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

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  • MassEffect2_770579974885 03.30.12 at 18:34

    Its quite simple, people who play this game from time to time and log in and actully complain about the USAS and FAMAS arn’t adapt and logic thinking or stratigik thinking. Im 1 of the few who are actully world ranked in the xbox doman and well its all about out thinking ur enemy. Doesn’t matter what weapon the enemy has peaople still complain its human nature. If they loose more they complain more, blame it on DICE its always someone else’s problem never in one self. I other words wanna become a good player, spend more hours playing the game and out think ur enemy.

    • armeno_jakue 03.30.12 at 19:48

      dude you simplify things, i am also ranked, and so are the most of them i play with, but i gues you have not experienced 11 out of 12 enemy’s using frag rounds in map, its pretty annoying, not that we cant win. what im saying is i like to play against good players, that play the objective. instead of hiding in a corner camping and fragging it gets boring and the game looses its integrity. im kind of tired of hearing guys say mav=stinger frag=flanking ect. I know what to do, we all know but, its all about we want a game were your skills are the main factor for your success , instead of abuse of a wrongly powered weapons usas frag mav, ect.the fact is allot of people has used flaws to boost their character its getting old… but hurra for the private servers ;)

  • LilYungen24 03.30.12 at 18:33

    I personally think y’all either need to just make it semi-auto or take it out completely. I used it alot when I first unlocked it and it was fun but now its just ridiculous. Everybody is using it now it gets frustrating getting killed by it cuz u have no chance to react when all they have to do is hold the trigger down and even if they don’t directly hit u u still get damaged from the splash damage. And its even more important to find a balance with the new maps coming out because its all close combat and everybody will b using it. And also I don’t think the number of rounds for the famas should have been reduced it was fine where it was

  • MSC_Stockdale 03.30.12 at 18:31

    This was very well written Alan. Nice job.

  • SmokinAJerry 03.30.12 at 18:29

    I have a love hate relationship with the frag round. When your team is in need of a suppression its a good weapon and ammo but when a whole squad on the opposite team is using this combo just to get kills it doesn’t work with me. I am a firm believer of team based game play and that is being ruined by all of these wanna-be Rambo’s. I think that the 12g Frag round should be turned into and incendiary round to stop people from trying to go over kill with it. But when used as its intended purpose its completely fine, otherwise lose it.

    • LilYungen24 03.30.12 at 18:37

      I completely agree with you I love team game play and doin what u can to help your team that’s y I love bf3 and usas can help your team but nobody uses it for that they use it for the kills and sometimes to annoy people. And now its hard to find a game without at least 4-6 people using it like that and it gets very annoying

    • RMY trueduece 03.30.12 at 21:15

      yeah i agree with the incendiary round better lower range but just as suppressive if not more, most peoples instinct is FIRE=BAD, just made me think of something else, where the freaking napalm for jets?! (yeah i know it would make bf3 simmilar to cod, but it fits as well)

  • USMCAielChief 03.30.12 at 18:26

    How is 1 out of 25 NOT bad? There’s easily more than 50 weapons available, and that’s not including deaths caused by vehicles. Bring in the fact that it’s one of the later weapons you can unlock, and this seems absurdly high.

    Anecdotally, I’ve only been killed by a few people who have more than 5 stars on a weapon. The only duplicate weapon? The USAS.

  • Backstab709 03.30.12 at 18:22

    I play 360, I got super bored because I can’t play with anybody without having to dick around with server list and find a good game.
    So I just troll people with USAS 12 and FRAG, most effective way to make a boring day fun (when you can’t play with friends). You should see some of the responses I get, people get too butthurt about a game. It was fine before, just a lot of people love using it in close range, it sucked ass at long range (well I didn’t have that much trouble) but at least all the noobs will stop using it now.

  • trasher-05 03.30.12 at 18:22

    Besides the fact that DICE ruined the USAS the Famas was also ruined by lowering the clip size from 31 to 25….

  • TG DaRkS 03.30.12 at 18:21

    Yeah that is fair because the USAS-12 was overpowered.

  • Agent Dixon 03.30.12 at 18:19

    I got killed yesterday in 4 matches about 20-25 as a result from a 12g frag. To a point where most players on the other team was using them. And in most cases you couldnt even see the people where. And to add resupply+12g=OVERPOWERED

  • FriedEggSandwich 03.30.12 at 18:18

    I’m of the opinion that, in the quest for balance, no full-auto shotgun has a place in an FPS, regardless of ammo type. Maybe my opinion has been slanted by memories of the AA-12 in MW2, but traditionally shotguns in FPSs were very powerful up close, but also slow, so you had to make every shot count. Kind of like a CQ sniper. With full-auto shotguns it doesn’t matter if you miss a few shots, which is where the spam element comes in, and accuracy goes out the window. Just my opinion though, I don’t expect dice to go removing guns that people use.

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