USAS 12 Frag Rounds: Tale of the Tape

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

Comments
  • Post a comment
    You must be logged in to comment. Log in
  • coeur-de-fer 04.19.12 at 00:55

    Really? A semiauto shotgun that can put out 3 rounds a second? And the rounds are explosive? And from the hip??? You don’t need accuracy. You will dominate any close combat situation. And you originally had it programmed at 4 1/2 rounds a second? (275 rpm). The most unrealistic part of this is that the shotguns appear to be controllable at these cyclic rates. Why didn’t you include shoulder-fired gatling guns and flame-throwers? Since you are using the fact that the Marine Corps “tested” these why don’t you give us a 106mm recoilless rifle? They actually used those.

  • X-On1yU5eMEKn1fe 04.16.12 at 02:10

    ea, you need to get your shit together for ps3. so many people are getting kicked then signed out and their ps3 freezes, fix it pleaes.

  • Dr LightFoot BD 04.13.12 at 18:43

    If i shot one round from a real shotgun i can blow your head clean off.This gun was always far from accurate.I can understand frag rounds needed to get nerfed but buckshot and flachette cmon!!!

  • Ulrich02 04.12.12 at 15:30

    This issue could be fixed by keeping the gun the same but just have the anti flack perk better against shotguns…just like real life. Having body armor should slow you down but also protect better in the game. Right now as the game is, anti flack doesnt seem to make a difference.

    • X-On1yU5eMEKn1fe 04.16.12 at 02:12

      the anti flak does help, if a smaw hit your toes you survive, if that happened in real life. there’d be nothing left to bury you with.

  • dubois6869 04.12.12 at 10:18

    I don’t usually use shotguns but I did use the usas 12 with frag rounds and I liked it how it was before the new patch yeah I think people that use it all the time suck but if your good it shouldn’t matter I wish it would go back to how it was because I could kill people from a snipers range with it that’s what made me use shotguns this time and just to say another thing I think the 240b and all the other light machines guns should kill people alot quicker I mean come on I’ve actuall used these weapon they should be able to cut some one down just saying

    • Nayjames123 04.13.12 at 00:00

      alot of guns can do that in real life, most guns will kill people in one chest shot unless they receive instant medical aid, but that would make the game too realistic and get pretty boring knowing one shot would kill you as you’d be well too cautious

    • evilblakdarknes 05.26.12 at 20:47

      agree with you there

  • KLF99 04.12.12 at 09:19

    Did you also consider that USAS only comes available for players of rather high rank (>43)? This automatically shows on the statistics of how many % of kills it has compared to guns which are available from the start (e.g M16A3). It also gives the most OP weapon (if equiped with frags) only to the hands of hardened veterans… that combination is not very balance friendly.

    • xIExiTxWouNdZIx 04.14.12 at 03:27

      Lvl 43 is not that high of a level. It took me less than 50 hours of gameplay to get every single gun. That isn’t that much of a “hardened veteran.”

  • jareDrake13 04.11.12 at 01:45

    I rarely use a shotgun, but when I do, it’s a DAO-12. Also I DONT use frag rounds. Flechette is beast. You can shoot through materials plus it’s lets you fire faster than frag!

  • drumscarinbr 04.10.12 at 11:08

    DICE, FIX THE SERVERS!

    This is a major issue in the game. At launch, we were able to play all maps while staying in conquest, rush, etc. You never did include the Karkand maps in the hardcore rotation however.

    Look at this thread, there are many players that are pissed off about this. It is also a very shady business practice to do away with this initially offered feature right around the time you offered server rentals, as to increase revenue by making players pay to play something the way you gave it to us in the first place!

    http://battlelog.battlefield.com/bf3/

    The total number of official DICE HARDCORE servers should be comprised of the following:

    10% – includes all vanilla maps that stay in your selected game mode

    15% – includes all maps (including B2K) that stay in your selected game mode

    20% – includes all maps (including B2K 5-flag versions) that stay in your selected game mode

    10% – includes all vanilla maps that stay in your selected game mode – WITH NO MINI-MAP

    15% – includes all maps (including B2K) that stay in your selected game mode – WITH NO MINI-MAP

    25% – includes all maps (including B2K 5-flag versions) that stay in your selected game mode – WITH NO MINI-MAP

    5% – made up of the currently implemented themed playlists (epic battles, urban warfare, soldier skirmishes, etc.)

    PS: I’ll be posting this as much as possible until ‘we’ get an official response that’s helpful, as this is total Bullsh*t!!!!!

    • HalfaChance88 04.11.12 at 16:30

      The servers are a terrible mix of game modes now and there is no point of even selecting a game mode in quick match anymore. If you select conquest it should stay in conquest. Try searching DICE in server search. It will bring up mostly good servers. I have done this and just added the good server to my favs. so, no more pick and pray.

  • Slopcicle 04.10.12 at 05:34

    I have one small question. What exactly is the difference between buckshot and flechette?

    • drumscarinbr 04.10.12 at 11:07

      Flachette rounds are made up of many tungsten darts. They’re good for penetrating and going through wood and thin sheet metal, etc.

      Buckshot rounds are made up of many round pellets.

    • HalfaChance88 04.11.12 at 16:32

      when you are in customize and selecting ammo click on description or press Y on xbox.

  • ShinobiPoznanski 04.09.12 at 17:05

    I’m glad you guys nerfed this pice of garbage. Since the patch, I haven’t even suffered more than 20% damage from this ridiculous pseudo-munition. Hopefully you guys are still reading replies to this pose, because you need to do the following:

    Nerf the damn guided missile and canister shells in the following manner: switching between main gun ammo of any time on any of the MBTs requires a reload penalty. Which is common sense, considering that both canister and guided shell rounds are main gun ammo. I think you guys are aware of the fact that a person can quickfire a main gun round instantly following a guided missile or a canister shot. This makes no sense. You already have a munition reload penalty when switching between 30mm and to an APFSDS round on the IFVs, so why not simply release a minipatch to resolve this issue? It’s blatantly annoying and a real feeding ground for noobs and tank campers.

    As well, the rapid-fire assault rifles are simply ridiculously inaccurate, the whole point of ARs is for them to be accurate well up to 100m, the average realistic engagement distance for ARs (technically up to 300m, in burst or single shot fire though). You fixed alot of annoying issues, but some things still stick-out like sore thumbs.

    Plz reply.

    • Mr_Nobtastic 04.11.12 at 18:05

      You realise the AR’s are absolutely fine, you just need to learn to shoot more accurately in bursts (don’t use burst mode, that sucks). Other point is pretty good though, I’m fed up of tanks raping infantry with canister shell and main gun, there’s absolutely no opportunity to get hits on them if they’re good and have a good gunner.

    • evilblakdarknes 05.27.12 at 00:32

      please don’t listen to this idiot shinoPoznanski on any of his suggestions on nerfing. the guided missiles and shells are fine. the gunner on the tank is under powered against infantry since the latest patch. it needs returning to how it used to be. all those people complaining about over powered this and that just aren’t good at the game and get easily frustrated.

1 18 19 20 21 22 24
Trackbacks
GET CONNECTED