This page contains information regarding the functioning of weapons in Battlefield V, throughout which multiple abbreviations may be used for brevity. Their individual meanings are as follows:
ADS | Aim Down Sight |
BTK | Bullets to Kill |
EFTK | Estimated Frames to Kill |
FTK | Frames to Kill |
HRec | Horizontal Recoil |
SDEC | Spread Decrease |
SIPS | Spread Increase per Shot |
TTK | Time to Kill |
VRec | Vertical Recoil |
AMR | Anti-Materiel Rifle |
AR | Assault Rifle |
BAC | Bolt-Action Carbine |
BA | Bolt-Action Rifle |
LMG | Light Machine Gun |
MMG | Medium Machine Gun |
PC | Pistol Carbine |
SAR | Semi-Automatic Rifle |
SLR | Self-Loading Rifle |
SMG | Submachine Gun |
When using a controller, a player's weapon will receive the following benefits:
When using the semi-automatic mode of a select-fire weapon, a player's weapon will receive the following benefits:
A player's weapon will receive the following benefits depending on their soldier's stance:
Thanks to kht for writing this section.
Spread is applied per-shot (spread increase per shot, or “SIPS”), as it has been in previous Battlefield titles. Note that spread increase per shot is set to 0 in ADS (zoomed) fire for LMGs, MMGs, SARs, SLRs, sidearms, and BAs. Spread decreases even when the gun is not idle (see: in between shots while firing at max rate of fire), decreasing at an accelerating rate per frame.
- Spread exponent: Dictates rate of spread decrease acceleration
- Spread offset: Fixed value for spread decrease per frame
- Spread coefficient: Beta for spread decrease acceleration
\[ \text{spread}_n \; = \; \text{spread}_{n-1} - \frac{1}{\text{simrate}} \cdot (\text{coef} \cdot (\text{spread}_{n-1} - \text{minspread})^\text{exp} + \text{offset}) \]
Note: "n" designates the current frame, of which current spread is calculated, simrate = 60, as Battlefield V uses a 60Hz logic loop
This new system for spread decrease results in a spread curve that is vaguely logarithmic, with diminishing spread penalties for further sustained fire. ADS (zoomed) spread uses uniform distribution over radius, which features an inner bias. Hipfire uses a uniform distribution over the area meaning that shots are distributed evenly throughout the area of the spread cone. Note that “zoomed hipfire” for the MMGs and AMRs that is used when the guns are aimed without a bipod qualifies as ADS (zoomed) spread and uses an inner bias.
Idle spread decrease is linear (coefficient = 0.0, effectively rendering an exponent of 0.0, leading to no spread decrease acceleration) on all weapons but buckshot shotguns. This is a separate decrease rate that activates after a certain number of frames are surpassed following a shot being fired, and very rapidly decreases spread. Idle spread decrease is only in consideration for transitions in movement or firing state (ADS/zoomed to hipfire/unzoomed), very slowly pacing or tapfiring shots, or while firing the Breda without Trigger Job.
The spread decrease offset effectively sets the number of degrees of spread decreased per frame. The idle time dictates the number of frames after a shot is figured that must be surpassed before the idle spread decrease rates are used. Idle spread decrease is effectively fast enough to bring spread down to the designated minimum angle in a single frame in the vast majority of cases.
For fully automatic weapons in ADS (zoomed, or zoomed with a bipod for MMGs) fire, spread is translated into recoil for all shots following the first shot if the input to fire is sustained. While a shot is being fired, the position of the spread “roll” of the following shot within the spread cone is calculated, and the weapon’s point of aim will move towards that calculated position. Traditionally calculated vertical and horizontal recoil is applied on top of this.
As with Battlefield 1, vertical recoil is a fixed (non-randomized) value. While vertical recoil can accelerate, the increases and decreases are at discrete, known intervals. Horizontal recoil works as it always had in previous games, consisting of a number line (e.g. -0.3 to 0.3), where a randomly generated value is produced, with a uniform distribution. Note that SARs and SLRs do not have horizontal recoil. Spread-derived recoil is applied alongside this, which effectively adds further variance in vertical and horizontal recoil.
Recoil patterns are designated by an integer RecoilPatternSeed value. Recoil patterns are generated randomly, and the RecoilPatternSeed value acts as a random seed to produce a reproducible result from random generation, allowing recoil patterns to be a fixed, non-randomized value. RecoilPatternYaw dictates the strength of the recoil pattern’s horizontal movement. RecoilPatternPitch exists, which would presumably dictate the strength of a recoil pattern’s vertical movement, but is currently set at 0.0 for all weapons. While the recoil pattern itself is fixed and non-randomized, vertical recoil, horizontal recoil, and spread converted into recoil are imposed atop this system, creating a slight variance in the pattern, which increases with sustained fire with submachine guns and assault rifles. Note that recoil patterns cannot be isolated for accurate visualization.
Recoil decrease works as it does in Battlefield 1, persisting even when the gun is not idle, and decelerates as time passes.
Unfortunately due to current understanding of the game data, ADS times are not extracted from the data. Instead, they have been manually collected as accurately as possible by Incarnate, and are recorded in this thread, along with sight-pictures.
The following chart lists all weapon specs currently in Battlefield V with their effects according to the game data.
Some specs are defaulted to certain weapons, like bipods to AMRs or MMGs.
Icon | Specialization | Effect |
---|---|---|
APCR Bullets | Increases damage to vehicles. Damage increase varies on weapon and opposing vehicle. | |
Barrel Bedding | 0.25x stationary ADS base spread. | |
Barrel Bedding (SMGs) |
0.333x stationary ADS base spread. | |
Barrel Bedding (SLRs) |
0.5x moving and stationary ADS base spread. | |
Bayonet | Adds a bayonet to the weapon for bayonet charging. | |
Bipod (Anti-Materiel Rifles) |
Adds the following effects when the bipod is deployed:
|
|
Bipod (LMGs, & select ARs, SLRs, SMGs) |
Adds the following effects when the bipod is deployed:
|
|
Bipod (MMGs) |
Adds the following effects when the bipod is deployed:
|
|
Chrome Lining | Decreases the amount of heat generated from each bullet fired by 33%. | |
Custom Stock | 0.666x moving ADS base spread. | |
Custom Stock (BACs, BAs, & LMGs) |
0.5x ADS moving base spread. | |
Detachable Magazines | Replaces a weapon's default reload with a consistent magazine reload. | |
Double Drum Magazine | Replaces a weapon's default ammo feeding system with a double drum magazine. | |
Enhanced Grips (SMGs & PCs) |
Adds the following effects when hipfiring:
|
|
Enhanced Grips (ARs & BACs) |
Adds the following effects when hipfiring:
|
|
Enhanced Grips (LMGs, SARs, & SLRs) |
Adds the following effects when hipfiring:
|
|
Extended Belt | Increases the amount of ammo from a single ammo belt. Increase amount varies by weapon. | |
Extended Magazine | Increases magazine capacity. Increase amount varies by weapon. | |
Flashless Propellant | Reduces muzzle flash when firing. | |
Grenade Launcher | Adds grenade launching abilities to the weapon. | |
High Powered Optics | Increases integral scope zoom from 3x to 6x magnification. | |
Heavy Load | Increases buckshot damage drop distances by 2m. | |
Heavy Load (Rifles) |
Increases damage but reduces rate of fire. | |
High Velocity Bullets | Increases bullet velocity, amount varies by weapon. i.e. Not always 10% |
|
Improved Bipod | 0.25x stationary ADS base spread when bipod is deployed. | |
Improved Grenades (M28 con Tromboncino) |
Makes the following changes to launched grenades:
|
|
Incendiary Bullets | Increases bullet damage versus aircraft. Damage increase varies on weapon and opposing vehicle. | |
Internal Choke | Reduces shotgun pellet spread by ~33%. | |
Light Bolt | Increases rate of fire. RoF increase amount varies by weapon. | |
Light Bolt (ZK-383) |
Adds the following effects:
|
|
Light Bolt (Breda M1935 PG) |
Increases rate of fire within a burst. | |
Lightened Stock | Adds the following effects when aiming down sights:
|
|
Low Drag Rounds | Provides a 0.4x multiplier to bullet drag. | |
Machined Bolt | Increases overall rate of fire. RoF increase amount varies by weapon. | |
Penetrating Shot | Increases the amount of damaged received by a target through a penetrable surface. | |
Polished Action (SMGs) |
Adds the following effects when hipfiring:
|
|
Polished Action (ARs & LMGs) |
Adds the following effects when hipfiring:
|
|
Polished Action (SARs & PCs) |
Adds the following effects when hipfiring:
|
|
Ported Barrel | Adds a multiplier to reduce HRec. Multiplier varies based on weapon. | |
Quick Aim | Adds the following effects:
|
|
Recoil Buffer | Reduces VRec and pattern yaw by 0.8x | |
Select Fire Trigger | Enables selective-fire capability. | |
Slugs | Replaces the default fired rounds with Slug rounds. | |
Solid Slug | Increases headshot damage by 25% | |
Suppressor | Reduces weapon firing volume and removes damage direction indicator for targets hit. | |
Swings and Swivels | Adds the following effects:
|
|
Swings and Swivels (SMGs) |
Adds the following effects:
|
|
Top-up | Performs an expedited reload animation when the weapon has an ammo count evenly divisible by 5. | |
Trigger Job | Increases the maximum potential rate of fire. RoF increase amount varies by weapon. | |
Trigger Job (Breda M1935 PG) |
Increases overall rate of fire by decreasing time between bursts. Does not modify the RoF within a burst. | |
Variable Zeroing | Allows for rifle zeroing. |
For more information regarding the weapon mechanics of Battlefield V, there are community forum posts that may be insightful. Below is a listing of the more notable threads: