In the latest test server update, all full power auto rifles had their recoil control nerfed again, 69% to 60%. Clearly, the devs are trying to solve the problem of BR5 players spamming nine rifleman squads with full power autos. But I think simply nerfing the stats is the laziest kind of nerf.
Nerfing it from 75% to 60% only changes how the gun feels. A nine man full auto squad is still just as strong. All it does is prevent you from holding left click and farming multiple long range kills like before. Good players will still adapt to the new recoil feel. People who used to cycle three nine-man squads will keep doing it. People who didn’t use three nine-man squads still won’t use them just because autos got nerfed. So the people who liked the old handling have to relearn it, and the people who don’t like the nine man meta still don’t get any advantage over those who abuse it. This update managed to disgust every single player.
If this nerf actually hits live, what’s going to happen? Nothing gets fixed. People will just start complaining again that nine man full autos is still strong. Then what? Nerf recoil control to 50%? It’s only 10% less than 60%, so no one will care. Or just crank up the random spread?
69% recoil control was balanced and people accepted it. 60% is just a meaningless nerf. Let’s use the FG 42 II as an example. Base vertical recoil is 67. At 75% compensation, that’s 17. At 69%, it’s 21. So 75% → 69% recoil control means about 23% more recoil. Then 69% → 60%, recoil goes up to 27, which is about 58% more than before. Almost 60%. So the only thing I’m debating here is whether the 69% to 60% nerf is justified.
Do you accept the current plan to nerf the recoil control of all full power auto rifles from 69% to 60%?
Yes
No
0voters
Since the devs are clearly going to nerf full power autos again no matter what, so I put together some alternative nerf ideas. Which one do you think is better than just cutting the numbers?
Nerf options when recoil control is at 69%
Only increase vertical recoil
Reduce reserve ammo (example: FG 42 II 20/20)
Limit the maximum number of full power auto rifles allowed in a squad (7)
Limit the number of 9-man squads in BR 5 lineup (2)
"Buff the MGs and ARs instead’ is just kicking the can down the road. That’s not a balance solution — it’s a power creep arms race. You buff the counters, then those get too strong, then the autos need buffing again, and we’re right back where we started, except everything is inflated. It’s the classic “water more, add more flour” loop that never ends.and honestly? It’s even lazier than what the devs are doing. The devs at least identified the actual problem — BR 5 players cycling three nine-man full-power-auto squads — and went after that specific issue. Your proposal sidesteps the real problem entirely and just buffs everything around it.
Also, think about this: assault rifles are already far outnumbered by full-power autos in this game. There’s a reason the devs haven’t gone down the “just buff the ARs” path because it wouldn’t fix anything, it would just add more power creep on top. If that route actually worked, don’t you think they’d have done it already? The fact that they haven’t should tell you something
Add more specialists to other squads, ergo allow more powerful combos in other squads like 2x engineers and 1x radio operator and 4x machine gunners in a MG squad instead of just 2x engineers and 1x sniper or assaulter. Allow other squads to have more of the powerful specialists like engineers and radio operators and AT gunners. Having more good specialists that can deal with a variety of problems on the battlefield could be overall more powerful than 9 man infantry squads with SFs (at least I would prefer). At the moment you cant have the best combos for specialists in MG squads or sniper squads and even assaulter squads without cannibalizing another capability. Perhaps for these squads engineers could become a separate unlock or are unlocked in a way where you can have two engineers and still have an AT gunner and Radioman. This way specialists would be (and are to an extent) more diluted in the 9 man squad and if one gets killed you lose out because you don’t get a backup engineer, radioman or AT gunner. Other squads having four specialists would be an advantage - even more if you like five might be good.
Another idea is you could have more specialists in the rifleman squad when you have less SFs in the squad so you can have 9 SFs but only 1 engineer or no SFs and 6 specialists.
Objectively specialists are important because you can’t do what they do as riflemen in many cases or cannot do as well. Ergo rifleman can take out tanks but not as good as an AT gunner or engineer with an AT emplacement. Rifleman cannot build rally’s, cannot call in artillery (without radioman in squad), cannot wield MGs or SMGs. thus limiting the number of specialists in their squad depending on the number of SFs used by the squad could be a solution.
They’re certainly even stronger after the damage buff 14.5 to 15~ is really something; I think they should lower the damage to around 13~ and increase the vertical recoil. Take the G34 DFR, for example, it was already hard to control, and now they’ve just made it worse not to mention that there are at most only two of them per player. Another one I don’t see the point of nerfing is the Breda PG; it already suffers from uptiering and a smaller caliber, resulting in lower damage compared to other BR5 Tech Tree rifles but now its one saving grace, being quite controllable, is going to be compromised too.
LOL… good way to make the class useless in BRV… also that would technically involve removing them from specialists like engis absolutely not.
Oh but it has 9 squad size ? Boo hoo… 2 more guys.
I recently queued into a match with you which not only do you not play 5 but you also seem to be a rather bad player… makes sense why you want the stuff the good people use to be worse.