#Feedback to customization

1 messages · Page 1 of 1 (latest)

ocean lark
umbral garden
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heyo, watched the video
-dont have a lot to say about long- and heavy barrels, no clue how your change would play out
-for the grips: I have to disagree; stubby is a good early option, B-25URK is very good for reload speed, angled is good for control stat which I prefer on some guns, vertical = vertical, SE-5 is good on many aspects, BCM-gunfighter is the best in my opinion and stabilgrip resets your recoil for you...
-lasers is personal preference, I dont use them because -0.02 control is awful but I do see many other people using them.

-armor system: interesting changes you proposed but a bit technical for me

-(duplicate)weapons: true but kinda only applies to honeybadger and as-val as of right now, I do support the idea of more variety very much. I think it would be an easy way of improving existing content regarding guns.

dusky mirage
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  1. Heavy and Long Barrel are definently not the only two barrels in the game that are "useful", for the HK I use the tactical barrel and sometimes even use the suppressors. There's also other barrels that significantly reduce horizontal which is almost necessary and some guns. I think there's actually a fair balance of barrels in the game... all extremely situational based on the gun and map you're playing on.

  2. Side Rails, I agree... there's like no point. But then you mention power differentiation. If lasers/ flashlights gave you +benefits wouldn't that just cause more "power differentiation?" how would you go around that?

  3. Badger has 24 bullets, ASVAL has 20bullets... VAL has a little better stats than Badger but they are not the same gun.

pliant flint
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  • There aren't many guns where I see the need to run other barrels other than heavy/long, would like to see some more variation and better stats for some of the other barrels.
  • Side rails are completely useless, was running it on the vector for a long time but it provides no value, would be nice to see it give a slight hipfire accuracy bonus.
  • Regarding classes and their character setups I completely agree that there isn't enough variation in the different armor, belts, backpacks. It would support playstyles that a player would want to run. First one that comes to mind is a loadout for a self sufficient tank medic and a revive focused medic. The problem with this is that it would be tedious to change your character setup in the moment you want to switch, I'm really hoping for the ability to save 3-5 loadouts that store both your character and loadout.

What are your thoughts on decreased gun handling? I haven't been playing bb much for 4+ months now and the weapons feel poor to use. Recoil is still easily controlled, but the gun quickly snaps around and the bloom feels much higher.

rotund root
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  • Really nice vod, that's dedication.
  • About side rails, i find them OK. I mean, there are causing only negative effects but only on stat. The benefits in combat is pretty good. Flashlight if you don't want to use night vision or if u want to blind enemies (and even allies kek) that are using night vision. And, laser to know where you are aiming while hip firing. Also the negative effect are negligible, -0.06 draw speed is nothing, there are few situations where this will affect you. Same for control -0.02 doesn't make a huge difference.
    So yeah, small advantage against really small disadvantage.
ocean lark
pliant flint
hidden forge
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Just have a glimpse of the vid and i gotta say respect.

sinful hedge
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I would like to suggest that magnified optics on ARs take too long to unlock, 80 kills is hard to do on every gun on open maps. At least, give us an earlier 2x, 3x magnifier or something, at least so we can see farther if youre not running a DMR.

merry viper
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I would find it useful if you could arm grenades in your hand