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BF6: 7 New Settings and Curves to Boost Accuracy (Update)

Danial ZH9:56

Transcription

In this video, I'll show you how to make your aim smoother in Battlefield 6. How acceleration works, how to match your game sensitivity fully to code in any field of view with our updated application, the new ADS ratio that matches code, how to simulate code curves with different slope scale settings in Battlefield 6. Let's get into it.

In the last video, I showed you how all curves look in Battlefield 6 with acceleration set to zero. But what if you use it on any value higher than zero? I should mention that I labeled two curves mistakenly. Battlefield BC and BC2. The BC is faster than BC2. Sorry about that.

Let's get back to acceleration. We've run a dedicated test with value 50 and 100 on linear. And this is how linear looks when you use acceleration on 100. It completely changes the shape of the curve. But there is something weirder. At value 50, we've got this curve. It's even slower. That made me think because we typically make this test on fixed values after a delay to remove any acceleration caused by the game engine. What if the acceleration option isn't the shape of the curve, but rather a delay to reach its full affection?

Let me explain it as if you are a 5-year-old kid. You have a toy car and you can start pushing it from here. If you push it slowly after releasing it, it goes slower. But if you push quicker in less time, it also goes faster. So, it's time based. I set acceleration to 100 and if I slowly push my joystick, I get this curve. But if I push it faster, the curve dynamically becomes faster based on how fast I pushed it. That's only my guess. Based on the results we've got, we know the whole curve becomes slower up to about 90% of the push, this point, but then increases the speed linearly.

Now, the question is, how does it affect when you use lower values such as 20? If you want me to test different curves, let me know in the comments and what values you feel comfortable with and what input curves you use and I can test it for the next video. For the rest of this video, I suggest keeping this option on zero if you want to get the exact results as what we show here.

First, how do we match sensitivity to Call of Duty games? We've tested COD and BF6 once again and realize the sensitivity in Battlefield scales with field of view identically. So it takes the same amount of time to do a full rotation in field of view from 90 to 120. The game engine slows or fastens the speed in a way that it always takes the same time to do full rotation and it feels universal. But what is the problem with my previous video which some of you also mentioned that doesn't feel the same. Let's find it out.

There was one mistake. I said if you use this application and have the same FOV, you will get the same speed, which it was only valid for FOV 90, no other field of view. As we've tested Black Ops 6 once again, we realize the sensitivity becomes faster the more you increase field of view. Here's how it looks in a chart. It's very accurate.

Now to fix that, we've updated our application and now you can enter your Black Ops 6 sensitivity and field of view value and the application will give you the equivalent Battlefield 6 value which should feel similar to COD. For this, you can use the first link in the description or pinned comment and join our Discord server. Once you joined, please go to rules channel and tap on this take to agree to rules. Afterward, go to beta bot channel. This command only works in that channel. Enter the BF6 command as you exactly see on the screen and it will show you two buttons. One is for converting BO6 to BF6 sensitivity and the other is for BF6 to BO6. Click on the first box and enter your Black Ops 6 sensitivity and your current field of view in COD. For example, I enter 1.60 and for FOV 105. Now the bot shows me what value to use in BF6 to get a similar speed, which in this case is 67.0.09 and you can use 67.1.

You may say it doesn't feel the same. It may not if you use a different curve. As mentioned, the closest curve to Black Ops 6 dynamic is Battlefield 3 curve. So, all of this only makes sense if you use BF3 curve with acceleration set to zero. But what if you don't use dynamic in card? Maybe you use linear or a standard. Can you give me some water, please? Thank you. Cheers. Here you are.

Let me show you how to get that if you use a standard. Sadly, there is no curve in Battlefield 6 that can simulate a standard curve in COD. We also checked linear. Here you can see how COD linear curve looks with a stop scale of 1.00 and 0.00. There's a small slowdown at the beginning. That's all. The closest curve you can get to quad linear with a slope scale of 0.00 is BFBC. That's a little faster overall. You can instead reduce your sensitivity by 1 to 2% to make it match even better. There's also no other curve that can match with linear 1.00 in Battlefield 6.

So to recap, you should either use BF3 that simulates COD dynamic or BFBC with a bit slower sensitivity that simulates CO linear with a slope scale of 0.00. Otherwise, none of the sensitivity settings or ADS that I'm going to give you now will make sense. But tell me what is the most popular curve, slope, scale, field of view, and settings you use in COD and want me to simulate them in BF6 and give it as many likes you can in the comments. I will test top three comments with the most likes and we'll test them in both COD and Battlefield 6 to give you the closest possible match in every term for the next video.

Now, it's time to talk about ADS slowdown results for Battlefield 6 to match Call of Duty. Most of you mentioned that previous ADS settings didn't feel right and you are correct. It's because we've only tested one side of the things and that was cut. This time we've tested both games in different values. First, if you use ADS affected in both games, regardless of your field of view, you'll get the same ads slowdown. But second, we noticed that 100% zoom sensitivity in Battlefield 6 doesn't equal a 1:1 ratio to your hip fire. It's around 15% slower at 100%. We've tested it in depth with AR and we calculated these values. At 10% zoom settings, it's around 1.58% slower than hip and you can see tables for the rest. However, in code, it was around 75% slower in ADS 1.0. Considering most of you use ADS 1.00 to match ADS in Battlefield with Black Ops, you should use a range of 28 to 32%. To be more specific, 29% should match pretty close. It will replicate the same slowdown as COD.

Now, you may test it and say, "But Daniel, it feels way slower than I thought." There are three reasons for that, and I'm going to show you how to fix two of them. One, using a different curve. Two, using a different dead zone. Three, using aim assist. Curves affect the way you get speed at different pushes. With a linear curve, the speed from 0 to 100% increases identically, but a curve like BF3 has a slower increase at the start. If you don't use the same curve as cut ads and hipfire also won't feel the same. You should either use BF3 curve or BFBC curve if you are a linear player. If it felt fast, decrease sensitivity slowly until you feel good. If you are a code standard player, these settings will not simulate that curve and unfortunately we can't get the same results.

The second reason is using different dead zone. When you lower the max or mined zone in games shrink or extend making them look and work faster or slower. So if you have a max dead zone of 100 in COD, you should use a max threshold that is the same as COD in BF6. If your mean is one in COD or two, you should use a mean that is as low in BF6. So the curve looks the same. However, there's a dead zone bug in BF6 which can't be fixed at the moment. Fun fact, using dead zone settings, you can actually simulate other curves and slope scale settings. But if I show it here, this video will become a 1 hour tutorial. So, for now, try to keep dead zones similar until I cover it in the next video.

And the third and the most important reason they don't feel the same is aim assist. We calculated and tested all of these with aim assist fully off in both games. Aim assist has different strength, slowdown, follow, and window in each game. To be able to fully simulate camera settings, we need to replicate code aim assist in Battlefield 6, which is for another video. That's why I told you I only have a fix for two of them.

There are also more settings I would like to cover next, such as felic look, which can help to achieve faster max speed similar to very high values in code. Covering dead zone settings in depth, smoothing options, and testing zoom curves separately if you don't use the universal option and more importantly making aim assist work the same as card. Let me know which of these topics you are more interested about and I will try to make them first.

It's also important to mention that some of the information in this video may be proven wrong over time as we test the game more. So, if you see something isn't right or you found that we've made a mistake, let me know in the comments and we can improve it together. By the way, I didn't forget about Dwar's age and elixir 2. We first need to make the in-game settings as good as possible and see how each option works exactly. And after that, we can combine it with the H settings and get much better results. For example, using custom curves on PS5 or with the help of DSX, we can achieve any code curve in BF6 and it will work on both PS5 and PC.

If you're looking for the best graphic settings in BF6, check my previous video from the end screen. See you soon.