#class mechanics in bbr is wonky
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@buoyant light had an idea about giving assault the clothing of engi so with a few adjustments that class could be the fastest
Engi still stands out with its rpg but now assault has an actual purpose: 110%+ movement speed
That's the same idea I got for how to give assaults its niche. Make it the fastest class, and also give it access to grappling hooks.
Don't assult already have grappling hooks?
We don't need Engi speed, it reminds me of COD to much to be zooming around, on your own
having assault become some super slick zoomer would be the most annoying shit ever
just like engi is
right now, playing support means you essentially just fall behind not just your squad but your entire team, idk why this obsession with speed
the speed difference is freaking massive
mind me saying absurdly so for such a game
Fastest is relative. Regardless why should it be engi carrying mines and rpgs? I agree there's an upper limit to movement speed that I find enjoyable but I don't think it's too fast presently.
Support essentially, has the drawbacks of a class that it freaking isn't and never has been, why is it considerably slower than an engi?
Try this out, pick support and just run behind your squad
see how far they get before you reach any flag
Right now there's no logic for any single class to be slower than any other, change my mind
It's painfully arbitrary.
I'm not disagreeing with that. There could be some small differences depending on armor and/or loadout but sure support doesn't need to be full tortoise mode. Wearing light armor for more speed with the drawback of tanking fewer shots is a fun mechanic imo.
Probably unifying all armor usage is the most logical choice
let all classes kit themselves with the speed they want
Yes I don't see why not. The differences could be cosmetic.
That being said, perhaps a heavy ammo box still has some drawback compared to a light one.
Then apply the same logic to RPG carriers
idk what deserves more drawback, but shooting missiles seems stronger than an lmg
or giving ammo
cause I guess as well carrying medical supplies isn't lightweight
That's what I said earlier.
It's the heavy ammo box aka the focus on why support should be slow that puzzled me there
tweaking weight should have a logic to it I guess
there's many things that might deserve that tweaking
I think the baseline is, if something is so slow it makes it boring to play, it needs tweaking.
fair
But I've barely tried support so I couldn't say.
it's more an issue of keeping up with the rest of players than a mobility issue for me
It's annoying missing all those caps on a fresh map 😛
having my squad literally be in the flag while I'm half a kilometer away when we spawned in the same spot is lame
medics, snipers, engis, everyone is there
supply is getting there
lmao
But sometimes it feels like 80% of the team get stuck in the human blob at start and some don't?
that's a different topic I think
True.
I agree with this. In fact, this whole speed vs. armor tradeoff is a complete failure because (1) speed is a permanent trait on your soldier that makes it easier to play your cover and do quick peeks, (2) armor is a temporary trait, and when you lose it, you'll be both slow and squishy. Better to just unify speed and armor choices across all classes (or even just make speed/armor identical on all classes).
It's a miserable experience to play Support. The LMGs are just less reliable versions of ARs, and the slow movement speed (from both the guns and armor) make me feel like a free kill.
Medic is faaaaaar more liberating to play.
Why not buff other classes so that they have some better purpose to play?
Tbh, it's hard to suggest any solid changes when I don't even know what the devs want for their game. If they want BBR to be a fast-paced arcade shooter with high player agency, then they should buff everyone else to be as potent as the Medic. If they want a slower, methodical tactical shooter where you depend heavily on your teammates to do anything, then they'd nerf everyone down to be as weak as Support.
The game's currently striking this weird mix of having CoD pacing with hardcore mechanics (bleed, no passive health regen, realistic and slow reload system, etc.). Makes it hard to tell what their vision for this game is (and if this is their vision, then the mechanics just don't synergize well, and they're evidently creating a myriad of balancing issues).
Tying those things together is probably one of the things that will help shine the design decisions, I think there's a lack of cohesion with many of the key things that make a shooter stand out and separate good from great
I don't think those are big challenges and I seriously hope they are addressed at some point in one way or the other
But I have to be honest, I consider BBR to be a generic shooter, I'm not sure if that was intended, but I kinda think it's the skeleton of any modern shooter, still needs many things on top to be a real IP
"fastest" is very OBJECTIVE
Also, medic self bandage speed and ranger armor should go, those two things just pile up on an already extremely good class and make it even better
The fact that Medic is the strongest class is puzzling in a way, it's the most basic class and yet it's the strongest, but we have armor and that didn't help anything
Items are not limited enough for them to become something that makes you pick a class, I guess between c4, AP mines and claymores there's nothing much that would be impactful
Weapons as well could be making a difference but right now support could be carrying an SMG and I wouldn't even care