Of all the various changes that DICE has made to Battlefield 1 over the past few years, this may be the most important. While some players have touted that this patch would literally end BF1 as we know it, I have not found that to be the case. I’m going to break down just what the TTK Patch changes were, and why they are much more beneficial than the average chat spammer may have you think. For those of you unfamiliar with the TTK Patch recently released for BF1, the easiest way to sum it up is to say that the time to down an enemy player has been reduced for nearly every main weapon in the game. In some cases the BTK, number of hits it takes to down an enemy player, has been lowered as well. This means faster kills and less chance to recover if the enemy gets the drop on you. Some people love this, some hate it. It is rumored that this change was crafted in order to appease the Call Of Duty fans that were migrating to BF1 after the Christmas/Holiday Season player surge that we all love.
In addition to lowering TTK/BTK we have seen a clear implementation of proper engagement distances for all main weapons/classes. Assault class is the best in CQC, Support thrives on mid-long range, Medic rules short-mid, and Scout is still stuck far off on a hill top somewhere wishing they could survive long enough to get on a flag. This change is tangible immediately upon entering into combat. You will feel much more powerful in your intended engagement ranges. Everyone has a set role now, as it should have been from the beginning. As far as individual class changes go, here are the notable ones:
- Assault – Mines now do 75%+ dmg to tanks, usually disabling them in one hit. However, now mines can not be placed close together. For Shotguns the bullet mechanics have changed to a 12 “pellet” system. The “pellets” are actually conic shaped objects that collide with enemy players less randomly than the actual pellets of the past. No more 1-Hit kills at 50m with a 10-A Hunter I’m sorry to say. SMGs have almost all had a 1 BTK reduction, significantly decreasing the TTK across the board. Automatico is a monster, even more than before.
- Support – LMGs do not ADS as fast as they used to. This is to limit their ability in run and gun style playing. They seem to be really pushing for the bipod/mid-range style support play. BTK has dropped by 1 for most weapons here as well, and surprisingly the bullet damage drop has been reduced to the point where it levels off with only a 1-2 BTK increase at long ranges. This is by far the best change for the Support class. You will actually be able to take on Scouts with your LMG with ease if you get that bipod up.
- Medic – While BTK hasn’t changed much for Medic, bullet drop damage has been lowered on almost all SLRs. The RSC now has a 2 shot finish up to 70m, and a 3 shot finish beyond that. Seblaster Marksman now has a permanent 3 shot finish, down from 4 at long ranges. Recoil of all SLRs has been reduced and accuracy increased. RSC is nearly a better scout gun than anything the scout has to challenge it.
- Scout – Minimal changes here, almost nothing of note to think of. It seems DICE has decided that the TTK doesn’t matter as much when you are sitting 300m+ away from the target.
Of course there are other changes as well, so head over and check out the patch notes for the full rundown @ BF1 TTK Patch Notes. With more changes on the way in the upcoming Apocalypse DLC, I wouldn’t worry if you weren’t too happy with this patch. Soon enough there will be a new round of changes to experience. Also, don’t forget you can check out the Community Testing Environment (CTE) to see what new things are friends at DICE are working on. Keep your chins up and your heads down boys, we’ve still got one more DLC to go.