
If you’re defending a sector in Breakthrough, you’ll often experience fire from one direction. Other factors affecting TTK (or “Time to Death” in this case) include what game mode you’re in. If these adjustments aren’t enough, we’ll look at tweaking the damage of weapons. We’re also fine-tuning the amount of camera shake that occurs when you’re hit. Giving you good communication on enemy fire will let you fight back and survive longer. We’re looking at how fast can you assess a threat and understand from where the fire is coming. For instance, it’s also related to how fast the game lets you react to being fired at. It’s worth mentioning that TTK is not just determined by how powerful weapons are. When it comes to the Time to Kill, or TTK, we’ve seen some polarizing feedback where some players felt they were being killed very fast when encountering enemies, while others felt the TTK was just right. Furthermore, details like blast radius and how you can be warned of (and potentially counter) the V-1 Rocket are being investigated. For example, it was way too easy to be reinforced with the V-1 Rocket in Conquest, and though matches are supposed to escalate with these reinforcements at the end of a match, we will tone this down. Players had fun with these powerful weapons, but some aspects will be adjusted. In the Closed Alpha, we gave you the chance to call in two of the several Squad Reinforcements of Battlefield V: the Churchill Crocodile Tank and the V-1 Rocket. For instance, the possibility of looting dropped ammo from dead players benefits certain classes more than others, and we’ll need to adjust the balance accordingly.


There are other factors that affect ammo availability, too. We will tweak these numbers slightly for some weapons to get an optimal balance. When it comes to ammunition, we saw that players in general liked the war of attrition and having a limited number of bullets when deploying.
