#The gameplay feels like it doesn't know what it wants to be.

1 messages · Page 1 of 1 (latest)

smoky sequoia
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The game at times has mill sim aspects that heavily conflict with the faster pacing. The movement and the gun play feel like it is closer to a battlefield title yet it have much slower mechanics such as long reload times, a mag system, slow healing and bleeding, no mini map, and rechambering sniper rifles by clicking another time, all which are typical in mill sims. I feel it would be best if the devs decided what they wanted the game to be. Either slow the game down and lean into the mill sim style or remove the tedious aspects and go more casual and battlefield esque. This all makes the game feel like it lacks a coherent play style that leaves the battlefield community annoyed by the millsim aspects and the squad community annoyed by the faster pacing with smg's running around the corner.

remote shell
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This is why I suggest different modes but if the community server can tune all these details we should be golden

smoky sequoia
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Yeah they should have current gameplay but a bit slowed down as the "Hardcore" mode and have a casual mode that removes all the mill sim aspects if they really want to appeal to both play styles. Combining both aspects makes it a mess in terms of play style IMO.

smoky sequoia
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Movement and gunplay I would agree plays like battlefield everything else though is heavily influenced by squad and just doesn't match

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Having to worry about mags, slow reloads, slow healing, and bleeding are all things that take away the arcade feel. Which is my point of the gameplay being incoherent.

past mica
tacit echo
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My opinion for that is if we have longer ttk those bleading, slow healing etc will not be that annoying like they are now. Sometimes you spend more time on healing instead of fighting.

tawdry venture
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Honestly, I feel like this game could easily fill the spot that BF4 and BF3 used to fill.

smoky sequoia
obtuse stream
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I like it how it is at the moment. The Mill Sim features are really fun and at the same time it gives me this battlefield feeling. Love the mix :D

smoky sequoia
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It's the same reason why cs:go nerfed bhops as an example. It didn't fit the core gameplay.

tawdry venture
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Like look at support vs medic. In support, all you need to do is throw down a supply thing and people do everything else. Yet to heal as a medic you need to equip the medic bad and physically heal. so BF aspect ofr support, but squad aspect for healing? it doesn't make sense

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Like zeroing your rifle? it exists in game, but isn't set to a keybind by default

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which is a whole other issue is default keybinds are... lacking. A lot of features people ask for are in the game, but you need to manually set keybinds

smoky sequoia
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I just find it conflicting itself at it's core. It gives a front that it is fast pace due to movement speed and jump strafe speed and vaulting and the fast ads speed and low recoil. But the contradicts that with a ton of mechanics that slow the game down that leaves me questioning why they made the movement so tight to begin with. If you try to run around like the movement system allows you get punished by slow reloads, slow healing, bleed mechanics, and fast ttk. The game rewards people who play slowly while the player moves at mach 10.

nova ledge
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This Post is a big reason why i want them to add attack helicopters into the game and just not have them in official servers. Theres plenty room for AA and custom games, you want to have vehicles but you dont want them to be better than 1 human. So no teamplay required to kill one

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thus, rockets would be too devestating to infantry so instead of trying to balance it, just dont put it in the game.
dont even get me started on how medics can run and heal themselves at the same time somehow

smoky sequoia
tacit echo
smoky sequoia
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Yeah when I bought it I was expecting more battlefield and less squad. Right now it feels like a mess of the two where some mechanics just don't seem to fit the style of the game. I would also personally like to see the game get closer to the fast pace battlefield experience due to the lack of good battlefield titles recently. There are already some really good mill sims so I don't really see the need for one. But overall I would just like the devs to make all the mechanics consistent with each other so we can have a consistent feeling experience.

tacit echo
smoky sequoia
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Yeah unfortunately the current mechanics have made some of the big names in the battlefield community write it off because they see it as a mill sim.

tacit echo
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Also i think if devs listen to this those changes can bring more new players and make them stay on that game instead being frustrated

smoky sequoia
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It would deffinately make me main the game. Right now I will just play it if my friends are on.

tacit echo
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Yeah. We got little bored to play bf4 actually for all those years. In this game we see potential but also getting annoyed too.

smoky sequoia
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It's up to the devs how they want to take it though. I was just stating my observations with how the game felt to me. It felt like the game wanted me to play quickly but punished me for doing so. Either commit to making the game a slow paced tactical mill sim or make it a fast paced arcade shooter. These are two conflicting styles and you can't really have both.

tawdry venture
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I truly hope they become the modern replacment for the arcadey feel of BF4 and BF3, just with easier requirements.

smoky sequoia
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It seems that's a very popular oppinion and I feel the devs should put up a poll for the community to decide what direction to take the game. Literally just put up a poll that says Mill sim or Arcade and see what the community as a majority prefer

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Actually looking at the devs asking chat it looks like they kinda asked that. I guess the majority of this community prefer squad esque mechanics and ttk but think this game reminds them more of bf3/bf4 than squad. Confusing considering I don't think ,other than movement and recoil, that this game reminds me of battlefield at all.

tawdry venture
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From the vehicles, to the repair tool, to the movement. It is all similiar to BF4. Even down to the loadout being filled with useless attachments that just make your gun worse.

smoky sequoia
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From the bleeding/bandages, mag count, super fast ttk, lack of minimap, slow healing of yourself and other players with a dedicated equipment for that rather than something aoe you place on the ground, and the constructions you can make all scream squad to me.

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more squad elements than battlefield by far in my opinion.

tacit echo
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Think of it not all people like/enjoy milsim
Personally i hate squad and that type of games. Most players want to focus on having fun when playing instead of worrying about to much things.
Im big fan of battlefield too i have spent almost ~10000 hours on bf4
And actually i don't see feeling of playing bettlefield, it looks like 90% is squad and 10% is battlefield

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It wil be more like battlefield if we will have same ttk like battlefield.

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And those bandages mechanics slows down this chaos

sonic dirge
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I mean personal preferences aside I do see the point against bandages but I think they're actually good for the game considering it puts a decent stop to the game being too arcadey. If it was like cod where you can pop a stim shot and get right back in it'd be annoying as hell.

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Having that bleeding mechanic is a good piece that helps keep lines in line and puts players into more defensive mindsets rather than adderal bumrush hijinks 24/7

brisk wadi
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Mhmm not a big fan of having to click to chamber a round in considering how fast paced everything is. ( I don't fault the idea, I love that I had to do it. I just doesn't fit these playstyle and gamemode where everyone is constantly running) if there were more tactical aspect where people would kneel and peek corners. Then I'd be all for it

sonic dirge
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Personally I think battlebit is that perfect mix of milsim and arcadey for me. I'm not the hugest on hardcore milsim because it just takes too long to play and get into. I've played plenty of milsim like games like Arma 3, Ready or Not, ect. and I just think I'm not the hugest fan of extra large maps, lots of running, and intense planning

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I like battlebit because you have that mix of engrossing close quarters combat but also plenty of opportunity for good strategy

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Like making great use of the vehicles or squad points, or planning a good flank route

tacit echo
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Its to fast (to fast dying). If bf5 realases they experimented with ttk and finally setted it in great value. In My opinion will be good if they set servers with different ttk and see what community react to this and im sure most of players will enjoy it.
Next thing me and possibly you noticed many players asking about unlocks rework in my opinion if we have more arcade like you named it this will become easier to most of players to unlock

sonic dirge
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2, easy

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games that have that customization are always the best IMO. Definitely curate a primary server base and game mode ofc

tacit echo
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If you play metro only they you don't get what i mean.
Personally prefer locker or all maps servers

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Im not saying that i play locker only.

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Yeah but compare that map on normal all maps server to only locker/metro servers

brisk wadi
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Option 2 all the way. Games that allow people to rent servers will always live longer due to it's ability to camealeon into whatever the playerbase wants it to be

sonic dirge
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I will say my fav battlefield game is probably BF1 because everyone always preferred more open maps anyway

tacit echo
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Different playstyles on them

sonic dirge
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Yeah there's a reason the zombie husk that is TF2 is still alive and it's because that game will technically never die because of the community servers

tacit echo
marble iron
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If you specialise your attachments to fast reloads, you can greatly reduce reload times. It’s what I usually go for.

tacit echo
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Yeah but final decision is on devs

remote shell
ocean ocean
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I disagree. I feel like the game knows what it wants to be, which is a blend between arcade gameplay and hardcore gameplay. It's a very well made balance from what I've played, and the flow can be tweaked to allow more arcade gamemodes and more hardcore gamemodes since the foundation is so balanced.

burnt belfry
subtle yew
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I disagree with the OP, I think it's cool that the game is alike to Battlefield while including milsim-eque features. There aren't any games that are quite like it out right now. Probably the way to "solve" this is to see what options they'll be able to implement for community servers. But I wouldn't want them to alter the current vision of the game if that makes sense, because whatever way you push there are already games that exist on either end of the arcade/sim spectrum but nothing that walks the line in the same way, or as well, as BattleBit.

normal sierra
old relic
smoky tree
violet moon
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just for the record, on the store page this image shows under the future updates column that there will potentially be a separate mil-sim mode

pallid lotus
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their reasoning for it having such contradicting design choics is "so we can test them at the same time"

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it doesn't really work like that, mixing two conflicting designs does not give you proper feedback on the game

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if the game is meant to play completely different based on which mode is being played then mixing both designs in one mode comes out a mess

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i know this game has such a "dedicated" fanbase, a lot of which claim the game is perfect but as the person of this thread suggested, basically everyone else is left wondering why the game feels like an identity crisis.exe

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i've said it time and time again in and outside of this discord and that is the game should either go full arcade or go full milsim, considering they're doing a milsim mode, then i reckon that the milsim aspects in the current game should be removed, bandaging, slow reloads and fast TTK do not belong with the pacing the rest of the game sets

olive elm
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Hopefully the game goes more MilSim like Squad, we see what Squad's recent update did for them. Please don't let the casual kids ruin the game.

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Just read about the separate MilSim mode, fantastic idea. Also keeps kids from playing with the big boys. Can't wait.

ashen vortex
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Tbh i do like the mix between Casual and mil sim but some tweaking is needed:
Cycling your bolt action sniper take so much time its embarassing.
TTK feels irregular: idk how a Helmet can save you from 3 headshot using an AR
The DMR are one of the most useless weapon in the game: at long range they dont deal enough damage compared to sniper (not one taping in the head, sorry ??) and at close range, their rpm is slow as hell and the bonus damage compared too AR does not make any difference. At medium range, they are okay ish but an AR with a zoomed scope will kick your a**

golden scaffold
golden scaffold
wicked tusk
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Personally the game needs to go more arcadey and battlefield style, people ARE way more hungry for that in the current gaming market. The maps are awfully balanced for multiple gamemodes, redeploying is more efficient than valuing your life, and the movement mechanics already lean too heavily into BF territory.

You cannot have this fast movespeed sprint with no loss in air strafing momentum from jumping and go the milsim route. It is tiring to take a fight, bleed mechanic-bandage , into a SLOW reload, into a full heal (everyone is playing medic), plus packing mags/topping off resupply every time you fight TWO GUYS.... by the time you do all of this your enemies and teammates redeployed or revived. Redeploying is way too FAST. It is almost always more efficient to just respawn than to do the aforementioned things in infantry fights, every time.

Pick one side to commit to!!! You cannot pander to both sides at the current time.

signal quarry
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Trying to cater to two different types of shooter crowds is only gonna be an exercise in frustration, esp. if casual vs. milsim mode are gonna share the same content, with the expectation that it's all well-tuned/balanced for the mode that you prefer.

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IMO we should just go the full Battlefield route and focus on fast, responsive gameplay mechanics and combat.

golden scaffold
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It doesnt have to be a full milsim like ARMA, just really making it more worth to play tactically, not just sprint till you see someone and shoot at them or get shot. I enjoy playing at night more because of that, people slow down a bit, and it is worth thinking and taking a deeper look around before moving. Suppression fire should be more explored too, would make support more useful with the LMG.

plain sandal
lone vale
pearl citrus
olive elm
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Arcadey and battlefield style has been overplayed over and over and over again. So tired of mindless run and gun in games and the only reason the current gaming market is as is it is is because kids who can't sit still make up most of it.

stuck frost
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spamming roblox jumps and op prone with helmets that block 100% damage of multiple bullets makes the game unplayably cringe

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indistinguishable from roblox

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stop the jump/prone spam and the game would be infinitely more fun

teal wing
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i say make a full milsim mode and then make a 'normal' multiplsy, kinda lik ecod with its story mode and multiplayer, only with a Milsim mode instead

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thx didnt realise

ionic delta
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this game was fun now it feels like a dying simulator, since release i feel as if the devs feel they have too balance things out too a perfection like other AAA titles try too and honestly thats where it looses its fun and replayability for me. whatever was going on in the early acess had me wanting too buy the game, now with 70 hours in the game it just feels like no matter what i cannt get a break from 3rd parties, explosives, and bad squad spawns (sometimes has me spawning ontop of the building my squad is in 3 floors below ect) + no revives when screaming for one. maybe it was the balance of continuous unlocks and the game + the influx of constant new players due too betas. but i do agree something is off and the game needs too be set in one direction which is always going too lead too what people call a cod shooter but in all honesty movements way too fast, guns are hot cheeks except m4 and UMP when you start, + the aimpunch and weird animations when you walk around a corner ADS'D and while mantling is uncomfortable as a fps player, also unpopular opinion armour needs a nerf and should only be used by support and assault. overall its sad too say i had more fun in the beta than i did in early access.

soft hare
elder storm
# smoky sequoia The game at times has mill sim aspects that heavily conflict with the faster pac...

i'd actually argue that the slower mechanics combined with the fast paced gameplay match perfectly in this 9 squad member, giant scale game. Let me explain, all the mag checking, healing, and bleeding leaves you vulnerable, when you're alone. But what if your squad is with you? They can bring you back up if you stick together. and with the game being fast paced. you can push the enemy back quick given that you're skilled enough at the game to take down multiple enemies. I feel like these milsim mechanics kinda makes people not want to just wander around aimlessly by themselves, even though it may not be like this at the moment. it encourages sticking together as a team, or squad. I feel like if the game just became an arcade battlefield type a game people would just go do whatever they want on their own. not really caring about their teammates.

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also the game really needs a tutorial. that is simple and easy that directly explains these niche mechanics, Especially rally points. 9/10 times i beg my squad leader to place one, and they either never respond or they dont even know what it is.

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i honestly think the game is really good the way it is, its really unique and it would be pretty sad if it were to change into something that already exists

flint cloak
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i think so far the mix is rather interesting. i mean on one hand there are mechanics for the fast fps players, on the other we got the smaller portion of some milsim aspects which tend to those players. but at the current rate its still played mostly how COD/battlefield is. just a wave of players rushing to each objective without any thought other than "must capture" for the arcadey version to drop into and not use your brain its pretty damn good.

i cant wait for the milsim mode, hopefully with some logistics/attrition mechanics close to like what squad has to give some actual meaning to being in squads and opening up some roles to play. with this amount of players a milsim will be very interesting.

old relic
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Coming from my fav game Rising Storm 2 Vietnam I think the game is fine. As long as the mix is good this is fine. In that game you have very arcade stuff like infinite running, spawn on teammate that on point, can stop bleeding with just a bandage. But also have hardcore stuff like all bullet can 1 shot if hit vital part like heart lungs.

olive elm
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Most people are going to think the game is fine, because most people have the attention span of a small gerbil. Sad state of affairs for gaming and I'm just waiting for 1 dev to create 1 game where they say no, it'll be my way kids, like it or not.

ionic delta
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everyone just wants a free game too mess around in without the fear of skill gaps is the actuality of it all.

limpid belfry
proven pasture
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The title is basically the situation with healing.

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Annoying hold button to heal and be defenseless in the meantime mechanic, so no one wants to do it.

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Yet the game is super fast paced and very arcade like.

limpid belfry
proven pasture
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At the same time the newbies will also have a harder time not getting caught reloading.

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So really goes either way.

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Experienced players will be able to handle this way better.

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I mean, in fact, they do.

old relic
# limpid belfry RS2V you move nowhere near as fast as this game at all

I'm not saying this game is like RS2V. I said like RS2 this game have mix features. And as long as it a good mix it a good game for me.

As for what is a good game it depends on each person's preference. Like some like CoD arcade style. Some like Squad mil-sims. For me I don't like to communicate too much with other and don't have to walk 5 mins just to reach combat zones like Squad. But I don't like the movement and the small map of typical CoD game. This scratch the itch just right for me.

mossy bluff
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for a game who's ttk movement and ads is much faster than the new cod it plays a lot slower just because you have aspects of the game that play far slower

stable urchin
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just check what top players do - they running like in arcade shooter to kill people from flank / rush in back - it's not milsim feature. I am so inspired by all this milsim features, but this fast movement destroying milsim atmosphere

marble iron
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yeah, because it isn't a milsim

pearl citrus
solar nymph
smoky sequoia
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@solar nymph Battlefield 2 has faster revives, faster healing, no bleed mechanics, slower ttk, no mag system. I'm not sure what you are talking about.

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I think you are confused with project reality

iron lodge
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The difference is that people still continue playing the game and just get bored naturally of it.

smoky sequoia
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Like how if you didn't have the battlefield 4 dlc you couldn't play certain maps

iron lodge
# smoky sequoia Having to worry about mags, slow reloads, slow healing, and bleeding are all thi...

I'm wondering if you would reconsider this if the timing to do things was tweaked to better match the pacing of fights.

So all it boils down to is less "downtime" standing around or moving around slowly waiting for bars to fill but you do still have to perform the actions.

So this means that you still combine mags, stop bleeds, etc. it just happens much faster or potentially in a non-linear way, meaning the more you commit to an action, the faster it completes, especially with mag combine .... I suppose it wouldn't matter for bleeds as it's either on/off.

smoky sequoia
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Mainly downtime yes. A lot of people I have seen playing on twitch as well as friends and people in game have stated it feels like 20% gun fights 30% running around and 50% healing/reloading.

marble iron
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Gunfights usually last for like a second, I don’t think it’s anywhere near 20%

plain sandal
iron lodge
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Now you do have to combine everything else in there and I'm pretty sure they weren't trying to nail the exact ratio, but I don't think they are far off either. We probably aren't talking any crazy changes here either, tending to a bleed could be 20% to 40% faster and that may have a huge effect on the total downtime.

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Or if you ever watched the reload animation, it looks like it was originally created to occur over a faster time period and then slowed down after the fact.

iron lodge
# plain sandal BF2 also had no squad spawn, stamina, loosing ammo on reload, and less forgiving...

BF2 did have Squad Leader spawn though (you are probably aware it's just part of the following point...), and I remember what optimal play looked like, the SL would play the backline and sometimes act as a defacto spawn beacon when the squad didn't have enough good shooters to outplay the enemies they were facing. Maybe some people like that, but it's a pretty bad deal for the SL who wants to play the actual game.

plain sandal
iron lodge
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Yeah for sure, and I would suggest BBR has gunplay that feels like a mix of BF3 and 4 and possibly BF2 in some ways, the hipfire reminds me of it more than 3 or 4.

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The BBR M4 plays somewhat similar to the M16A3 of BF3.

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Although the pacing borderlines on Quake or something lol

old relic
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if you have a medic that do their job to bandage and heal no rushing in then your team will have much better up time

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yesterday there 2 medics in my groups that dedicate to doing that to my groups of 5

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it keep my team fight time up alot more

iron lodge
# old relic if you have a medic that do their job to bandage and heal no rushing in then you...

Yes there is an optimal play situation where this can happen, it just won't often by default- and I actually think that is a good thing, however I do think design should factor both in.

Between armor not replenishing (though I do wonder if you can repair tool team mates??) and medics being the only source of healing, it basically feels like you are meant to survive one or two engagements then die, as oppose to the amount of downtime varying depending on your team/squad class and performance efficiency.

steel hemlock
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Highly reverberated my thoughts here, trying to decide what play style to use and I do believe the learning curve is steep, incredibly so—more than any other game I’ve played to date (which includes all the battlefields back to bad company, insurgency 1 and ww2 dlc, sandstorm, Arma 2 and 3, ready or not, hell let loose, dragon rising ofp and sandstorm and even some of the battlefield realistic mods to name a relevant few, counterstrike) to know how to play is everything and not knowing due to what is posted up top is a hard frustrated question mark in a lot of peoples heads when it comes to the preferred playstyle. That is one thing I don’t care about the call of duty run and gun games. They rebooted with 2019 but the first thing people do is look how to break the game. So after a while you see people spamming a key to squat up and down fast like gremlins and quick scoping and jump and shooting—all which breaks the experience. (just example, not promoting these) However those “tricks shots” I am going to call them are very hard (impossible) to do in something like six days in falush, or even dragon rising because of the way the playstyle was put forth and locked in so to speak so no one can ruin the experience. Knowing this is key and my opinion but one should collectively be able to find that “groove” in preferred playstyle within the first boot up of playing the game. The very first contact made with your product—they should know immediately even if it’s subconsciously X playstyle doesn’t work here. Have I seen this or experienced it before? Yes, then incorporate Y playstyle + V (players who they see playing the game-in-game) + I<S (Player iteration can not be greater than skill) = Preferred Playstyle Because new player will model their playstyle somewhat (because their lost) on those who are more experienced or the majority—right?—what is everyone else doing—Although from what I have seen, even the veterans are running around seemingly with the heads cut off.

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It creates every man for himself rather than “no man left behind” and correct me if I’m wrong but I think you devs are going for the “no man left behind” kind of play through experience. All the best, you guys created a good foundation, I’m confident you will take the direction that you are most passionate about and consider what’s important vs what is not. I hope these points were more helpful than not and did not stifle the creative direction you had in mind but nourished it. I sincerely desire this to be the best game out on all platforms. You guys will be on every major platform Xbox, PlayStation and switch if also you so choose. Amazing work so far!

quartz spindle
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Its just that there are a lot of shit balancing

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If the balancing was good maybe people will finally say it can mix

fervent star
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I hope that they can separate mechanics between both types of games, that for example, in "casual" you have the typical bullet counter, while in "Hardcore" you have the number of bullets per magazine, that is, as the game currently has

marble iron
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I would definitely disagree on that specific point. I prefer battlebit’s mag system, it’s cooler than just having a number with mags magically getting the bullets back when you reload.

fervent star
raven dawn
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I came here to post this! totally agree!