 1 month ago
▲ 561 r/GyroGaming+1 crossposts

Saros - Zenith Gameplay Reveal | PS5 Games

This is the gameplay reveal for SAROS™: Zenith, the next big free content update to SAROS, which adds new replayable game modes and various new visual and control options to make the game accessible to even more players.

SAROS™: Zenith adds Overlord Rush, a brand new mode where you can take on the powerful Overlord enemies from the main game back-to-back, go for a high score, and compete with players around the world using integrated leaderboards in a throwback to the classic arcade-style Housemarque is known for.

This update also brings ""Eclipse Layers"", a new game+ mode which allows seasoned enforcers to put their skills to the ultimate test. After clearing SAROS, players can return to the beginning and take on a more challenging version of the game. You can rise to meet these trials with even more progression options and new Carcosan Modifiers to customize your experience. There are also new secrets and trophies to discover as you delve deeper into the Eclipse Layers.

New accessibility features, including High-Contrast visuals, gyro aiming with the DualSense wireless controller, and the toggleable ""Slow Game Speed"" option have been added. With these options, even more players can experience the spectacular bullet-ballet action of SAROS for themselves.

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u/BJgobbleDix — 1 month ago
▲ 230 r/Witchfire

Did not realize Witchfire & Kerbal Space Program had a crossover XD

Needless to say....I did not make it to the Moon.....

u/BJgobbleDix — 2 months ago

**sigh**.....Man, the gunplay can be so horribly frustrating..................

I have Long Range Ammo equipped as well and this is only about 110M shot. I was picking off people from that mountain plenty prior so was fairly dialed in on the range. But man, I was for certain this should have been a kill or at very least, a trade.

Gunplay has been so inconsistent especially since the start of Season 4....

u/BJgobbleDix — 2 months ago

Deadzone Rogue 2 has same Gyro Aim settings as it's predecessor (on PC)

I was invited to the playtest and can confirm the settings are the same. I have not tested them yet as currently just enjoying the game with my usual settings. I do assume this translates to PS5 as well because there is a Ratcheting binding option for controllers and K&M.

One thing I do find interesting: Vertical Sens is by default lower than Horizontal as you can see in the pic. Tells me some of the devs may use Gyro Aim actually have some knowledge of importance for stability because I've never seen a game have offset Y and X for default choices. I wish more games actually did this be default for first impressions. Assuming this is representative of 1:1 RWS, pretty good baseline.

u/BJgobbleDix — 2 months ago
▲ 9 r/LowSodiumBattlefield+1 crossposts

[What IF] Conquest + King of the Hill (Game Mode Idea) -- Conquest: LOCKDOWN (32v32)

LOCKDOWN -- Concept for a new 32v32 game mode for Battlefield 6 that combines the large-scale map design of Conquest with the intense, focused combat of King of the Hill and a much heavier focus on PTFO and more dynamic gameplay moments.

Here is a quick summary and breakdown of how it works:

TLDR

  • Format: 32 vs 32 on standard Conquest maps.
  • The Twist: Instead of all flags being active, ONLY 1 to 3 objectives are active per rotation (chosen completely at random).
  • Scoring: King of the Hill style. Points accumulate over time for holding the majority of ACTIVE only flags (kills do NOT count toward score).
  • The Reward: When a rotation ends, the team holding those flags locks them down, keeping them as exclusive spawn points. The enemy cannot recapture them until they re-enter the active pool in a later rotation.

Core Mechanics

1. Dynamic Flag Rotations

  • At the start of a round/rotation, ALL Flags are available BUT then after a couple minutes, 1 - 3 flags become the "Hotzones" while all other flags are "Locked Down".
  • Players converge on these zones to capture and hold them.
  • Once the rotation timer expires, a new set of random objectives is selected (previously active flags are excluded from the immediate next rotation to keep teams moving across the map).

2. King of the Hill Point System

  • Kills do NOT count towards points. Purely objective.
  • The team holding the majority of ACTIVE flags continuously accumulates points toward the target score. Locked down flags do not count towards this.
  • Shifts the meta entirely onto playing the objective (PTFO) much moreso than kills (think of how Escalation works for larger team formats).

3. Lock Down & Staging Spawns

  • When a rotation ends, whichever team holds an objective locks it down.
  • Reward: The controlling team gains an exclusive forward spawn point at that flag for upcoming rotations.
  • Lockout: The opposing team cannot recapture a locked-down flag until it naturally comes back into rotation later in the match. This can offer strategic and dynamic benefits to a team.

Why I think this would be FUN?

  1. Eliminates the "Walking Simulator" feel: Concentrating 64 players onto 1–3 objectives keeps combat intense while preserving the scale of full-sized Conquest maps. Incorporating the full scale of a map's potential on a "Breakthrough" style intensity.
  2. Defeats "Sheep" Mentality: With objectives being consolidated due to Lock Downs, players are more incentivized on capturing and HOLDING the objectives versus jumping from point-to-point.
  3. Dynamic Match Flow: Random rotations mean no two matches play out the same way, forcing squads to adapt their strategy on the fly. You may have moments that feel like Breakthrough such as this map below showing objective B on a full defensive situation deep in enemy territory (Spawn Beacons will be valuable!).

Red/Blue arrows show attack routes (think of supply lines).

  1. Meaningful Territory Control: Securing flags isn't just about scoring immediate points—it earns your team critical forward spawn locations across the map for future rotations. As shown above, if Blue team holds "B", they gain themselves a VALUABLE spawn positioning on the other side of the map to offer a good attack position on enemy points if/when they become "Hotzones".

Some potential thoughts?

- Comeback Mechanic to help with stomping: Maybe a mechanic where if a team is becoming overwhelmingly strong (much higher score after like 50% of the way through and holds majority of objectives), a way for the Losing team to regain some momentum. Like a mini "comeback" event where the team getting stomped could have a limited time to destroy MCOMs on Locked Down points to gain them as spawn locations. This could be valuable for future rotations.

- Who gains the Lockdown of an Objective: Though I still believe it should be the last team to hold that point as it's a more transparent mechanic, I wonder if the team that held the point the "longest" during it's active tenure would be better for balance???

- Should Point System be tweaked? "Locked Down" objectives should remain excluded from generating points, that I still believe. BUT, should points be generated on number of HELD Active Hotzones versus needing a MAJORITY??? This can insure both teams are still progressing forward even if a rotation is only 2 Hotzones and both teams hold one each.

u/BJgobbleDix — 2 months ago
▲ 21 r/GyroGaming+1 crossposts

Any hope of gyro or mouse/keyboard support?

I just finished off Returnal (all the way through Find Release) - I had never played it before and I absolutely adored it. However, I quickly discovered that I simply could not handle aiming using the sticks. I don't typically play TPS or FPS games via controller and it was really starting to affect my enjoyment. As much as it pained me to lose the incredible DualSense features, I went to mouse and keyboard for the rest of the game, and never looked back.

Now I'm hungry for this game. But I'm reading here that there's no gyro or mouse and keyboard support yet. Has there been any talk of one of these being added in a future patch? I feel like it's such a hangup that I may not even be able to play this game, and I'm absolutely aching to.

reddit.com
u/BJgobbleDix — 2 months ago

Got Any More Engineers????

Needless to say, I got a tank, drove maybe 5 seconds, and was presented with an onslaught of RPGs......

It was actually kinda terrifying lol.

u/BJgobbleDix — 2 months ago

Season 4 Gunplay just feels.....all over the place. Highly inconsistent and major imbalances between weapons now (Hit Reg, Bloom, Arm Multipliers....)

Of course this may vary from person to person but the combination of inconsistent Hit Reg from match to match, bloom, and decrease of arm multipliers has made gunplay just feel all over the place.

Im already not a fan of ADS Bloom (much prefer BFVs mechanics tho could still have used some tuning) but man for the love of god, at least Bloom was more intuitive in past BFs and had better visual feedback. Mix this with the Arm Multiplier and its making TTK not feel consistent when aiming mid to upper mass. Along with Hit Reg making it seem like some matches, I have blanks in my magazines....

The other issue is how some of these changes put a heavy favor into higher RoF weapons. And shit, the VSSM on full auto.....my god talk about a FEAST or FAMINE weapon. This is horrible to go against in tight corridors. The TTK is insane. I dont even understand how this past play testing. I had a match in Hagental and pretty sure quarter of the lobby was using this....and for good reason.

Here is the thing, I really like the new map and some of the new weapons are cool. But Season 4 has so far been a disappointment due to the step backwards in other aspects, making gameplay feel moments of fun but LOTS of moments of frustration as well. Aside from mentioned above:

  • Poorly balanced map layouts for Rush and Breakthrough, and Tsuru Reef shows its an ongoing issue. TR was an EXCELLENT opportunity to have an "Iwo Jima" style Breakthrough which was awesome on BFV. A beach landing on to the airport and start making your way across the island(s)...

  • Removal of gamemodes (I actually loved Lockdown)

  • still poor menu design around Portal and gamemodes that could better help show off cool, "featured" experiences.

  • poor Objective Spawn location and algorithms--my god the amount of times I spawn on the side of the enemy is crazy even on larger maps like Golmud. Its probably the worst Ive seen in BF franchise honestly. Spawn locations need to be much more predictable and spaced from the enemy.

  • 3D and 2D spotting abuse. I actually was playing a limited HUD Hardcore mode in Portal and my god the pacing and gameplay was so much better due to the fact 3D spotting was super limited (mainly only Suppression could 3D spot for yourself) and there was no map. I just wish it were not exclusive to Breakthrough and could not find a well populated (and not laggy) Conquest version...

  • class imbalances. Poor Assault...

  • horrible Squad mechanics and poor HUD comms. The unintuitive drop pins (and hard to see) and lack of Commo Rose. This was a MASSIVE step back from BFV and even worse from 2042 which is saying something. And for the love of god, WHO IS SQUAD LEADER when looking at the names next to your mini map?! Like I just dont get this at all...

  • HOLY SHIT what happened to the Barrier?!?! This thing is such a pain in the ass to place now for like the last Season in a half!!! Same can be said with the ladder though its always been a bit clunky.

  • Slide/Jump tech...this makes the gunplay conflicting. Bloom and Recoil is trying to "slow" the game down yet mobility actions are a bit 'floaty' and fast (not too far off from old school CoD days). I think a simple, delay of being able to jump when first starting a slide would be a good start (similar to BFV) and potentially a bit less momentous when jumping immediately from the slide. BFV had the fastest Sprint speeds in the franchise but the game felt more grounded and had clear intent on the kind of gunplay it wanted due to proper "weighted" functions of mobility actions. BF6...seems unsure.

....there's definitely other things and I cannot think of...

P.S. Also, I love Gauntlet Mode but I think it could use an 8v8v8v8 version. Main reason: this will be a better, more accessible entry for the casual player base. I've seen people who really like this mode but feel they need a premade squad to not get destroyed. Larger formats typically help dilute the sweats. Make this a 3 round mechanic, each round a bit longer now. I actually think this could be very fun. And then would LOVE to see the 4 team format get Ranked. Hell, even 8 format could get ranked and be fun once Platoons lands.

reddit.com
u/BJgobbleDix — 2 months ago

The removed Lockdown....I loved King of the Hill and Dom

Man I am not a fan of some of the decisions the devs are making this season. Lockdown was my go to mode along with Escalation. Hate that they removed King of the Hill. Add on top of the inconsistent gunplay due to hit reg, Spread/Bloom, and arm multiplier changes....

At least I found a good Hardcore mode even though its Breakthrough only (wish the map layouts were better), its still a hundred times better than core gameplay due to much better pacing, closed weapons, and no spotting mechanics....though they will probably remove this soon as well....

reddit.com
u/BJgobbleDix — 3 months ago

Feel like I'm shooting blanks for half my magazines.....Gunplay feels so inconsistent from day-to-day.

Man, some days, the gunplay feels decent. Others, it's like where the hell are my shots going...

I know I would not survive this fight but how I did not kill the one guy is baffling. About 12 shots and I count maybe 6 to 8 where my sights are on the hitbox. Yet only 2 shots land.....

P.S. - I have Hollow Point rounds attached thus the 41 headshot. Im playing 8v8, King of the Hill

u/BJgobbleDix — 3 months ago

The "Bloom" Gods Hate Me.... :(

Target is about 30m away and that one bullet decided to NOT get the memo on its duty.....

3 HP...........hitting his ear would have literally been enough!!!!😭😭😭

u/BJgobbleDix — 3 months ago

Dominating BF6 w/ Ratcheting Gyro Aim (30/7 KD, Domination), 6-40 X-Axis RWS Quad Curve (JSM CC)

You can find my configs in the description of the video.

X-Axis: 6-40 RWS (Quad Curve, 0-120 Thresh)

Y-Axis: 4-5 RWS

Running Smoothing Decay from 0-10 Threshold with a .075 second time. Fits my style. Smooth Decay is just what it sounds: you start at the time you set (.075 in this case) but quickly "decays" for every deg/sec until you hit your Smooth Threshold. Thus creates a better transition with Tracking at various speeds and also, this allows you to actually control the 'Delay' so if your micro movements get a tad floaty, you can easily override it with a very quick, micro flick per se. I've used various Smoothing mechanics for awhile so I've adapted a bit to them, especially when coming from PS5 originally.

youtube.com
u/BJgobbleDix — 3 months ago

I Hate 3D Spotting...Such an Over-Abusive Mechanic in BF6

Nearly every match, I get kills and die through foliage and smoke when clearly there is no visibility to either targets. It's really frustrating. Please go back to BFV mechanics of 3D spotting....

u/BJgobbleDix — 3 months ago

Unpopular Opinion: I prefer BFV's Recoil/Spread Mechanics over the "Bloom" system of BF6 and older BFs...

As someone who has played nearly every BF game since 1942 and have countless hours on BFV and about 250 on BF6, I still believe BFV had the best gunplay in the franchise. Even with the thinner player population, I still occasionally jump on to play BFV (absolutely love Iwo Jima and is one of my favorite maps with Breakthrough).

The reason I prefer BFV is simple: weapons "visually" give better feedback of where shots are actually going and also have a greater sense of weight to them. This does not mean you're capable of "beaming" players at a distance. Naw, that's still quite the challenge with many full autos in BFV against enemies beyond say 50M. But you're not dealing with trying to see tracer fire through all the chaos to know if you're bloom is a mess. Let alone, Bloom makes weapons actually feel even LESS accurate and LESS intuitive to utilize, even with tap firing.

Tap Firing while strafing in BF6 still can have shots deviate and it's visually harder to see the "recovery" of your weapon. Tap Firing in BFV is a much more direct indication of the recovery rate of your weapon. Thus overall gunplay becomes more intuitive. People mention to "tap fire" all the time on here. They are correct. But even for this mechanic, BFV is just better imo.

u/BJgobbleDix — 3 months ago

Gyro Aim "Offset" Setting in Fortnite, How it works and Some Feedback

Its a great setting that can have primarily 2 applications the way I see it:

- Laser pointer style that completely detaches crosshairs from camera control. Think of old Wii and Playstation Move days.

- Camera Only "Smoothing" effect to diminish screen shake from jitters without harming responsiveness.

The latter can be great for those who run into issues of motion sickness at times and also, I found the setting helps with tracking at slower speeds (usually very far engagements) without taking away from responsiveness and control. I think a lot of people will find this "visually" more appealing. Consider high intensity scenarios where nerves start kicking in more -- like getting down to the last couple of people in a Battle Royale and youre so close to victory. These moments can have a tendency to increase a person's "jitters" which can make the screen less visually appealling. Dampening that impact can help a lot.

There are some things that could be improved or investigated some more to enhance the setting though and I explain some of those in the video. Things like:

  • much greater window for the offset (allow the whole screen).

  • increase Centering Speed for the Camera

  • Have a divisor for the Sensitivity when not hitting the outer perimeter of the offset window.

  • potentially allow X and Y axis to be set separately. could see this being useful in the context of controlling jitters.

youtu.be
u/BJgobbleDix — 3 months ago

Engineers are too valued over other classes still in large format modes (64p)

One thing that is apparent is that Engineers are much more valuable currently in most large format modes such as Conquest, Escalation, etc. Most of my matches see a HEAVY weight of Engineers selected, which Im glad because of their importance to handling air taxis and tanks. And I had a couple of games where my team was like half Engineers and the other team had only a few...my team just had so much more map control (land mines everywhere haha). But it also shows the imbalance currently.

I would love to see Assault get a Lite AT capability such as AT grenade launcher that can at least help contribute to damage of vehicles (does something like 100 ~ 200 damage). Plus some smokes to help them push. Then have the Spawn Beacon be the ability over the injector. This would offer a better kit for contributing to the team imo and could better help diversify the system.

reddit.com
u/BJgobbleDix — 3 months ago