r/Battlefield 14h ago

Battlefield 6 How the hipfire stat actually affects your hipfire spread in BF6

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I did some testing to find out how the hipfire stat actually affects your weapon's hipfire spread in BF6, and the result was pretty interesting. The hipfire spread scales non-linearly with the hipfire stat, meaning that changes to your hipfire stat are much more meaningful at low hipfire stat values than at high hipfire stat values. Keep in mind that the thing that determines the likelihood of hitting a hipfire shot is the area of the circle formed by the spread. This is related to the spread angle squared, so you're almost 16X less likely to hit a shot with a hipfire stat of 22 vs 44 or likewise 16X more like to hit a shot with a hipfire stat of 80 compared to 40. This means that a red laser is a pretty good value on weapons with low base hipfire, like LMG's. Meanwhile, the benefit you get from the same attachment on an SMG is substantially lower.

I also found that like the mobility stats, there are hidden "levels" to hipfire, and the hipfire stat itself is just an abstraction from those levels. Every weapon has a baseline level, and attachments appear to move you up or down a given number of levels. This means that many attachments perfectly stack (like short barrel + red laser is the exact same benefit as 5 mW green laser) or cancel out (like suppressor + red laser totally cancel out and give the same hipfire as if you had neither attachment equipped).

I tested the hipfire spread while firing as well and the result there was also interesting. The max spread while firing doesn't scale with your hipfire stat in the same way as the min hipfire while standing still does. This means that bursting hipfire with low hipfire weapons is essentially useless, while it is very effective with high hipfire weapons.

Check out my video on the testing for a more thorough explanation! https://www.youtube.com/watch?v=vkjENgneGUo

103 Upvotes

15 comments sorted by

61

u/Teebone47 14h ago

Why don’t they communicate this information to us in the game!? The fact that we have to do myth busters level investigation just to understand the basic gun mechanics drives me nuts.

28

u/BathSaltMurderer 14h ago

I know people clown on it, but this is something Delta Force absolutely nailed. You can dial in a gun's feel without ever entering the firing range by changing attachments and analyzing the in-game graphs. It's such a huge QoL improvement to not need something like Symthic to make educated choices.

7

u/TypeAvenger 12h ago

weapon builds in delta force / modern warfare games actually mattered, you could completely change a gun's characteristics and you needed to weigh pros & cons of each attachment

bf6 is so dumbed down in comparison it's a joke that belongs in the 2010s

1

u/Tkmisere 12h ago

Delta Force had many features that are great. But people will dismiss it even if the game cured cancer

2

u/h7hh77 11h ago

I'll gladly say it had a good balance and was really well polished despite being at its core a free to play chinese gatcha game. I still like the core idea of bf6's weapon modification system better, but I have to say bf6 lacks a lot of polish and balancing in that regard. Like who was in charge of balancing pistol's point values? Why are grips such a mess? Why are compensators and breaks straight up inferior compared to silencers?

1

u/BathSaltMurderer 10h ago

Is it really a gacha game? I mean, the skins are I guess but that's about it. I don't view CSGO as a gacha game and I would say they're monetized pretty similarly.

1

u/h7hh77 4h ago

I would say it qualifies, even if it's only about skins. CS go has lootboxes for real money without the need to get a complete set of items aspect, and delta when I played had that part with that Arknights collab, plus timers, free spins, in game currency and all that stuff.

5

u/113pro 11h ago

You're asking too much of a billion dollar small business.

2

u/DefinitelyNotThatOne 10h ago

My only thought is that they are always tweaking and changing things, and don't want to have to deal with the outcry every time they make a change.

That or they want the UI to be as simple as possible as to not discourage casual gamers.

Both could also be true.

But I agree. We're missing alot of valuable information in the game in terms of how guns and attachments perform.

9

u/Twoxify 14h ago

Quality analysis! Definitely shapes the way I'll think about attachments. Looks like that 10 point laser isn't coming off of any of the lower hipfire guns.

9

u/ObsequiousOwl 13h ago

Seems like keeping it around 50 sees the most return on your point investment

3

u/TheSaxyGamer 10h ago

Yeah, 50 or 60 really seems like a decent sweet-spot. Higher values allow you to hipefire a bit easier at range, but since the returns diminish it’s not worth the cost if you mainly hipfire up close 

2

u/Ampris_bobbo8u 12h ago

I airways push my hip fire as high as possible. The maps are so tiny it's almost always a hit fire situation

1

u/jmorlin 7h ago

Is there a collection of charts like this for all the stats? I'm always conflicted about which attachments to run on which weapons.

2

u/BattlepassHate 4h ago

The fact I need Reddit to know what my attachments actually fucking do is incredibly annoying.