Battlefield Labs Gunplay & Movement Philosophy: Optimizing for 60hz Tick Rate, Crouch Sprint, Combat Dive and Landing Roll Confirmed

by Alex Co March 7, 2025 7:20 am in News
Battlefield Labs gunplay

[summaraize]

In case you didn’t know, Battlefield Labs’ first playtest is kicking off today. While not everyone can join in on the fun, DICE has relayed some of the items they’re currently looking for feedback on from players, including gunplay and movement.

DICE has shared the philosophy they’re going for in the new Battlefield game, and this time, the studio seems to be a lot more transparent compared to past franchise entries.

Battlefield Labs Gunplay and Movement Philosophy

new battlefield gameplay breakdown

We’ve condensed what was revealed by DICE in an easy-to-read format below.

General Philosophy on Gunplay and Movement

  • Finding right balance between intuitive control and dynamic combat
  • Designing combat experience to ensure players of all skill levels can enjoy gunplay and movement systems
  • Gunplay design is centered on helping players learn and develop skills and muscle memory through action, as weapons naturally signal their recoil direction.
  • The feedback loop allows players to understand and adjust aim, making it easier to handle different weapons.\

Gunplay

  • DICE mention how they will initially test select “important areas that create the foundation required to create a fun and rewarding Battlefield combat experience.”
  • Developing focused efforts to create consistent and optimized “millisecond-to-millisecond soldier combat.”
  • Reduced the time it takes for bullets to appear on player’s screen from when players press fire. This should decrease input delay, make shooting feel more responsive, and helps players better track and hit moving targets.
  • Optimizing for 60hz tick rate, ensuring the game’s server more frequently updates the positions and actions for all players. Players should notice more precise shooting and movement, enhanced damage feedback and more accurate representation of other players’ position and combat outcomes.
  • Recoil system has been adjusted to make the different weapon types feel unique when firing them.
  • Enhancements to gunplay recoil, camera shakes, firing settles should make each shot’s recoil direction now match its gameplay angle.

Movement

  • Revamped animations
  • Reintroduced combat features such as crouch sprint, combat dive and landing roll
  • Added visual indicators to make it easier to understand when movements such as vaulting or leaning are possible

Those in the playtest, remember: Battlefield Labs is in pre-alpha stage, and focuses on testing small chunks of a larger array of features. Some gameplay features are placeholders and work-in-progress, so expect bugs and performance to not be as polished as it should be compared to the final version of the experience.

The first play session, DICE will be testing the server performance, while participants will be able to familiarize themselves with what’s next for the Battlefield franchise  through the gunplay and movement experience that focuses on:

  • Feel of the different weapon archetypes
  • Improvements to aim and control
  • Weapon balance and fun factor
  • Look and feel of movement
  • Moving and interacting within the map
  • Combat pacing

Expect more breakdowns like this to be revealed in the coming weeks to talk about the team’s learnings from the first play session. This is a good first step by DICE to let players know that they are serious in community feedback, and righting the wrongs from past Battlefield games.

Hopefully we’ll be able to see official gameplay soon.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.