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Following up on his last “Inside DICE” post, Alan Kertz returns with the inside story on the much discussed Battlefield 3 USAS 12 shotgun and FRAG rounds: Where the inspiration came from, how it was balanced shortly after launch, and how we’re rebalancing it based on community feedback.
I often get the question “who thought 12g FRAG rounds were a good idea?” Well, that would be me. 12 gauge FRAG rounds stem from two places. First, like nearly everything in Battlefield, FRAG rounds are inspired by an authentic shotgun ammunition (developed for military use and tested by the USMC). A FRAG round is a 19mm High Explosive round, making it of a similar caliber to the rounds fired by the cannons on the F-18!
The second inspiration comes from an Easter Egg weapon for developers in Battlefield: Bad Company 2. The developers (or anyone who picked up their kit) could fire 12g FRAG rounds, with a similar ballistic performance as a standard shotgun slug, though slower. So popular was the round with developers and players alike that the FRAG round was made an unlockable ammo type for shotguns in Battlefield 3.
The addition of suppression in Battlefield 3 as a gameplay mechanic gave 12g FRAG rounds a clear target design. FRAG rounds would allow players with shot guns a round with limited combat effectiveness but the capability to harass and suppress opponents at longer distances. It almost worked.
Straight out of the gate, as players ranked up a bit of fun was had with FRAG rounds in the first unlockable shotgun, the 870. As players continued to rank up, the FRAG rounds were put to the test in the semi-automatic shotguns, with greater but still limited success. Enter the USAS-12. Arguably the FRAG round was developed primarily for combat shotguns, especially automatic weapons capable of quickly putting multiple rounds on target, since each round is of limited damage itself. It was clear that in order to remain balanced, and despite it not being completely authentic, the automatic and semi-automatic shotguns would need to have their own version of the FRAG round. It was quickly patched in, for balance.
And so it seemed that all was well again, at least for a time. The FRAG rounds are an interesting bit of study, statistically speaking. On the PC, USAS-12 kills account for just 1.8% of all kills (all ammo types are included in that figure, not just FRAG rounds). On the PS3 that number climbs to just over 3% and on Xbox 360 it climbs to nearly 4%. This is a unique behavior, as not only are the FRAG rounds and the USAS identical on all three platforms, but only the stats for USAS-12 and 870 vary so drastically between platforms. Furthermore, the 870 is most popular on PC and then drops in the same order of PS3 and 360. I’ll let everyone draw their own conclusions as to why this is, though I certainly have my suspicions. Statistically, there is a worst case scenario of dying from the USAS-12 1 out of every 25 deaths.

It’s important for us to fine-tune shotgun balancing at close range, especially with the upcoming expansion pack Battlefield 3: Close Quarters this June.
So why does it feel so frequent? Primarily, the FRAG rounds are most effective in Battlefield 3 exactly where they would be in real life: close quarters, urban combat. When broken down by map and mode, the USAS-12 is clearly more popular in TDM and CQB maps like Grand Bazaar and Operation Metro. Players in those modes are more likely to be killed by FRAG rounds than players who run around on Kharg Island Conquest.
And what do I plan to do about it? Well, one very little, but very effective change will take place in the near future. On all other shotguns, using FRAG rounds reduces the effective rate of fire. For semiautomatic shotguns this rate drops from 200-220 rounds per minute to 180rpm, a 10% reduction. The USAS simply did not have this reduction in place. As of the next update, it will have its 275rpm reduced significantly to 200rpm. I’m actually a bit worried it’s too much, and I’m eager to hear how players react to the change.
Shotguns are easily the most difficult weapons to balance in Battlefield. Given the wide range of combat distances in Battlefield 3, shotguns must feel powerful up close, without being over powered, and weak at medium distance without being under powered. Furthermore, each map has a unique combat distance feeling, yet the performance of the weapons must feel consistent. The relatively random nature of pellet spread, or FRAG round accuracy, makes this especially difficult. The update also includes some more minor tweaks to try and help players consistently identify the effective range of their shotgun by reducing the random factors involved.
Rest assured, this won’t be the last update for balance issues in Battlefield 3. I’ll be monitoring the situation closely, and working directly with the team to make additional updates and tweaks to keep the Battlefield balanced. Let me know what you think of the latest balancing tweaks here in the comments section on the blog.
Alan Kertz
Core Gameplay Designer
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I don’t like the fact that the grip is now useless. It served its purpose with help controlling the muzzle. Now your better of using the bipod or undersling. The famas had its moments of WTF and so has the frag rounds. Hammering an tank with 4 anti-tank rockets or RPGs was problematic. Outside of that no complaints.
The way the guns are balanced now are bad. A couple of things to note this. In real life all guns are NOT equal! Each gun has its own characteristics and feel of course. The guns were fine prior to this patch. Players have been mastering their gun of choice for months now and its not right to change it. The USAS…. It is what it is, fire rate is supposed to be faster than the other shotguns. If other whiners don’t like it then find a server with rules against it. Simple enough.
DICE does not get enough military advice, look through the credits they only get advice from one man.
It’s difficult to really put a lot of effort into detailing what an individual player thinks is broken or over powered or under powered or even what is just right. It’s difficult because honestly we don’t know if anyone that can make any significant input in future weapon balancing will actually read what is being written. Worst yet is we don’t even know where to post these things where it could even be a remote possibility of being read by someone who can make a difference. I could honestly go into great detail and testing about one weapon or one platform and write up 3 pages on something and what chance do I have that it will actually be read? No idea. So here are the cliff notes. —–
Stinger AA needed to be nerfed from before the patch but now it’s been over nerfed and needs a tiny buff on range again, may +50m. Splash damage from armored vehicles was over nerfed as well and need a tiny bit of a buff. Armor rating on vehicles are also a touch under powered. While they shouldn’t be restored to pre-patch levels they might also need a tiny buff. Jet Aircraft maneuverability seems to be the main complaint from pilots in my community. I’ve nothing bad to say about the Attack Helo changes so kudos on that. I fly the Viper and Havok all the time and I love the changes. Though it seems that ECM and Flares are broken in the PC version. Why does ECM not break the lock of a Javelin Missile when a Javelin is laser guided? I also have only one complaint on the infantry weapon changes as far as balance goes. I understand why the Foregrip was nerfed but holy cow it’s extremely difficult to use effectively on weapons now. Seems to have been a bit over tweaked IMO. And that’s it.
Dice, you guys fucked up the whole game fuck you :)
con la ultima patch ho notato che l’usas è stato molto penalizzato rispetto alle altre armi e gli altri fucili, non capisco perché abbiate dovuto modificare la cadenza di fuoco di un fucile che esiste veramente……secondo il mio parere il fucile era più realistico e bilanciato prima; adesso ti trovi a sparare contro nemici con il famas e finisce che loro ti uccidono con 3/4 colpi mentre tu con un caricatore di proiettili a frammentazione gli arrechi solo il 20/30% del danno…..
Rivoglio il vecchio usas 12…..
oh man is it funny listening to you idiots complaining about everything and i mean everything.Oh man, this guy killed me with a sniper rifle when i was shooting at him at 400 yards away when i was shooting at him with an mp7.Therefore, were going to make the mp7′s effective range 600 yards, make the sniper rifle’s effective range 35 yards and since he killed you in one shot in the head, were gonna make the sniper rifle now a 3 shot head shot weapon, make the mp7 have laser grenade ammunition and make it a 1 shot kill smg. Its obviously not that ridiculous, yet, but its well on its way. What idiot from dice thought that balencing all the weapons would be a good idea? i mean, lets make the shotguns NOt be a cqb weapon. lets make them be what they arent designed to do. U fu#$@&* retards, what else it it gonna do. Why would you penalize a weapon for what it was designed for. Im not just talking about shotguns but any freaking weapon. Dice oh dice, some chenges are good most arent. theres no such thing in real life as the great weapons balancer so why should there be in BF3. Also, its hilarious with all of you thinking your military geniuses because your working for the police or youve shot a .22 or played cod. The thing is that a very, very small number of us have ever been in the military. Just by some of the ridiculous comments that a lot of you idiots post. For example, Farside 42 (oh man probably even isnt a cop or even shot a real gun, or if he is hes like a donut inspector((nothing against cops or donuts)) is one of the biggest idiots ive ever heard)he was complaining about if you aimed at someones chest and shot that you would completely miss then. well no freakin du. You dont freakin miss them the first few shots but after that the recoil rises and continues to rise. For those of you who dont have access to an m16 or other FULLY AUTOMATIC assault rifle (not machine gun) just get a semiautomatic .22 and set up a milk jug just maybe 10 feet away. Line up on it once and keep pulling the trigger until your out of ammo. How many times did you hit it, maybe 2 or three times at most. thats because you werent controlling it. The gun just doesnt magically stay in one place, thats your job. now think of a 5.56(223 remington)firing about seven times faster. haha, still think the rise of the gun is inaccuratenfrom real life? Most of you couldnt tell me the difference between a magazine and a clip without googling it. Also, for you idiots like farside, an AR- freakin 15 isnt a military weapon, its not military grade or anything its just a tactical semi automatic rifle. I myself wouldnt even classify it as an assault rifle. to prove my point, you can take a mini-14 (its just a smaller m14 type rifle in 223 caliber its small and compat and a popular ranch rifle) and deck it out just like an AR-15.was it an assault rifle before? no. is it now? no. haha farside why dont you grow some balls and join the marine core before you start talking about shit you dont even know about. farsides comments are on page 14. enjoy listening to his bull crap. ( the only thing i agree with him is the perfect balance of BC2)
This is only Job Security for the Core Gameplay designers. It’s like IT jobs they modify and upgrade to break stuff so they could go in and fix it. The guns were fine until you changed them the first time. That’s why I and a bunch of other friends of mine stopped playing your game back in Oct. 2011. There are other games out there that were better. Fix the wall and building glitches instead of gun damage.
Respect man, you just summed up everything i was thinking. Bravo, Bravo!!!!
Can’t tell if trolling or just very, very stupid.
It’s gonna be funny because these USAS lovers forgot how to headshot someone and they’re gonna be some kind of easy targets.
I’m a player in PS3 … and truly feel that this new patch is not right .. let him down too much damage to weapons, you have to shoot several times a player to kill him!, I don’t liked, I start the game and was so perfect it was.
to start .. why reduced the damage to the USAS-12?, I’m sure this was mainly act noobs .. obviously going to do much damage a gun of this magnitude. I’m not a fan of USAS -12, or use, but it was fine. Now, I’m a fan of the FAMAS .. why reduced the amount of bullets and increased the rate of fire?, what the fuck is this? As with the M320 .. reduced the damage caused. I hope they fix these changes they did, because really, to us veterans, we are not pleased at all this change. the other changes that have nothing to do with weapons was great, but as for weapons, was a mess. it is still a great game, but please change this.
otherwise, increase the spawn time to start the game. thank you.
Your not a fucking veteran -_____- Famas is supposed to be mixed extreme rate of fire with extreme recoil pre patch it had extreme rate of fire barely any recoil fucker and the usas demolished anyone i mean you could get away with it but for fuck sakes it was over powered and who the fuck caressss if thats not real too you noone does this isnt the army you fucking dipshit -______-
what you spitting your dummy out for? its only a game
if you were an Veteran, then you would adapt, like every other veteran… i love this patch: guns have recoil, bipod is finaly something, USAS is not an issue, Saiga is more consistent… i adapted myself to the current situation and i love the game now, it’s the first time i saw someone use AK-74M while he have 7 assault stars… i only don’t like less damage on Jet Cannon, it’s much easier to survive for me, where’s the challenge? also FAMAS always had RPM of 1000, battlelog before was giving false information
About freakin time thankyou… In DICE we trust!