PSA : if your boat's mortar is barely responsive in 3rd-person view on mouse, this is why... :/ (still not fixed)

So, since this hasn't been addressed in yesterday update, I'm posting this one more time, along with the bug report thread on EA forum.

Tl;Dr :
Right now, the 3rd-person mortar view's sensitivity is tied to the same "gunner aim sensitivity" slider as all the other gunner views, so the only option is to increase or decrease all of them together.
Depending on how you like your gunner sensitivity, this can make the mortar borderline unplayable to straight-up unplayable in 3rd person.

I'd say it's fine if your 1st-person sensitivity is around 15 cm/360 or higher, but the lower it gets, the more of a hassle the 3rd-person view becomes to play. For example, i like mine pretty low (40 cm/360), and at that sensitivity, it's simply unplayable.

Conclusion : The current setup can't work for everybody, the mortar 3rd-person view needs its OWN dedicated slider.

If you're affected and haven't done it yet, feel free to vote the EA forum thread, and if you got the courage, comment by saying "I'm affected, i play on a Xcm/360 sensitivity" (it doesn't have to be exact, ± 5cm is more than fine).
This way, hopefully, next time the devs add a vehicle, they'll take into consideration the fact that not everyone plays on 10 cm/360.

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To controller players: you're most likely less affected, or not affected at all, because joysticks provide continuous input, unlike mice (but having a dedicated sensitivity slider wouldn't hurt you either)

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To people ready to propose workarounds:

  • Yes, arrow keys can do the job for now. It's a hassle though, since every time you switch between 3rd-person and 1st-person view, your right hand has to switch between the keyboard and the mouse.
  • I know I have a DPI button, but please... not a single god damn game I've played since the late 2000s (shooters, vehicle games, other games, and BFs included) has ever required me to use it whenever I switch between two views (which can happen a lot within a few seconds, or even within the same second), because it lacked a sensitivity slider. There's a reason why DPI buttons are usually placed underneath the mouse by default. Now, whether you choose to remap this function to one of your thumb buttons instead of making more interesting use of said button, while ignoring the in-game options in the games you play, is another story :)

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To wrap this up, the last time I posted about this, I’ve realized that some people didn’t really understand how the vehicle sensitivity menu works (and I can't blame you, because the settings menu design is terrible, and some descriptions are confusing).
So I’ll attach a full description of what each slider exactly does in the comments :)

Erratum: At the end of the video, under "tank aim sensitivity", i'm obviously asking for dedicated sliders for the 1st- and 3rd-person tank driver views. What's inside the parenthesis is just there by mistake.

u/Smooth_Sport7952 — 13 hours ago

Air resupply 101

I think this system is well thought out and necessary for balance reasons, but the UI does a terrible job of explaining all that.
So, given some of the behavior i see in-game (obviously unintentional for most of them), I figured explaining it might be useful :)

TL;DW : The 20 seconds cooldown of the air supply station is shared across all friendly aircraft, which means:

  • You should take the resupply only when necessary
  • As a heli, you should prioritize manual repairs (torch) and the spawn’s ground vehicle supply station for ammo (unless there's no friendly jet alive, or you're being chased and it's a life-or-death situation, obviously)
u/Smooth_Sport7952 — 12 days ago
▲ 575 r/Battlefield6+1 crossposts

PSA : if your boat's mortar is barely responsive in 3rd-person view on mouse, this is why... :/

Tl;DR : It's simply a design oversight, and the fix is easy on Dice's side. Feel free to vote this EA forum thread (you can also comment "i'm affected" under it, if you got the courage) so hopefully the fix gets implemented.

Detail
If you're affected by this issue, like i am, it's because you like your gunner sensitivity to be medium/low.

Sadly, the new mortar 3rd-person view is tied to the same "gunner aim sensitivity" slider as every other gunner view, meaning that its sensitivity can't be tweaked separately.
The person who tested this at DICE is probably a wrist aimer (high sensitivity) and didn't consider that some of us play on lower sensitivities. So they simply picked a sensitivity multiplier that worked for them, tied the new view to the existing slider, and called it a day.

It's the same kind of issue tanks had with their 1st- and 3rd-person views sensitivities (until it got tweaked in S3, although not optimally, IMO), because they're tied to the same slider.
Some players felt affected, some didn't, depending on how they like (and/or if they care about) their sensitivity.

Anwyay, the fix here, simply comes down to DICE implementing a dedicated sensitivity slider for this new view, so we can keep our gunner sens' how we like it to be.

That's why, if you're affected, i invite you to vote this EA forum thread (which is kind of a copy paste of this reddit thread). High sensitivity players, controller players, feel free to vote to help us too :)

I also invite you, if you have the time and courage, to leave a comment under this same EA forum thread, saying : "I'm affected, here are my settings:

  • DPI = x
  • Vehicle mouse aim sensitivity = x
  • Gunner aim sensitivity = x"

Providing those three values is necessary, as they all multiply together to determine your true effective gunner sensitivity.
Alternatively, you can directly provide your gunner sensitivity in cm/360 (it doesn't have to be exact to the centimeter, but still somewhat precise: ±5cm is fine).

Leaving a comment is great because, if the dev handling this ever reads it, they'll hopefully consider high and low sensitivity players the next time a new vehicle (or gunner view, or whatever) is implemented.

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Just pre-shotting here : there might be comments under this thread from people who didn't read/watch entirely, saying that it's intended (spoiler, those people aren't affected : they play on high sensitivities or on controller).
There might also be comments explaining that the issue is related to trajectory, obstacles, turret rotation speed limitations, waves, water temperature, Jimi Hendrix, global warming, Kylian Mbappé's girlfriend, or any other crazy theory.

But... nope! the video test is rigorous, and can be verified by.. you (just reproduce the steps, for info, my gunner sensitivity is ~40cm/360).

It's crystal clear: both the classic gunner views (1st-person) and the new mortar 3rd-person view are tied to the unique "gunner aim sensitivity" slider.
Their relationship is defined by a fixed multiplier that makes the 3rd-person view much less sensitive.
This is beneficial for high-sensitivity players, but it renders the mortar practically unplayable for low-sensitivity players.
Conclusion : the current setup cannot work for everybody, a dedicated sensitivity slider is mandatory.

Some people will also say:

>"It's fine, i just change my DPI and it works."

Sure, if you're fine with switching DPI every time you switch between 1st- and 3rd-person views in a triple A game, that's your choice.
Personally, i'd rather see this oversight properly fixed with a new sensitivity slider, and the dev made aware of it, so it doesn't happen again next time a new vehicle or gunner view is implemented.

Others will say :

>Use your arrow keys, it works

And yes, it does! but it sucks big time: considering that you probably use your left hand for switching between views/trajectory modes ("3" and "4" keys), your right hand has to switch between the arrow keys and the mouse every time you change camera views.
And, also... arrow keys? in big 26? xD

We better get if fixed lads!

That's all for me! see ya on the BF!

u/Smooth_Sport7952 — 14 days ago
▲ 107 r/LowSodiumBattlefield+1 crossposts

Patrol boat megabugs

So i just posted a thread on the EA bug forum, to report those pretty annoying bugs, as it seems that no one did it yet :

  • The mortar third-person mouse sensitivity is painfully low (increasing DPI to a bazillion fixes the issue...)
  • The camera goes crazy when passing under a bridge (47")
  • When reversing, the steering controls are inverted compared to those of ground vehicles (55")

If you encountered one of those bugs, feel free to vote the thread on EA forum.

Ps : i didn't include anything about the new "guided/lock-on" that goes through flares, as it's been reported already.

u/Smooth_Sport7952 — 22 days ago

Repairs are severly under-rewarding imo

Just played an obliteration match on contaminated and spent almost the entire game in an IFV, with 3 or 4 guys perma-repairing me (doing a challenge ig? anyway, thx guyz!)

I'd consider myself a decent IFV player, but without them i would've never ended up with such a score, yet the gap between me and them on the scoreboard is actually insane.

The game already rewards repairs in two ways: through repair score itself, and through assists when the driver or gunner gets kills while you're actively repairing, but i think both are currently a bit lacking.

Either repairs should award more points than they currently do, and/or, on top of the assists already granted while repairing, there should be some kind of time window before and after a repair during which kills earned by the driver and gunners are credited as assists to the player doing the repairs!

u/Smooth_Sport7952 — 2 months ago
▲ 460 r/LowSodiumBattlefield+1 crossposts

I think this simple UI feature from 2042 could help with team balancing (at least to a slight extent)

Tl;DR Why? Because i think that, regardless of individual skill, having the right number of players on each class arguably makes a team more competitive.
Those numbers obviously depend on the map, the game mode, and even the situation, and are open to debate, but only to an extent.
Running fewer than 10 engineers on golmud conquest, or 10+ recons on breakthrough no matter the map, is most likely not going to lead to a happy ending... or a happy beginning, for that matter.
Tl;DR/

---"Yes, but then both teams would have that advantage."

Sure, but we currently have no way of knowing how well-balanced both teams are in terms of class distribution (unless we scroll through the scoreboard and count the number of players on each class every time we respawn, which i doubt many of us do), nor how much that balance contributes to the outcome of the match. My personal guess is that it usually plays a role, no matter how small.

---(stupid) Challenges?
yeah, most of us pick our class based on our current challenges, and that's why i think no challenge should be class or gadget specific (though it seems that DICE is trying to reduce the number of those, which is a step in the right direction).
There would be way less challenge variety, but that's a trade-off i'm personally okay with making (and you're obviously free to disagree), as i think forcing players to use certain classes is inherently detrimental to class balance within a team and, in turn, to overall team balance.
Not to mention the badly designed and painful challenges that force us to use the same gadget for multiple hours in a row (didn't have to do the Igla one myself, thank god, and respect to those of you who actually completed it in multiplayer).

---I'll keep choosing my class on what i feel like playing
That's fine, however, i don't think that'd be true for everyone all the time (unless i'm the only person on earth who sometimes switches classes just to fill an apparent gap in the team)

Giving this tool to players who want to choose their class based on what's needed would make their lives 20 times easier, subtly encourage those who don't currently pay attention to it to do so, and naturally help create more balanced team composition as soon as the match starts.

Anyway, whether it helps by 0.5% or 5%, it's still low-hanging fruit, and i'd even go as far as saying that having a similar system for gadgets and weapon categories would help as well.

u/Smooth_Sport7952 — 2 months ago
▲ 0 r/BF6

To my fellow tankers out there!

Hey!

Whether you play tanks occasionally or grind them regularly, you might find this interesting! 2 pages and ~7-8 min read, and a few sections are optional.

TL;DR: Tanks have most likely been affected by a sensitivity issue since day one probably due to a design oversight or unintended implementation.
Its impact varies depending on your sensitivity setting and input method (controller or mouse & keyboard), but it negatively affects gameplay either way.

The issue has nothing to do with the turret traverse speed cap (which btw is a feature i totally agree with gameplay-wise).

I've gathered all the relevant information so you can look into it and form your own opinion 😉

Here's the (zoomable) high quality 3 pages full PDF if you prefer :
https://archive.org/details/bf-6-tank-sensitivity-issue/mode/1up

Have a nice day, and c ya on the battlefield!

u/Smooth_Sport7952 — 2 months ago

Important enough that I figured it was worth posting here.

Hey!
Since some of you probably play or even grind tanks as well, I figured I'd post this here too.
If this is considered too off-topic, i'll understand the removal 😉

2 pages, ~7-8 min read, and a few sections are optional.

TL;DR: Tanks have most likely been affected by a sensitivity issue since day one probably due to a design oversight or unintended implementation.
Its impact varies depending on your sensitivity setting and input method (controller or mouse & keyboard), but it negatively affects gameplay either way.

The issue has nothing to do with the turret traverse speed cap (which btw is a feature i totally agree with gameplay-wise).

I've gathered all the relevant information so you can look into it and form your own opinion 😉

Here's the (zoomable) high quality 3 pages full PDF if you prefer :
https://archive.org/details/bf-6-tank-sensitivity-issue/mode/1up

Have a nice day, and c ya on the battlefield!

u/Smooth_Sport7952 — 2 months ago

Tank sensitivity has been completely broken since day 1, you just got used to it

And it's even gone through fifty shades of broken along the way. Doubting me? test it yourself

I've been playing without this issue for the past six months, thanks to

  • a mouse with customizable DPI (woohoo)
  • a software dev friend who threw together a custom workaround for me with his ass before he'd even finished the coffee i offered him, so i don't even have to press an extra button.

Yes, tanks feel way better like this, yes, the issue affects both mouse and controller equally, and yes, you should ask for it to be fixed!
No, this issue has nothing to do with turret traverse speed 😉

Everything you need is in the google doc

Sincerely

u/Smooth_Sport7952 — 2 months ago

Tankers : you've gotten used to a bug that's forcing you into unconscious trade-offs.

And you can verify it yourself by doing this easy 10-15 min experiment in KK's test range, or any other test range with tanks and bots!😄

Tl;Dr : Tank sensitivity, regardless of your settings and input, is not processed properly between first-person and third-person views (and this is not related to the turret traverse-speed cap).

As a consequence, you're forced into one of three situations :

  • in first-person : controller players : you end up with unnecessarily slow turret rotation (despite the game allowing it to turn faster) --- KB/M players : the barrel and your shots are somewhat "lagging behind your mouse movement", and you're forced to lift and reposition your mouse more often than should be necessary (think TOWs, long target tracking, or area scanning).
  • in third-person : regardless of your input, you end up with a higher sensitivity than necessary for global awareness, resulting in an unnecessary loss of precision and either causing potential missed shots or forcing you to switch cameras when you otherwise wouldn't need to.
  • both are true, but to a lesser extent

Nobody wins (well, nobody behind the armor, anyway 😉), even though the fix is trivial : 2 minutes at most!

You be the judge 😄

u/Smooth_Sport7952 — 2 months ago