#Support - Feedback
1 messages ¡ Page 3 of 1
soonTM 
i'll do my imaginary great grand uncle proud, jk ofc
allow sup to generate squad points out of thin air
allow supp to have infinite grenades
already kinda doesn't work with the trophy
I hope they fix bipod at the same time that way i can be a deliver-er of death
oh hell yeah, make those weird bri'ish and 'muricans shiver before that monster of a gun, this is a joke just sayin'
def gonna be one of my favorites depending on the implementation
hopefully it won't be a pea shooter just because of the 1100-1200 rpm
they'll probably give us the lower RPM version
like they have done with many other guns in the game
grrr but what guns have lower rpm than irl idk haven't had the time to nerd out about that kind of stuff
M4, AUG, M249 off the top of my head
and like lower than 1000 rpm would feel incredibly wrong
give support microguns
oh yeah aug mb, only heard about m4 being like 750-900 i think
Most MG3s are under 1000 rpm in real life, the faster RPM examples just have the extra shock and awe factor that make people remember them.
this has mere 2k rpm
the P90 is also lower than real life
let's not talk about Mk14 which supposedly has 700 RPM
MG36 is also slower by nearly 150 rpm
from what ik the mg3 which is just a slightly improved 7.62 nato using mg42 with 300rpm less and those things could get up to 1500rpm đ
I assume we'll see the MG3 at 800-850 RPM, which is the slowest firing version.
Which will still be the fastest firing Machine Gun available in the game.
It may come out as a "Medium Machine Gun" though, which will be a class of it's own.
Very similar to what Battlefield V did.
cringe. i mean the mg5 is also supposedly coming, clocking in at 800rpm so uhhh...
but the mg3 as an "mmg" is just whacko imo
The difference is usually determined by weapon weight/dimensions and cartridge.
i mean the m60 is an lmg aswell right? if so there's no reason to not make the mg3 the same
IMO, no matter the designation, it should be implemented in a way that encourages the use of a bipod.
M60 fires the same round as the MG3.
Fixing the bipod would immediately buff support.
exactly and i thought it was an lmg but that just might be my smoothbrain
I think the M60 will be a poor performer in BB unless they make it a 3 shot kill.
The current meta is speed and short range
ye 3 shotkill just like the scar etc otherwise it'd be a joke
just don't make it a worse mg36
don't make mg3 a slow husk of it's only true self or a long range scorpion, the thing should force you to do 3-7 rnd bursts and be clunky, but if you get that bipod set up you should be a terrifying people deleter
fix bipod
They need to make the trophy system a primary gadget so its a choice between mines or grenade protection, not a choice between grenade protection and doing your only real job
at least do so for supports.
aye fair
could make the bipod innate on all LMGs or just remove most of the downsides due to it's activation requirement unlike other grips
idk, trophy feels fine as secondary gadget since it's really a "utility gadget" (while all primary gadget explodes)
yeah, one unlucky recoil and you lose the bipods benefit, and then your gun is all over the place
if the ammo box was innate gear
In fairiness Sutopia
MAYBE
the sledge hammer is a utility
as is the pickaxe
(and if I recall they go in primary as well,could be wrong)
and rpg in the second slot
although sitting in a helicopter and just repairing constantly is worry free points
I just feel secondary gadget is the more class defining gear
actually, a fun idea would be "Class slot"
where the class defining gear goes
Ammo kit, Sledge/Pickaxe, Medic bag
repair tool
drone for recon
and then they can expand the primary/secondary gadgets as stuff any class can run, with a few exclusives like anti-vehicle mines for engies or grapples for assaults
personally I like the idea of reinforcing class identies with the secondaries if we go that route
So sounds good
(sees peanut typing for a good bit & curiousity has begun to grow)
i agree, but the real issue is that our "real job" doesnt really contribute much. i have been running trophy and honestly havent noticed any issue. 90% of the time the only one who will need your resupply is yourself because you are spamming gadgets. life expectancy just isnt high enough in this game for the resupply to ever be needed outside of super chokey areas where you want to spam grenades and c4 which... well guess what else is better in that sort of situation
I had an idea in an old run of this thread to limit starting magazines for all non support classes to 50% of what they can currently hold at max
Does getting revived remove that death from your KD?
it does. if you wait for revives it is actually hard to go lower than 1 for KD
the other person still gets the kill, but you lose the death
and Cheese, I had a idea awhile ago in the spawn thread
You don't fully restock on spawn
you have a min amount of bandages & magazines but otherwise the rest does not restock for free
that seems like more the servers need to keep track of, or stuff cheaters could abuse
any reason?
but my idea was that assault, medic, and engie only spawn with 50% of their maximum number of magazines, which they can get from support ammo boxes
meaning if you lose a mag on a fast reload, you can still replenish it
or if you wanna go on a long flank, you need to hit up a support crate first to cap out your total mags
and that supply drops from squad points only refill current mags, to further cement supports role
Well my idea is you start with full but you don't reset your inventory on respawning
(you'll reset your magazine count but any not picked up prior are counted as empty mags)
our ideas aren't that far apart
i still think the better solution is extending life expectancy some way
because even halving the number of mags you start with you still have enough to run a 4+ KD with good aim and ammo management
I suppose easiest way is increase the TTK among various weapons
oh, not necessarily TTK
hmm?
remember, being revived doesnt refil mags
yep?
crawling while down
planetside didnt have this issue of engineer being worthless because 90% of the time it is better to try and wait for a medic to revive you instead of respawning 50+ meters away
I think the concensus is that armor needs to be damage reduction, not an additional health pool like it currently functions as
as long as you can respawn for a full refill right at the center of the action, resupplies will continue to be meh unless you absolutely fucking cripple the starting ammo of everyone
so honestly, part of the problem with support is not enough people bother waiting for a medic to revive them combined with spawning being too convenient
I would say damage reduction, or at least a way to repair the stuff
Well I feel the spawn change ideas in the feedback would help with this issue
not walk's to clarify
damage reduction is better imo, but some people are salty about the ideas of hard counters in the game (damage reduction would be significantly stronger against high firerate and low damage guns)
hmm damage reduction wise could be strong vs either
Suppose the solution would be split the varous guns into a damage type
like how planetside has Anti material rifle, sniper rifle, light anti vehicle and so on
fix bipod
fix ammo box
Buff weapon accuracy and handling
handling mostly, its awful
Fr what the fuck were the devs thinking about making the ammo box a deployable system AAAAAAGH
spent 5min trying to replenish a enginner only for him to die at 1 rocket left to kill the tank, he was asking for rockets in the chat but didnt see the box even when i was trying to show it to him
Let them be salty :D it's not even a hard counter, they still have the mobility advantage, it just means they'll actually have to use it to engage smartly instead of rushing from kill to kill
Random counters are just less fun.
Increasing the amount of randomness in fights is bad for the skill ceiling of the game
You're right, we should scrap the progression system and just make everyone use an identical loadout. Then you can be completely sure that every fight is decided solely based on a person's skill. Because that is definitely the criteria by which you decide if a game is good.
Actually, let's scrap 127 vs 127. Too much randomness. Clearly 1vs1 is the only choice if you're serious about preserving the skill ceiling at all costs.
I donât really see how thatâs relevant; it isnât like some guns arbitrarily counter others.
That also seems irrelevant, in that 127v127 would be no different to 1v1 on that front
Also that seems like one of those things people do in this server a lot. Where they take a concept and seem to think it has to be all or nothing, which is quite weird.
Randomness should be reduced where practical.
Indeed. It's not arbitrary, it's by designing around tradeoffs. Which is exactly what speed vs durability vs gear capacity vs available class loadouts is about.
And this should be entirely obvious, but you don't get to pick what weapon your enemy is holding, so either your definition of what is "arbitrarily random" is arbitrary itself or you should be advocating for a lot less things to be able to be different.
Support slaps rn i cant lie, especially with the m249
is that good or bad
"slaps" is gen z for "really good"
The weapon your enemy is holding doesnât affect you as the choices youâve made with your own loadout will not have any inherent advantage / disadvantage over whatever they might have. The only thing that really matters is that both players are using generally viable things.
An AUG, a Vector, a FAL, a PP2000:
they all donât care at all about what your opponent has. They just care that you play into their strengths.
Theyâre not âletâs roll a dice to see if the next enemy I fight happens to counter meâ because there is no counter to them.
sorry Im too old to understand, I wouldâve think itâs bad
Feels like M249 is the âonlyâ okay support weapon
Two are worse AR and one is worse M249
its not a dice roll though. im constantly annoyed that you try and refer to thse choices as if it is totally fucking random.
if im out in an open field then chances are the people who will threaten me are not smg users (because of damage falloff) but rather ar, dmr, and sniper users
idk about how you and other play but it regularly pick my weapon based on the environment i want to fight it. if i do this and then leave my advantagous environment then it isnt someone "randomly" having a kit that counters me but rather my own bad decisions catching up to me for choosing to poorly utilize a weapon
yes the reload is too long for the light support rifles
There are very few places in battlebit maps open enough for that to ever apply, imo.
leme just pick up a sniper rifle and then try and duel smg users. oh no, i get hard countered
There is rough terrain and cover everywhere
I donât think people continuously switch their weapons around based on which part of the map theyâll be in as there isnât usually much variety
then stop flimflaming about how armor would hard counter smgs when the smgs blatantly have the advantage because of this.
Well, in this case not even weapons. They donât switch their armour around
no loadouts is the issue imo, its annoying to need to change things around manualy
I donât see why anything should be countered by anything else. If SMGs are perceived as too strong then make them universally a bit weaker
rock rock rock gamepley generally isnt entertaining. thats why counters should exist
Rock paper scissors is a very luck based game.
I donât really like that aspect of it.
go play a fighting game then, i suggest yomi
I am not interested in those.
From my experience this is also the main reason people donât like shotguns and one shots in some games, as they are heavily impacted by luck.
(By virtue of having high single shot damage and very low fire rate)
Flattens the skill curve.
then i dont mean to be mean about this but i dont think you are qualified. fighting games have a LOT of rock paper scissors and yet it isnt luck but rather the skill comes from positioning and decision making to properly utilize your strong tools
if i play a zoner and then refuse to play at the distances that my best attacks are effective at then that isnt luck, that is me just making bad decisions. it isnt necessarily me getting hard countered
If you have an SMG and youâre running around in basically anywhere in a battlebit map, there is no way to gauge whether youâre likely to run into a support player or not. Because the ranges they try to fight at always heavily overlap with yours unless youâre a long range sniper.
human reaction time is about 200ms which is 2 more bullets from running-like-madman smg which is enough to eliminate any armor advantage QED
you keep flimflamming dude. you already said there is rough terrain and cover everywhere that advantages smgs and brings you close enough that the armor wouldnt be so impactful (because damage falloff hasnt started to kick in yet)
you are basically admitting that support has no niche and smgs dominate 90% of engagements
It's actually pretty simple to figure out if you're going to run "into" someone. Stop and listen. Then use your additional mobility to position accordingly. Make steps with armor louder and more distinctive if you want, ta-da, now you have perfect information to decide what you want to do.
great point about slowing down. light/no armor smgs users have the mobility to just straight up abandon fights that they can expect to perform poorly in
It only advantages SMGs if SMGs are inherently more powerful than other options at close range, which is debatable.
If SMGs were too powerful you can simply make them a bit less effective versus everyone, not much less effective vs a small proportion of the playerbase.
And heal back to 100 rinse nd repeat
"oh shit wide open field with enemies defending on the other end. maybe instead of sprinting across it and trying to fight at 50+ meters using an smg i should turn around and choose a flanking path with more cover that brings me closer"
Itâs not all that hard to even go through all mags on ranger medic 
do we want smgs to be less effective against everyone is the concept you seem to not be understanding
Is this intended to be a counter argument? I donât really see the relevance
So do the first option rather than the second option
I donât know why this should be related to support at all
Smg is kinda the shotgun in this game thatâs supposed to dominate in CQC
im not going to continue this, you are not qualified. the more i discuss balance with people the more i think fighting games should be mandatory homework for anyone who wants to discuss this stuff
But general engagement distance is cqc
Damn I need a degree in battlebitology
armor rework is a simple change that would carve out a medium range niche for support players against lighter weapons
It would carve the niche at any range, with the proposals previously presented
it wouldnt strongly impact close range or long range. smgs can remain very strong at close range against pretty much everyone and decent at medium range against everyone except those wearing armor (in particular support)
Medium range is a whole can of worm from people canât lead their aim to bullet and damage falloff to âi no has scope to see more than three pixelsâ
bro, how fucking strong of a flat damage reduction are you fucking thinking of? -30?
Why would it not strongly impact at close ranges?
you seem to think only in extremes "either it turns smgs into nerf guns or it does nothing. there is no inbetween possible"
Any, I donât think the value makes a difference. I was thinking like 4 or something though.
This is the best call man. Some people just show up to oppose any suggestions they don't like even when a big group of people are in favor of it. Then they keep filling up the convo with pointless back and forths until the thread gets locked like it happened with the Spawning Mechanics one. And that's how they win at shutting down the suggestions.
what was the armor rework about?
Applying a flat damage reduction to bullets to make heavier armours more viable
turn armor into a flat damage reduction that doesnt disapear after the first fight you end up in
Which for the most part is a bit of a nerf to SMGs in comparison to other weapons, against support players
not sure what to think about it⌠and how would it apply to helmet?
I donât think itâd need any specific rules for helmets
Are we talking flat % or - Dr
Idk what to think about it, famas will go to drains if thatâs the case
Flat number subtracted from incoming damage
I personally would prefer %
Famas has a crappy 24 damage per shot
Yeesh, I don't think ak15 needs another buff rn
Right now support with EXO is rather unpopular so it wouldnât be a major issue, but I expect it would become a significant factor in gun balancing quickly enough if it were buffed
make it magic armor that self repairs after X seconds not engaging enemy
tell me about it man. show up, break rules, get thread locked when people get mad at you for not being constructive and breaking rules
Payday2 armor works like that
I thought about this approach too but it would feel a bit unrealistic. Curious about what other people think tho.
Hmm⌠unrealistic but could be balanced
Realistic is of least concern since no IRL body armor act like an hp bar in first place
it would result in most guns requiring 1+ extra shot before damage falloff kicks in... which is actually worse than current armor is
They donât just break after three bullets
Itâs always a concern. The presence of unrealistic aspects doesnât just throw its significance out the window.
idk, then I would lean towards the always flat dmg reduction proposal but somewhere deep in me says itâs a terrible idea
Healthbars in general are never remotely realistic but many games that try to be realistic have them regardless
âŚ.
Wait a second
What if body armor treats incoming bullet like they gone through extra distance
flat damage reduction would basically exaggerate damage falloff. before falloff kicks in most guns are actually going to perform better. after falloff kicks in guns with weaker falloff or higher damage will start to stand out
Its BS that ranger armor is unlocked at lvl 75
Right, it's closer to flat damage reduction. The problem with regenerating armor is that it would hit ranged combat harder. Say people trading shots across a long distance with anything that doesn't instantly break the armor. With flat DR you're at least chipping away at health, which in turns means you're costing them bandages.
So damage falloff now is super important
actually kind of an out there idea that im now curious about. i cant recal any game ever modeling it like that
Interesting
Then exo makes support get one-shotted by the M200 more easily. đ Agree it's an interesting concept tho.
This would also resurrect dmr as they have next to no damage falloff making them good for mid range
At least against heavier armors
This would make armour useless against snipers and (assuming it isnât to the point of ridiculousness on SMGs) it would make SMGs like 2-3x more prone to armour than ARs
no that checks out. rock paper scissors. support beats medic smg crackheads, sniper beats support, medic smg crackheads beat sniper
Depending on how armor scales
I assumed a universal effective range increase
Flat or mult
Flat
Iâm thinking mult (apparently sr will need some tweaks)
Iâm not good enough at thinking about equations to work out how that would go down in my head
imagine long range bonus got bugged
If itâs flat it will make vector almost obsolete
It can never deal full damage
IMO that's fine. Against snipers you have constructable walls and positioning. The problem is that trying to use the LMG in a reasonable range (50-100m) you're still liable to get sprayed by SMG users.
Support players being able to survive most sniper headshots is one thing they have going for them. I donât think that should be removed
I think if this is perceived as a problem, the best solution is just to make SMG damage dropoff harsher.
Right now the difference is imperceptible below about 75m for most of them
Currently only vector got the special treatment
again you show how shortsighted you are. if it is the one thing they have going for them then that is the problem of them being mostly useless. give them more options elsewhere and losing the "one thing they have going for them" becomes less significant
I believe itâs mostly due to the overall map design having a lot of close quarters while noone really enjoys big open field with little features
Problem is that hits them across the board including in reasonable situations. E.g. a flanker trying to spray a sniper up on some structure. If you nerf the damage, that goes away. But if you make it armor dependent, it can still work against them.
anyways, im already fodder for snipers even with headshot survival. too slow
Itâs not the one thing they have, itâs just one thing. I did not intend to imply that.
mb, i misread. i still dont think "surviving sniper headshots" is a viable niche for support. they still get chewed up with bodyshots because of how slow they are
Everyone wants to be able to compete in all environments because changing your loadouts constantly is a pain
i do it all the time
then if we have preset loadouts we can make then this becomes less of an issue
It isnât a niche, itâs a helpful bonus. The thing is with support, theyâre intended to do well as slow moving heavy fire support. If itâs taken for granted that you wonât be moving a lot, being more sniper resistant is useful.
but they are NOT more sniper resistant dude. that is the point
It would be nice to have a resupply box in capture points. Full stop. In addition, they could allow you to change loadout/class so you're not forced to respawn when situations change.
they are sniper fodder because they dont move much and when they do move they are stupid slow
i brought it up before, yea. if points had spots to repair and rearm vehicles and heal and rearm for infantry they would be something players would actually want to defend
Armour reduces sniper damage
That they move less than other classes can be taken for granted. That is why theyâre supposed to have heavy armour
dude, you need to start considering the impact of multiple things instead of just focusing on damage. it doesnt fucking matter that armor reduces damage when you are so slow that the snipers dont even need to lead
movement speed
That is considered, thatâs the point
want, werent you the same dude who said movement speed survivability was on par with the additional survivability of armor?
Don't think I have yet unlocked the armor that will let me survive someone's full auto clip. Wildly swinging my mouse around until they run out of bullets has worked before tho.
Which obviously only works when you can move fast.
To me it feels rare that people are ever able to dodge bullets without sacrificing their ability to shoot and dying anyway
So I think movement speed penalties arenât as big a loss as most people
I stand by my idea: make it a damage distance multiplier (and doesnât wear out), hitmarker color apply blue when your damage got reduced so bad that its passed min damage distance (and gradually more white when your shots are near full damage)
Even if that happens, you're making someone have to use way more bullets to kill you than would be necessary with armor.
Donât have to survive a whole clip. Have to survive long enough to kill them
Depends if you decide to dump a mag into them or not while theyâre evading
armor is worthless compared to speed. even when it's not used up, it covers very little of your model. unlike the exo helmet, it will hardly ever be useful
and in return, you can't even cross a street without possibly getting killed outright. any other class doesn't die instantly when spotted in the open, even if they're tagged they can run off, lick their wounds, and re-engage. support can't, which encourages a very passive and defensive playstyle, which 1) is boring as fuck and 2) is heavily discouraged by how spawning mechanics work
According to a survey I did, people believe themselves to hit armoured areas with 72.2% of their shots. So it seems like a large area if people can be trusted.
personally, i wouldnt mind a passive and defensive playstyle if it were better. the problem is support just isnt good enough at it and any suggestion to make support better just gets shot down with people saying "i dont want to get hard countered because my opponent wore armor" ignoring the fact that not wearing armor makes you literally able to dodge entire magazines of bullets
Still⌠I have no issue with using support offensively. Having a longer lifespan while in the middle of a gunfight gives you potential to kill more people - if the situation is fast paced enough that you otherwise wouldnât have time to heal.
i have seen people do the jump and spin at max sensitivity dance and dodge entire magazines of bullets for 3-4 seconds, and it isnt like people are wildly missing. the shots are passing right through the point the dude is spinning around but their model is just rotating around a point so fast that most of them miss
you literally CAN NOT do this with armor
Playing support against medic is like playing medic against little bird
Itâs a lot less effective with something like exo armour for sure
I donât think itâs a serious issue to begin with though? When people do the rapid spinny thing it usually doesnât save them, because they canât shoot while doing it. Unless youâre in hip fire range, but in that case personally it seems as though it becomes easier to hit them than it is for them to hit you (their movements must be quite random so they canât really focus on you)
speed means you have a greater power to choose your fights and the ability to fucking dodge bullets when you choose poorly and to cross dangerous sightlines significantly faster than other slower armored individuals.
what most of us seem to be suggesting is implement a change to force speed demons to actually need to make choices on what fights they pick instead of sprinting around randomly at mach 10
Speed is better than armor currently for mitigating damage
There are people with very good movement who arenât just spinning who are much more dangerous to me, so Iâd see that as a more valid point
Itâs just hard to lose when enemy isnât looking at you when you engage and speed provides that
It feels like the hit-reg can get a little janky once players start hitting very high speeds or complex air jumping
Id argue that even if you give exo double the hp smg still comes out on top
Speed allows you to get there to begin with faster, doesnât make a difference to what direction theyâre facing
Will have to hard disagree on that point.
As I've called for previously, it would be nice if armor was implemented properly and mitigated damage based on armor penetration
like dude, im not trying to be rude but if you think speed doesnt save you from more deaths and damage than armor does then you need to play the game more and pay attention when you do.
go play sniper and see who you have an easier time to get kills on
go play support and experience cringing anytime you see a doorway that an enemy is covering that you need to sprint across
go play medic and dodge bullets by just jumping and spinning
everyone else is saying the same thing. armor needs a buff because it is worthless compared to being naked
Speed aside, this is still a problem. You can be contested even at range due to the superior handling of SMGs. Makes it really hard to try and hold some area with your LMG.
(let's not get sidetracked since speed is a separate issue IMO)
seriously, they should do that for a test. make it so support can choose to have no armor. watch as the class actually performs significantly better. im willing to bet it will
I play a decent range of playstyles. I can do similarly well as any class that I play, so I donât think the issue is major to begin with
You can select no armor already can't you?
only exo and heavy i thought
The downside is most of the weapons have a move speed of 0.90 or worse
oh wait, normal too
You can go medium on support
Ah ok, yea I thought you could ditch heavy armor
The LSWs are 0.95, which is the same as some ARs
All support guns have smaller than 1 speed, no?
yea
Oui, but I agree with this on principle that they're big and heavy, so it makes sense
contrast with smgs which have like 1.10 
Also running around with medium armor but an exo helmet looks hilarious and is 100% meta
short mag FAL has 1.15
Yeah. Not sure how big a difference it is though, canât remember who got the numbers on it
bruh what the fuck 
hold up, im going to try that
It's quite the difference, one of the reasons medics are currently ninjas
And streamer-shitter bait
In practise it is how youâd imagine 1.11 to be.
From how the speed calculations work
Actually no, 1.03 I think
As a side note, you can pull out your pistol and be fast as support
how does it work?
Itâs janky
The differences that weapon attachments add to your actual movement speed is 20% of what is stated
Iâm not sure how much the guns themselves are worth though
I want to be fastest boi in town 
Armor is the bigger contributing factor
Play PDW medic then and naruto-run
I'd love to see support become the natural enemy of smg medics, if smg medic never gets removed.
Looking at a 70% damage reduction from pistol caliber weapons if you're wearing Exo (as long as you get hit in armor, that is)
Maybe 50% for something like a P90 because meme calibre
will say the LSWs are not outright worse
but that reload time on the L86 is a something else moment
(thinks of a suggestion I had where you could construct various rearm/repair/healing stations ONLY on capture points and they could refill your entire kit)
YES
things discussed in the #1120273018543951912 that relates
- Slow but game incentives speed/aggression in taking points
- Legs & arms do not get any protection from armor
- Exo is just bad (Hidden debuffs on top of the large displayed debuffs)
- Trophy system is competing with the ammo boxes
- Bipod is a headshot me sign
- Trophy system destroies both friendly & enemy grenades, grenades' damage apperently go through wall
- Durability advantage lasts for 1-2 fights at most before being gone permantly for that life while still debuffing you
- suppression requires roughly 30 seconds of fire to effect by sounds
30 fucking seconds? Jesus christ
it needs to take effect in under 3 seconds
hidden debuffs?
what are those
said afew before in suppressions but control & bandage speed are two that I know
off hand
and even when suppression kicks in, it's a fucking joke "vignette tunnels your vision"-my ass, it is such a badly implemented feature rn, gib squad-esque deppression
It's implemented right now?
Oh so itâs not my imagination wearing hvy outperform exo
I don't see any kind of surpression mechanism

o wrong thread
Yeah movement translates to action speed I believe
That includes mantling and more
Lovable
I don't think bandage is true though
Suppose a easy way to check
give me a second or two
going to be inflicting fall damage on myself
If you can prove the diff between normal and exo in bandaging and anything else I can bring it up with oki
ye, you move slower on a percentage base so the class that should excel with suppressing and withstanding it gets fucked more than everyone else, it also gives you a stronger vignette 
No I mean the vinigete around your screen when rounds zip by
Pretty sure that's not in yet
it is
It is
It's very rare to see
Then it's functionally not implemented
also correct
ass-ault shield gameplay can prove, aswell as being in cover and getting shot at or running to your next coverpoint as a support and getting handicapped the most out of every class 
You see it like every game wdym
You see a slight, barely noticeable effect that does not have any impact on gameplay or behavior
it does effectivly nothing unless you are a support and some random starts spraying at you, in that case you go even slower, effectivly light armor walk speed, did i forget to mention movement is to op rn?
Play with assault shield and you will see the suppress effect when pushing 1 way choke point
had heavy with exo helmet on first test
Sometime it make the screen near black but it rarely happen
2.5% jump is kinda small
It just take too long to reach that point
You should see the biggest one between normal and exo
weapon handling is already so bad why stack debuffs on top of that in the form of imo the only armor that makes this class itself, for everything else you could just use assault
class balance is not very based rn đĽ˛
decided to do a normal normal
did make a good difference compared to full exo by looks
only changes between the tests was armor
Use a timer and post em?
Just like
Be sure
Bc looks could be just in your head, no offence
To this day the only non-mil-sim title that seems to do classes right is BF2.
Fix bipod
THIRTY SECONDS????
Can the lmgs in this game even breach 15
to my knowledge the ultri is 10 seconds of sustained fire
(slowest RoF at best magazine size)
Support gadgets are very clunky.
If you wanna defend a sight to your maximum potential use 4 claymores, 4 trophies, respawn and 4 mines.
Claymore and mine share the same cap so that doesnât work at all
some unique cover options for prone LMG would be nice with the bipod
so like a sandbag with 1-3 bags missing near the center to allow a good LOS for the MG?
yeah something along those lines would be nice
I would love to see more buildables for support for sure.
you can experience the suppress by using shield assault on 1 way choke point of namak or metro
that is if you last thirty seconds 
No they don't. They each let you use 4
Ok, but can we agree that 4 is silly low nonetheless?
Specially when the alternative is C4.
I donât know why you should ever need more than ~4
Unless your whole playstyle was just spamming them (and I heavily disagree with the game allowing a playstyle like that)
Pretty sure most buildings have more than 4 ways to get inside them.
Allowing people to set down an unlimited amount that persist through respawns is silly, but 4 is close to useless.
You might get one or two people coming up the stairs and next thing you know, C4 and rockets start raining on you and tearing down the whole place.
I donât think the point of claymores is just to lock down a location, they kinda just slow people down
Basically any rooms are going to have less than 4 entrances
Yes, which only works if they know they can expect to find more mines. With 4, you either cover some entrances for the building you're in, only one of which will catch someone, or you have to hold on to them and replace them as people trigger them.
Either way, once someone sees/triggers a mine, they can be sure there is either someone standing on the other side or there will be some clear path towards that person.
Couple that with the widespread availability of C4, and people can just straight up open new ways and simultaneously clear out anything caught in the explosion.
being limited to 4 claymores/mines at any given time makes you more mindful about where you place them. you can't just spam them everywhere, you have to prioritize locations the enemies are most likely to go through, and punishes you for placing them in bad spots
it was a great solution to the claymore spam that also made placing them more engaging since you actually have to think about where to place them instead of just putting them down everywhere without a second thought
wait, was it not already limited to 4 at a time?
No, it doesn't punish you. It just does nothing. Which would be the same if you had more and put them in stupid places where people just destroy them anyway.
it kinda does
say you have a mine in a good spot, a bad spot, a good spot, and another good spot
if you try to place a new one, it'll destroy the oldest mine which was in a good spot, rather than the mine that was useless
you get punished by having badly placed mines in your rotation, and have to clear them out eventually if you want to make the most of your mines
Im just going to say it.
there is a reason militaries use minefields. The whole point is area denial and delay. Singular claymores dont do this. Where claymore spam used to force playes to slow down and move cautiously through an area the current limit means you can just casually sprint through and avoid or jump over every mine.
people dont use claymores or mines anymore. It is all c4 now because mines and claymores cant actually perform the job of area denial
A single mine in a bush doesnt fucking do anything useful. Sure, i may get a kill every now and then but it cant actually slow enemies down meaningfully brcause everyone knows there will only be like 5 mines spread out across an area. Either they are places pathetically thinly and your chances of hitting one are low or they are placed densly at which point you can just casually walk 10m to the left or right and go around them
Because 4 doesn't do anything
Support could and arguably should be about area denial.
Set up a personal mine field and cover it with machine gun fire.
that doesn't really make sense as a concept with the player density and shifting front lines of this game
Dude, you regularly get consequences and causes backwards.
frontlines shift so much because there is no area denial. Frontlines were a lot more stable and long lasting back when claymore spam was a thing
My experience disagrees with that.
claymores were pretty much everywhere, frontlines shifted too quickly for them to form any kind of divide
you'd spend most of the time in claymore infested areas regardless, they weren't really something you had to keep your distance from
what they did do was making navigating around lonovo train tracks a pain.
I have never thought that their previous abundance made the game more enjoyable in any way
Oh no people donât stop at all anymore, especially party when they can just res with medic in 3 seconds occasionally itâs no longer a relevant impeding factor
Ngl it can go either way and Iâm more afraid devs got drawn into survivorship bias (or ranter get what they want bias) where they listened to a smaller subset while ignoring the larger population that were satisfied
My issue with the previous abundance was it was too easy with no investment. Just place 20 claymores, respawn, then place another 20.
it actually was fun when it was something like your squad calling down a resuply and setting up a minefield real fast. That cost squad points and required some coordination
I worked with a squad once to cover an entire point in over 100 claymores. That was fun and effective. That took time and coordination and reliably deterred attackers and stalled zergs long enough that our team could respond.
The real issue imo just comes back to how cheap lives are in battlebit. Even with tickets its often better to jusr give up and respawn with a full kit
Imagine, hypothetically, that nobody spawned with mines and we can only get them from a supply drop or the resuply crate at base but we could place as many as we want. Making a minefield would take effort and coordination but could seriously change the shape of the battlefield
but they wouldn't be fun
RNG-based weapons like that never are
I would say claymores and even grenades grenades should be removed from the game altogether if it wasn't neccesary to stop camping being meta
a claymore kill is an enemy skill issue rather than a personal skill
where's camping meta? 
nonexistant because we have grenades
that's the point, if you read it
maybe meta is the wrong word
but it would be viable for KD
but where are nades required for that to not work?
or even claymores? they wouldn't effect your "camping-is-viable-meta"
It feels more like, people bring c4 for their own convenience over bringing any mine-ish gadget to help with area denial since it has no guarantee to yield results
Game design wise, current claymores are fine
Any form of death that you do not have a player directly interacting is going to feel bad
Getting blown up by a mine doesnât feel too different from getting sniped from 1km away ngl
Hey uh I just suddenly died
Except mines are tangible and can be cleared
Yeah, but the sniper at least has scope glint you can hid from
Now thy can be
Before when you could place 100 this wasn't true
Bruh how the fuck are claymores and mines rng you goober. You seriously call everything you dont like rng
ACOG can be good up to 800m and doesnât glint 
You can see them if you stop sprinting through dense bushes at 100mph
That's a whole other issue that's being looked into
no sniper uses a "long range" scope, you can still fuck people up with a 4x up to 1400m pretty reliably
Again, it's being addressed
As a long range scope user... they are memes. I mostly use it for cheeky shots on the slivers of someone's fingers i see
Anyways
I believe allowed simultaneous gadget needs to be adjusted based on map size (player count and mode)
Aside from snipers, the idea is every kill you can feel like you've been outplayed
Mines don't do thst
It's just oh one of thirty I already cleared happened to be in hallway number 20
claymore I can get around cuz they have a stupid obvious tripwire
Ap mine in a bush
How am I supposed to see that
claymore tripwire: đż
Yeah a minefield is fun because it's free kills
I recently got a triple kill ap mine in tensa cuz I half buried it in wall
But it's not really fair
Id go as far as saying ap mines are unfair but claymores due to the exposure of tripwire is fair game
The reason people dont like mines is because the only reasons you die to them is you play yourself.
you didnt get outplayed, you got unplayed because you were rushing so much and so inattentive that you literally walked right into it
that is smth that annoys me tbh, ap mines just clipping 90% into the floor, stairs and god knows what else
Then you played yourself by exposing your head to a sniper
Oh and for some reason claymore tripwire will activate on friendly vehicles
yes
tldr: we need milsim mode
Like seriously wtf
Both are annoying and don't fit a shooter
I once killed myself planting claymore cuz a friendly quad drove by me
I got literally driven by
bruh xd
They're legit fine as is rn
I still remember the old days playing cod 6 using OMA to refresh my claymore and c4 and plant them from a tree, claymores get teleported downwards
i once died to some random enemy quad that just had to drive through my little swamp bush on river, that was near the b point and i was attacking with teammates to then hide in the bushes while my mates died
had enemys walk by me for like 5min, idk where i'm going with this support speed and positioning is just a bit goofy
the worst part? You donât want to talk and ask your teammates to spawn on you cuz god knows if enemy is listening
I still think it's a cope. Claymores were the only counter to speed medics. Pay attention
people outside your squad can't hear you in squadvoip, but i was in combat the entire time ig, no one spawned on me and i had multiple enemys walking like 1m past me so uhm yeah if that quad didn't turn me into a pancake i'd have lived 
Iâm 90% sure they do cuz enemy found me in the bushes when I was calling out squad mates to spawn on me in squad chat and enemy said to me âyeah thatâs your plan?â
that's weird 
Because nades clear rooms. Staying still isnât viable because people will find out where you are and not make the same mistakes the next time
As far as I can tell thatâs the main reason for having them
Because they entirely depend on the enemy running into them
But yeah I donât like them
I am biased against the existence of explosives in general.
c4 is probaly used more often for room clearing in comparision to the magic anti-camp-meta-explosive(s)
that doesn't mean they're rng, they are awarness dependent if that makes sense and somewhat skill dependant, on both parts mind you, they would be rng if you were to step on one and it might or might not explode
Less range and radius, they have partially separate use cases
C4 is mainly different in that it can destroy things, which I guess is a core part of the game
The other personâs awareness and concentration are RNG because the people avoiding (or not avoiding) your traps will be random people.
RNG from the point of view of the user
Though grenades in particular are often RNG from both points of view
The amount of kills Iâve gotten from random grenade throws in the general direction of the enemy is ridiculous
If theyâre thrown at a high angle (and as such have less fuse time upon landing) it often simply isnât possible to avoid them
What you call RNG would be rather easily solved with clearer sound cues. Steps to differentiate armor levels of players moving around, sounds of grenade pins being pulled.
Thatâd help
Not quite a solution though
That works in CQC - which is common for gunfights but what weâre discussing is not what happens in the gunfight. You can easily toss a grenade 50 meters, nobody would be able to hear you pull the pin or have any feedback that the grenade existed until it landed by their feet
Explosives do have a bit too much throw distance imo
Serious question. Do you think fog of war adds rng to strategy games?
Fundamentally, you see to have an issue with not being able to know everything on the battlefield rather than any mechanic truley being random
Hmm. Good question
I guess so?
However in strategy games that has never bothered me. Not that I play many of them.
My aversion to this sort of thing in a game like battlebit does not carry over. To me these are not comparable.
To be fair you can in fact model epistemological uncertainty using probability
That said, you can average over that uncertainty to take the optimal decision based on the limited information you have available
Throwing grenades in a general direction of an enemy and getting kills isnt rng. It would be like if i saw an enemy run into fog of war in a strategy game and then used some sort of aoe attack to target the area i expect him to be in.
i have imperfect knowledge, but i have enough that i can make a reasonable use of an area of effect weapon
Not knowing everything is fine, itâs when someone gets a kill with no actual effort or risk on their part that I donât like. Like how I can grenade spam as support on wakistan bridge. Iâll do it because it works but I am morally opposed to the whole idea, as I think it makes it less fun for all involved.
I think the difference here would be the pacing. I view every life in battlebit as a scenario, for a strategy game it would be the whole game. Such an action in a strategy game would likely be a very small part of the overall story, in this game itâs⌠largely binary
Sure, probability is important to consider... but i dont think me losing a fight to a person with heavy armor is an rng issue. Its an information issue. In a strategy game it would be akin to me not scouting and then being attacked by a unit that i didnt counter
In that kind of situation you don't usually kill the person outright unless they were low HP from a previous engagement, in which case they should be ready to dodge if they know the skills you have available
I have no real counterargument to this. An interesting point
did you know: it often take me multiple tries to even be able to set up a god damn claymore that doesnât have its stupid tripwire poking up high in the air
Yeah, I completely agree with you on that point. Also because under the proposed flat dmg armor rework, SMGs which are weaker against it still provide a speed advantage and so the user can disengage if unfavorable conditions are found.
I have some sort of aversion to any kill where you are not on equal footing with the victim. Iâm mainly a TABG player and I think that environment is where it comes from, you do not want to be known as a grenade spammer or something there
I don't get why claymores have those silly wires tbh, they're already much taller and noticeable than AP mines
Itâs also not intuitive
You need to angle your bearing just right
It doesnât have a hologram letting you know where itll look like once placed
Oh that would be a nice QoL improvement
CoD6 already did it, 11 yrs ago
You know where the danger area is and the safe area, roughly, in this game. You throw a grenade into danger area. If you havenât actually scouted it out (you usually wouldnât) itâs pure luck whether each grenade kills. And you in turn could be killed by no fault of your own because of this.
Like, in strategy games you can make reasonable assumptions about enemy unit compositions based on previous fights, terrain, and the length of the game.
"Hey, my enemy is slow. Normally you would expect a scout at 1 minute but he hasnt sent one yet so either he messed his build or he is doing a rush strat. I can expect the rush units to be these ones so i will build counters to them"
or in battlebit... "hey, the terrain is flat and open with little cover. I can expect snipers to be watching this area and for assault rifles to be the dominant weapon at these longer ranges"
Battlebit doesnât really have terrain with little cover, aside from maybe one part of wakistan (not bridge)
Suddenly a quad blitz through you and spawned 8 people off before you turned around
^off topic
Missing the point dude
I currently believe there is no large scale strategy in this game other than backcapping
So that kind of strategic decision making, I donât think it exists. Especially as people donât care about this, they pick their loadouts and run with them
so uh, should we assume enemy held points are already littered with mines?
Mines are based and I love them, even if I put them out in the open someone's bound to walk over them, there's very much an art to placement and they do a great job of slowing down certain parts of the game
Itâs definitely not the case in current conq 127, people go in n out
Yes, this is a big point which makes me strongly support a spawn system rework.
"You can expect certain weapons and strategies to be more prevelant based on terrain"
"But battlebit doesnt have that sort of terrain"
this is seriously a trend from you dude, this is flimflam and distracts from the points being made and conclusions reached by trying to dismiss other points that dont directly disprove the conclusion
Backcapping becomes such staple people start complaining about vehicles camping in spawn killing backcappers
I spent an entire match once clearing out backcappers on valley in a btr. It was always dozens and dozens of enemies popping out of the forest and random bushes and buildings and helis dropping them off
Criticism noted
I just have no idea what to do about that :|
This is the support thread just fyi
if you're putting them in a bush then obviously they're going to do jackshit. you have to be smart with their placement; put them around corners in tight hallways and on stairs. they're almost always a free kill
I just tend to dismiss things that I donât think apply to reality
I have died like only 2 or 3 times to mines and claymores since the rework. That doesnt work dude, not against players who take their time
It also happens constantly in frugis⌠actually pretty much any map conq 127 end up like that in my experience
it very much does work, ive racked up well over a thousand mine kills since the rework
people aren't going to be checking every single corner
Does it matter who it works against if it still works?
(This is not intended to be a rhetorical question and for all I know it doesnât work because I donât use claymores)
I snatch a tank or apc and sit tight in spawn harvesting kills
Well, then maybe there are far more medic speed demons than i thought 
Average player skill will get better over time and not dying to the great majority of traps isnât a very high threshold. Which I suppose works as a counterargument to me not wanting it to be possible to place a lot of them.
But I donât think it changes the⌠ethics⌠of the whole thing.
But the only time i died to claymores in buildings was allies setting them off before i could react, me fucking up and accidentally vaulting into one when i meant to jump, and like one time i turned a corner a little to quickly
People having AP mines directly underneath them has killed me as their bodies obscure them. Often have vaulted onto someone to kill them only to die as I land on them
you donât see bushes big enough to hide the entire claymore all the time and when you do you⌠you donât walk into it
I did that đ
Putting claymores, c4, and mines onto people's bodies is incredibly funny and effective
Tensa is like the perfect example why ap mine is superior
Small patches of grass everywhere
Sounds a bit warcrimy tbh :D
Needless to say I donât find it exactly thrilling gameplay
Nah just standard protocol
It is thrilling. Im playing chess while everyone else is playing checkers
I once got like 6+ kills in a row because nobody warned their teammates that they had c4 planted underneath then
Hey ya know theyâre role playing perfectly
Medic shows up, boom, new medic shows up, boom, two more medics show up, boom, etc
Dead people donât talk
Im still disapointed in the medics for not scratching their head at the pile of 6 bodies
I know I donât
My brain is too smooth
If I die to someone I like to be able to think they âdeservedâ to kill me. Conversely I kinda feel bad for people who deserved to kill me but didnât on luck, but Iâm not as empathetic as I am selfish.
Itâs kind of that mentality I have where I judge kills as deserved or not deserved and get annoyed when reality fails to meet those expectations.
(This is my best attempt to explain my logic for this whole debate⌠not rational but itâs how the game feels to play and thatâs important to me.)
Ngl 6 bodies may be due to nade spam something
Not common to have someone doing boobytraps
At a random corner that isnt visable to any enemies and nobody has any reason to stack up on?
Like, 6 bodies near a major fight? Totally reasonable. 6 bodies in a stairwell of a random building further back from the action?
Most people have smooth brains
Speaking of stacks, if they added collision, it would be hilarious watching the bodies literally stack. Could use your dead buddies as impromptu cover.
Make bodies never despawn 
You have to either flatten them with a tank or mist them with explosives
Damn imagine what the waki river would look like by the end of game, just a sea of dead bodies floating about
Wakistan would be cooler if you had to climb over a mountain of dead bodies to reach the other side. But there would be performance concerns
Can't have grenade spam if the pile of bodies is too high to throw grenades over đ§
Oh and speaking of cover what do people think about giving the shield to support as well? Of course it's not super useful right now and could use some buffs, but overall it feels like something that goes along with the class theme of tankiness/defense.
I would love it if it was made deployable, so support can quickly drop some cover during intense firefights where fiddling around with the construction menu is less than ideal.
Hmm⌠what with weapon switching speeds being the way they are, Iâm dubious that itâd be quicker
cod 4 actually
it'd be useful but i can't help laughing at the idea someone's just gonna bring it up every time they need to swap firing positions
Idk if youâve experienced this too but allies setting off claymore/ap mine chains either on purpose or by accident is more common these days
Feel like i see nonstop âone room packed full of mines and the rest of the obj is god damn emptyâ
I have destroyed a few friendly claymores myself. It can be hard to tell at times, particularly at distance. I havent experienced anything i would say is purposeful though, however i cant say i even experience mines and claymores much to even have that chance
Everything is c4 now
Oh purpose as in they see it, they shoot it without knowing, whole chain goes up
Whenever thereâs mines theyâre always either scattered at the edges of stairs or in completely random places, obviously placed as a joke
Fix Bipod
ultimax is bad
I'm about to put this game on the backburner
where hear this?
apparently oki has been grappling with support for 3 years now
lol
well I think if they made grenade explosions not go through walls, fortniting might be more effective
All he has to do is implement our very good suggestions. Dev skill issue
whoa whoa chill dude
Meh, it's marginal with the correct attachments. I vaguely remember the struggle for the first 150ish kills
The ultimax is actually fairly accurate at range, though you're limited by optics. Red dot is ok to 150ish meters, 4x is just basically trolling yourself past 50 since the recoil is perceived as high. Slip is almost usable (if bipod was actually a good attachment at reducing horizontal and vertical recoil), but still suffers from the perceived increased recoil like the 4x.
I feel like the hitboxes of exo helmets need changing.
I swear theyre actually accurate, so using anything with eyeholes or open mouth is just a downgrade for no reason
Some exo helmets cover the whole face, like one that you can get from the supporter packs.
yup
Exactly
That's why it's king
almost misread that as 2042 and was about to shit on you 
2142 was a gem, it was a bit buggy on release with the new game modes but the attack the mothership map type was awesome
I think its worth trying out that lmgs have worse stats, but then the grouping and recoil tightens way up as the burst becomes longer or as the gun "heats up" or whatever
like the negev from csgo?
I dont play csgo, but the inspiration on my end was the ganz from 2142
spread started out real wide then it tightened up as you shot more
in our case it would probably make more sense to just keep track of "heat" and base it on that so that people can burst fire and not screw themselves, at least until more lmgs are in play because you can't just lay on the trigger on the 249 like you can with the ultimax, people not experiencing the mechanic until level 100 would be stupid
Holy balls you have no idea how much I would enjoy a BBR Titan Mode
It wouldnt be a lot of work to code but you'd need a lot of helicopters which would probably be a cancer
Idk, something like two aircraft carriers
You'd need mounted weapons which the game currently doesn't have
tbh I haven't played a lot of BBR lately, as the community contracted it became a lot less fun and BG3 came out, ive mostly been playing that and coding my own stuff
And mesh an entire aircraft carrier with enough internal space to make it interesting
Would play that a hell of a lot though
they already have the busted boat meshed, just make it less busted and you're half way there
the automated air defenses firing at the titans would be the only thing I can think of that isn't in the existing scope of the game
need the russian titan to be spewing coal clouds so its like constantly shrouded lol
Just make them SCUD launch sites, proper stuff
Making an animating a missile to hit the carrier would be harder
Fix bipod
fix bipod
Fix Bipod.
maybe the bipod should be the thing that sets the lmg so that it pulls in tighter as you shoot more, current lmg stands unchanged, bipod lmg gets a suppressive-fire ish buff
Deploying bipod means youâre a sitting duck in snipersâ scope
Besides, leaning from corners already put the side in defensive in severe disadvantage (forgot which video that talked about ârealâ reaction time and passive aim), bipod means enemy gets perfect passive aim against you
so dont use one after the change, you aren't going to make supports face tanky enough to eat that many shots
Yep. Thatâs part of using a bipod. Part of the risk you assume when using one.
and youâre getting next to 0 return taking such risk
I'm confident i'll be fine
so dont use one, you'll be fine
Idk what you want, a fucking force field as a reward for using a bipod? lol
Idk what YOU want, it used to reduce recoil significantly but got nerfed for no good reason
Not sure how you can suddenly become Jedi
đ
ngl i saw the vid pre nerf and it was ASVAL lvls of nutty
Exo armor was added bc people did indeed want a forcefield while using bipod
exo armor imo its alright if the bipod worked like intended
kinda wish that it wasnt the default armor
I use the lightest armour I can while playing support, unless I'm in a squad that is actually being led... anywhere useful
I've been trying to make the MG work... but I'm probably going back to the M249
Mg36 is kinda just worse groza
Yep, a lot of our weapons make me sad in the pants...
Try using light everything with exo helmet, gives a nice boost to your durability as people try always to go on headshot
MG36 is honestly better without the drum mag but why do I have to sacrifice ammo to just use the gun. When the m249 is better. The drum on the MG should be 100
You know what... I never thought of that.
MG36 needs something... probably ammo, but definitely some actual fucking accuracy.
If you use heavy you still get the befits of two shots ext ra to the body and plus you get extra mags. So I run heavy with exo with maps with a lot of cover and little cover I use normal body armor.
Late to the party but why in a game primarily about speed is the support a fat paraplegic?
It works awesome, you trade a lil bit of speed but in exchange you have like a 40% probability to stop a 4 shot headshot
Because Squad play sucks
After playing support with the lightest armor/backpack/helmet options available to the class, I can say that with that equipment the class feels perfectly fine.
It really seems to be as you increase the armor and get slower the class just feels worse and more out of place for this type of game. You give up way too much run speed, and aim speed, for that extra armor that isn't worth it.
Yes - key point, tradeoff is not balanced. I would be happy play a chonky dude if the protection I get was commensurate to the speed lost.
Then let's fully lean into it and make Exo helmet work like this
Deployable bulletproof neck gills for full body cover while prone
you already have that between shoulderpads and helmet
except then there's your arms
oh your arms are pretty big and chunky, thats true
One more thing on that point: if sidearms get a balance pass together with the proposed armor rework, there is even less of an argument for calling any encounter random. An SMG user can choose to carry something like the DEagle if they come across a heavily armored enemy and DMR users can take the Glock if they need to deal with a fast unarmored enemy. Or they can lean fully into countering one specific loadout, but then this becomes a matter of planning and reacting to the situations at hand.
Exo should be practically exo: the armor coverage should include all limbs
imo first pass should be just turning exo into a hp boost or damage reduction, keeping it the same strength and not letting the helmet get blown off, and see how much better support gets when their armor isn't immediately removed by fire forever. if the numbers dont jive up, then consider updating it.
the only other thing is maaaybe the super long self bandage is a bit excessive in the current gamestate
Smg's should be nerfed to the ground in mid-long distance idk why people think its ok to have a groza or a vector lazer you dead at 150mts
vector no longer does that and even if overtuned, the groza is not very effective on 150m, especially because after 50m it loses it's 3 shot kill
Having low velocity makes shooting at a distance quite a bit worse anyway
I wonder how many of those people claim gun op at 150m or 200m actually shot at that range
They should try moving targets that are available at shooting range and see
Kentucky balistics did a vid recently of various guns fired at a pretty chuncky ballistic shield.
imo, exo should somewhat match that (of course weaker considering it still needs to be something you can wear and move in). Great protection against weaker and slower projectiles and even decent against slow and fat projectiles (but probably broken bones could be expected) but once you get faster bullets the armor starts to falter
So... pretty much the point of why battle rifles and dmrs exist
Like, it is pretty self evident if you know a bit about armor. Generally, speed is what defeats armor. Imo, it makes no sense that armor just acts as an extra health pool
Videogames exist to be fun, not to be a simulator, if you have to ask yourself why something isnt implemented in some way in a videogame, most of the time the awnser is "its not fun"
I do thing that your idea its kinda good tho and could be fun :)
damage is usually about energy transfer and armor penetration is more a question of velocity.
modeling armor as an extra health pool just means there is no difference in performance for weapons vs armor. Just use the best dps weapon that you can effectively control.
If gun performance vs armored individuals instead correlates with velocity then we can eek out a niche for dmrs, nerf smgs and other close range weapons, and buff support all at the same time
So, its closer to a simulator but it also gives an additional lever to use to control balance
Yeah, i get where u are going and i like the idea, really think it would help with balance and in this particular game where TTK is so high, armor being a health pool that cant be recharged really doesnt work that much
Kinda think we are asking the devs to remake the armor system almost from scratch and dont think they would like to do that lol xD

I kinda believe the game somehow framed penetration as l vehicle damage for whatever reason
Yea, the more i think about it your idea seems really interesting
I saw a vid of a relatively new caliber slicing right through 3-4 meters of ballistic gel while subsonic
spin rate of bullets can actually do some funky stuff with penetration
Yea, the thing sliced through 3 seperate blocks and then they conpared it with the awp that stopped after only a single block
9 seconds ¡ Clipped by PeanutGalaxy ¡ Original video "The Quietest and Most Satisfying Round We Have Ever Shot" by Garand Thumb
it feels like 150m but battlebits measurement to distance is weird, the men are not 2m tall, so when you think its 150m away its probably like 50-75, well within smg death range
Exactly. With markedly different levels of armor effectiveness, you can have e.g. three "best DPS" weapons for unarmored, intermediate and heavily armored targets.
fix bipod
Some people find fun in various ways, simulators is one such way
Remember, when someone makes the realism vs fun distinction remind then that arcades and arcade games were designed to steal your quarters đ
Jokes aside, the distinctions between simulator and arcade is rather arbitrary. Hiw many simulator-esque mechanics does it take to turn an arcade game into a simulator? Doesnt matter imo. What matters is the following questions:
"was is the gameplay loop?"
"Is the gameplay loop fun?"
"Would x mechanic help improve the gameplay"
I think, for battlebit, there is definitely an element of "im picking the right tool for the right job" to the game. It often feels good to switch loadouts based on a changing situation. Better modeled armor could help expand on this by allowing different guns to specialize against it and allowing you to soecialize against different guns
I shall state this
there is a reason most of human kind uses scales for these
AKA like how you have introvert > Ambi > Extrovert (And omnivert)
But to sum up I believe a simulator is a mix of tone & such
About the loadout, it really needs to be something like in the new battlefields where you can save 4 loadouts per class
It would be a life changing QoL
and even than that could be argued against (look at a certain Arma dlc involving aliens if I recall right)
AGREED!
support has the best drip fr
I really dont like some of these new skins
they're they same if you're on one team or the other so you can't use camo to determine who to shoot at =/
Yeah Iâm finding camo can confuse people - very often
Iâve seen enemy walk right past me when I was reloading my fat m249 I was like, fr?
support should get more exo armor skins
The devs really need to play planetside.
seriously, its giraffe camo all over again
Pink camo is the new one.
When did that come out? Last i played was around when contructing bases was first added
4 or 5 years ago I think?
I wasnt around at that time then
Give support the DMR's PLEASEEEE
Support should not be able to take any damage from smg medics!!!!
Its just unfair that these sweaty players zoom around at the speed of light, i work 9 jobs and have 17 children and 3 wives. Im a dad and i just dont have the time anymore.
Support should be able to tank at least one full mag of any weapon before the armor breaks!! Support is just super underpowered otherwise, how can i be expected to ADS and shoot at someone that wasnt already directly in my crosshairs? Its just fucking bullshit
Nerf medic and nerf smgs!
That already sounds like a different game
Hey im fr with this
Assault already kinda works like that and feels perfect, why not give it to support too and expand their gun choises for free?
Snipers are going to get free ammo anyways with supply drops like they already do
Using DMR's for support goes with the actual role of the class, being behind and engaging mid range
And it's not like a Support w/ DMR is going to magically survive from someone shooting at them anyway.
guys, i have come to inform you that the m249 is actually an smg. this discovery was made by my friend playing the game Combat Arms for nostalgia 
Support will never prosper until Oki makes defensive play/playing the objective matter. It's so slow that it will never win in a firefight where they're on equal grounds because ADS is SO fucking slow and they run like a snail.
Suppressive effect is a neccessary evil because the nature of support is to be hunkered down in one spot. In addition to that Support needs to be able to build pre-made fortifications instead of just walls and boxes
imagine smaller versions of those bunkers you see in Wakistan and a wall that's pre-built to be anti-nade
Might be overreacting a tad bit there, i feel pretty comfy with 20 bandages, headshot protection (except against m200 that's a different issue), sandbag w/hole still does the job nicely even more so with the anti grenade trophy in the game
I just want bipod to work properly so I can mow enemies down while posted up on a sandbag wall until I inevitably get sniped
Agreed, a posted support should be actually scary to peek
In the mean time i'm looking forward to beaming enemies at midrange with the ultimax that's gonna be fun
what fucking sucks is the recoil from a gun can shift the gun enough that it undeployes because the lefts slip off the sandbag in front of you
Also please make the ammo box work like in BF2
and give support DMR's , we need them badly
What if our suppresive effect took place after 0.5 seconds and our shots gained aimpunch and created small smoke clouds that made visibility worse? Something like that, anything that isn't just removing the ability to see outright, or just do anything.
Please no rewards for missing đ
Make the weapons more accurate and controllable instead of making them inaccurate so they need suppression
Suppressing is cool and all but works best if the target is already in a defilade. That allows your squad to flank or use grenades to kill. In an open field with no cover, your gunner should be having a grand old time giving them 5-7 round bursts
Agreed on that front, if we have to be innacurate, give us suppression, otherwise I don't want to use a fucking "Light Support Gun" as a fucking SMG
how about we just fix the bipod and go from there
Biggest issue with the bipod is the game attaches the bipod to far back. Irl bipods are often affixed very close to the end of the barrel instead of all the way back where a grip would be (because it is not a goddamn grip)
@celest kraken has earned the Tier III Member role!
Hahahaha
It being attached so close to the player means you need to fucking hump a wall for it to depoly and sometimes even then it wont deploy reliably
Seriously, look at where the bipod is actually supposed to be
If you put it further forwards you will have much greater angles where you can deploy it
Hell, you know what? Maybe the bipod should be its own unique attachement with you still able to put a grip on
Thatâs way too arcade-like; this game might be a more casual shooter but the mil-sim elements will hit some classes and weapons harder than others, SMGâs need an accuracy nerf across the board.
Huh? SMGs shouldnât be inherently more inaccurate than other weapons. How about we nerf the range?
Because of the caliber-usage and barrel length, SMG's have wider dispersion and higher muzzle rise than Assualt Rifles; that isn't the case in this game.
In fact SMG's have higher minimum and maximum dispersion compared to Assault Rifles -- and their minimum dispersion is generally slightly lower but actually have higher maximum dispersion in addition to higher muzzle climb than LMG's depending on the model.
I'm not sure why games have adopted this trend of SMG's being laser-beams generally posessing the lowest dispersion out of the weapon categories, but that's completely backwards.
Muzzle rise is more dependent on the individual gun rather than the entire class. An MP5 has nearly no recoil in comparison to something like the scorpion in real life. Roller delay moment.
Also projectile design plays a significant role for projectile stabilization. A spitzer design found on most intermediate and rifle rounds is much easier to stabilize and push out to further distances.
That is true, hence why I used the word "generally" as there are exceptions, though it's important to note that specifically if we were to compare the MP5 with say, the M249- the MP5 actually would have higher minimum and maximum dispersion than the M249; this is once again due to Caliber/Ammunition, where rifle calibres typically offers better ballistics than pistol calibres, as well as the increased barrel length, the weight of the unit, and the stability these combined factors offer.
If we were to compare the two in most games however, the end result generally doesn't align here; the M249 would have higher min/max dispersion as well as dispersion increase per-shot.
Once again I'm not sure why this is the case, as these weapon statistics ultimately wouldn't negatively impact SMG's/PDW's at closer ranges -- I keep stating this but I believe games need to start balancing through dispersion, velocity, muzzle climb/drift, calibre ballistics, and how these effect range, penetration, and suppression rather than random combined DPS/BTK/TTK values.
Ultimately this would actually result in better balance because it would better segregate each weapon within their respective categories and use cases.
The MG36 for example having such high muzzle climb which makes very little sense, and call me nickpicky, but I don't believe there was ever a model that fired at 600 RPM, only 750-850 RPM, nor do I recall the 60-round Beta C-Mag ever being offered with the MG36 -- pointless nerfs for no reason.
Because most game devs have never shot a gun and 90% of trends in shooters and even other games are based in traditions of the genre... started by other devs who have never shot a gunđ
Not nerfs for no reason, just devs from countries without access to guns
So everything is based on wikipedia and gun balance in other games
Making the machine guns accurate is too arcade-like? The M249s max effective range for a point target is 800m. Battlebit has compressed that down to maybe 100.
What wikipedia doesnt tell you is that heavier guns generally have less recoil than lighter guns for the same caliber.
seriously, m249 is a goddamn 18lb monster compared to the 8lbs of the m4. You wouldnt be swinging the thing around easy like an smg but the recoil wouldnt be there either
My bad, I thought you were referring to general accuracy of all weapons, but in regards to LMG's I definitely agree.
Nearly every game fucks lmgs up by making them just assault rifles with more ammo
when the g3 is getting added 
This.
On top of that have you noticed game weapon reviewers tend to rank how good/bad LMG's are based on how well they perform like Assualt Rifles?
The weight is a downside for moving and snapping to targets (imagine trying to clear a building with a 20lb gun. It will take forever to swing that shit onto a target) but is an upside when it comes to recoil
I feel like these bigger devs have no excuse, because I swear EA/DICE has a whole team that records sounds at the gun range while they're firing weapons.
But no game to my knowledge has tried to model guns as having inertia when you swing them around
THAT is where smgs would shine
hipfire control, kinda i think eft got smth similar but idk
Most of it isn't Wikipedia accurate, no offense to the devs but it honestly seems like the only research they did was on SMG's/PDW's and then based all weapons around how one would believe the others would compare at face value.
I've swung around M240s for a while and idk if its that crazy. Like it never really had any risk of whipping me around
You get used to it. They don't handle like a M4 though obviously
Its less that it would whip you around and more that the whole thing would be sluggish vs a lighter gun
Yeah for sure
It's hard to gameify that weight.
It usually comes down to "make it move slow" which is kind of a death sentence in a game where medics can beyblade around in one spot and dodge rounds lmao
Yea
Yeah I'm looking into it myself to see what balance can be done with awful handling but amazing stats
My point is more these are people who don't use guns
One can only dream of the perfect scenario where we have military veteran turned game developers hired and funded by Activision or EA to develop a sandbox shooter.
There's ready or not
And a few indie projects
However when it comes to games like this, you can't add weapon reliability as a stat
That's more of a confined tactical shooter to be honest, still quite amazing though.
I saw someone ask to run a quadstack mag in a 249 and I said almost the exact same thing. The gun cycles too fast to feed effectively from mags and it jams constantly
It should be possible to balance realism with arcade, BattleBit is both so close yet so far.
Another funky thing about basing things off of wikipedia stats and purely on cultural perception of how the gun performs is it often ignores the downsides of weapons in other areas. Maintenance ease, part availability, malfunction risk, ammo availability, performance vs armor, etc... these are all factors guns in games generally dont deal with and so irl guns with real tangible downsides in these areas but with an upside in handling always end up fucked to implement if you try and follow the supposed irl stats but dont consider all those other factors
I have a friend who fucking hates the kriss vector because "in every game i have played that gun is nearly always fucking busted"
i have seen that it consistently has a grouping of two seperate clusters of shots, even when fully auto. Games jusr dont model this stuff
is that from one burst of f/a? sry never had any experience with rl firearms
This is burst, but even full auto has two clumps but it is much less distinct due to the volume of fire and recoil
and that happens why? bullet deviation i'm a little confused and a smoothbrain sry
Its because of the vector's funky recoil system. They shift the bolt down to balance out the upwards rise you would normally experience from the bolt moving but then when the bolt moves back forwards it slams up and imparts an upwards jump right before your next shot
that's goofy
You can see it in some footage sometimes, particularly easy with slowmo. The vector tends to jump up and down as thr mass of the bolt moves
Actually man, im now remembering synthetik where your guns could jam and shit. I actually think it could be done in a game but its going to be really hard to pull off well and in a way that isnt extremely aggravating
Synthetik had the benefit of being a completely different genre and a (generally) longer ttk for you and enemies
Not to mention a game against AI and a system based on rhythmic gun fights
And it's singleplayer
the moment you make the kriss realistic is the same moment the people screeching over being killed by rng stop playing XD
Then how do you reconcile a class whose entire design is about sitting in 1 spot unlike literally every other class in the game?
Rebuild the class from the ground up to be on par with other classes, instead of a bandaid fix
so delete support and make a new class?
That's basically what you're saying - if you buff the MG they just turn into AR's but better
The entire reason MG's have such low ADS is because it's designed around defensive play. Building up fortifications and defending it
Support has no clear role. The discussion here has shown that. I've made this point before. @weary garden has even said Oki struggled with support for years
I mean it does have a clear role, the problem is that the niche support is supposed to fill is not rewarded at all so it's in this no man's land
hey what's up
o yea Oki pretty much went from OP bipod to gutting support
It can't stay in 1 spot and autism build because the spawn system ensures any point will get over ran no matter how much defenses it has
and in addition to that defensive play does not get a good amount of kills or exp so it's bad for progression
and it takes 1 SMG medic main to just c4 your fortifications and destroy the building you're in
I think the approach we're probably going to go with is 1: adding more defensive benefits bc I finally convinced oki that defence is lacking in this game and 2: gun buffs and speed buffs of some kind idk how
So the best way to play support is go to the frontlines and support people but it's SO SLOW in every way imaginable that it's just painful and not fun
Support should be able to build pre-made structures
and those structures should be damaged by explosives
That's why the role feels so fuzzily defined. It's like the lines are blurred and it feels like a Heavy Assault at times
It feels like support was made for an entirely different game. There's just now way you're going to be able to balance MG's without something like mini-bunkers with murder holes
which is fine, that's the role it's taken in battlefield games
just has to be
you know
done right
tbh I think the armor system just needs to go
I won't reiterate the whole thing but I'll link my thoughts again #1138399550210576466 message
yeah, I agree with the sentiments
buffing suppression effects when fired upon by an lmg would also help the class as it is now, but fixing bipod, and making the guns stronger/more accurate would be an alternate fix. https://discord.com/channels/303681520202285057/1120273018543951912
on that we can agree
I think heavy assault is the way to go
unless Oki is going to revamp multiple systems like the respawn system and map design to accommodate more defensive play
I'll see if I can find the picture in the respawn feedback
I agree, I'd rather it just be entirely cosmetic. It creates too much disparity between classes
And it makes combat immensely frustrating
It's a feelbad mechanic. Oh look, I shot him 3 times in the chest and my next shot was at his helmet due to recoil
I know I've hit someone with the M110 4 times which grove me insane
And it's already been discussed, but backpacks too. It's easier to just standardize it than add complexity that creates confusion or frustration. Cosmetic only backpacks would be amazing
Imagine how much easier it'd be to balance that shit as a whole. Reducing gadget spam (engineers đ) and grenade spam (support đ)
Yeah, I think standardization is an issue in this game. just look at the SMG's. Kriss fall off is 10 meters. MP5/MP7/PP19 is still at 50 and the rest is at 30 meters. Shouldn't they all be at 10 meters?
Absolutely, but the army of smg apologists in the feedback channel for them makes it impossible to come to an agreement
I digress.
Better building, truthfully, is an engineer thing. But that class is so stacked rn that it has to be handed off to some other class
Support sadly gets stuck with it.
Support getting the ability to build gun emplacements, that makes sense
But getting classes to coordinate building a bunker is impossible. So support needs to be able to do it all themself
I think decoupling building from squad points would be a big W for support. And a streamlining of the build menu would be very nice
Yeah, I think we need more classes with more defined roles imo. for one I think recon should be changed to marksman because there's no recon they're doing that's different from what other classes can do and oki already said they're not making the ping system better
Oh shit I had an idea.
Give support the ability to run a MMG/HMG as a gadget.
But it can only be fired when placed
It's either that or make support like the heavy assault from planetside
Either make defense viable, or make support an offensive class
That's actually not a bad idea. Portable turrets basically
It would be weird running 2 machine guns though
Give the turret hefty light armor damage and a high vertical angle, and you have an answer for aircraft like the little bird.
Honestly, this is somewhat related, but I wish you couldn't exit vehicles instantly
It makes the armor damage some weapons have pointless against transport vehicles because people will leave before it explodes or be able to retaliate for their bad choice of running into enemy territory
Honestly the armor damage of most weapons is useless against most of the choppers unless you get a very luck burst on the pilot
I can only imagine the point streaks you could get from plonking down a M2 and ripping apart an enemy zerg
They can just rtb and be back in under a minute
Something needs to be done in order to not let some guy with an MP5 beam you at 100 meters though, the biggest weapon for stationary weapons
It's why no one uses the open-top humvee
you instantly get killed
That's why I think there needs to be pre-made structures and a wall that's designed to shoot through while prone
A couple more unique support structures would help encourage people to play support
do structures built by supp have more hp than normal?
I really want a building that is more purpose made for bipod use.
Something to easily allow crouch bipod, or a curved sandbag wall to hold a wider angle
oh god yes
i still think adjusting the bipod position would be better but that would be a good addition too
fix bipod
im not saying this is a good idea
im just throwing out an idea that popped in my head
-
we nerf squad spawning, and make it so you can only squad spawn on support teammates
-
why would you ever think this is a good idea?
i dunno -
you gonna at least attempt to justify it?
support is supposed to be a core pillar of the squad, whos job is to act as a resupply beacon and fortify key positions for their squad and the team as a whole right?
supports ability to instantly build doomsday bunkers take a severe hit to their viability due to the fact its never actually used since you can always just spawn on some frontline medic (in front of your fornite) whos 0.07 seconds away from getting lit up by gunfire
this (stupid) balance change makes not only support instantly more valuable of a class pick by shifting a core game mechanic to be a class based perk, it also gives a small bump to revive priority queue to the slow class since people would internally juggle the priority of picking back up the 'living spawn beacon'
this also would naturally nerf the pickrate of medic since it becomes a choice of 'do i want infinite heals, or do i want my squad mates spawning on me'
This is a further step into slower gameplay that I can appreciate, but I'm not sure it would fit the games pace
I think it's a bullet Oki has to bite eventually. Current pacing is so fast it makes an entire facet of gameplay, defensive play, obsolete and in addition to that it makes playing the objective absolutely pointless. Current pacing is what you would find in a TDM mode, not objective orientated modes.
That said I don't think making you only able to spawn on support is the right move. I wouldn't mind if a class has a finite spawn beacon, something that can spawn 1-2 people on it though in conjunction with a more limited respawn system but that's really more for the respawn mechanic feedback thread than this one
Defensive play is absolutely not obsolete. Its just that medic is better at it than support.
Medics ads and movement speed make him more attractive to hold a point, because movement is still a huge advantage when youre defending.
The spawn system literally ensures any defensive point WILL get over-ran regardless of any skill on the defender's part. In addition to that account progress is tied to kills which you get less of as a defender in addition to exp compared to being an attacker. So tell me again, how is defensive play not obsolete?
I agree, perhaps what we need is that every support player can place down a spawn beacon. And you can only spawn on this beacon or the support player, or recon player, but not on medic or assailt
To balance, each squad can only have 1 spawn beacon active at a time of course.
But currently spawn beacons might as well be removed theyre so underutilized
lets be real here, they should just fix bipod
Imagine if support was essential for creating a hold in the map to push from. Medics could still play agressive, and support could do exactly what hes good at.
He doesnt have to chase down the medics to give them ammo, the medics all spawn on the support players spawn beacon, and the support player fortifies this foothold and temporary base, he provides ammo, and he provides a good forward spawn
On a map like wakistan this would be a gamechanger, support sets up barriers and spawn beacon in the forest near one of the points, medics can spawn on this fortified point and go push the objective, while support stays behind and defends the squads foothold
This would mean that support players feel valued by the team and feel appreciated. I think this is the most important thing
I don't like the class based respawn system because you run into a bigger issue where people just play those classes and the rat problem because significantly worse or you end up right back in the same issue
Ok, but at least let support place spawn beacons i think. Would already solve the problem that nobody ever understands theyre a squad leader and need to place a beacon
It wouldn't work because there's no class limits
You'd just get a half a squad of support spamming respawners in places and the rat issue becomes worse
The problem is also if one support is an idiot and places a really bad beacon
Team is stuck w it
Being SL should be a question that's asked during pre-game match and if you say yes it gets auto-filled
and if no one wants to be SL it auto-assigns people to be SL
Yeah thats a good idea. It sucks that its so useless right now because it always goes to an ignorant rando
I could do so much good for my team if i could place a beacon, but of course rng rarely makes me squadleader
Also currently with how easy it is to squadhop
And how often people do it
Leaders change constantly
Perhaps the game should default to making people with prestige squadleaders
I think the biggest thing that make defensive play not desirable is the fact that rarely do you have a competent squad leader so you often end up having to point chase. So being a big fat slow dork makes it feel even worse. I run engineer with the lightest kit possible sometimes when I don't want to put any real effort into playing.
Guess what, more squad points that I barely use, more kills, and more fun since I'm getting to fights before the attackers leave. With auto squads our fights break up since people are chasing objectives, and those who aren't just jerk off at the most obnoxious places. I avoid the Wakistan Bridge fights, I will spawn as an assault to create a bunch of climbing points than fight on one of those stupid bridges.
Honestly running around to bottom and grappling is a good way to get an easy 5+ kills in one go
Honestly real talk: the rally point is⌠kinda worthless even without being locked being squad leader
Itâs got a massive silhouette, you can destroy it in a single mag (and disable it for less), you still need someone to physically go to that location and place it and you can spawn on that person anyways
reminder that this is the support feedback channel
Locking spawning to support teammates is still a radical improvement to the gameâs pace imo
Because considering that, the fact supports move at a slower pace and should/will tend towards fortification over movement, this anchors the behavior of squads and blobs
As well as handing supports an advantage that is useful but not particularly amazing because supports themselves are not the most effective assault vehicle
Day 54354 of asking to the devs to give support the DMR's and make the ammo box function like BF2
As opposed to being a position of importance, the squad leader is a gimped position who just gets a nice voice channel and one extra buildable - thereâs not much leading going on there
Attaching squad spawning to supports places supports in a more concretely important position, though iâm not particularly enthused for it since it also places lots of pressure on the support
Giving supports the rally point is an idea iâm more in favor of because theyâre also better at fortifying and protecting said rally points
Though the building mechanics need quite a bit of reorienting
like, what is the role of squad leader in this game. what does it bring to the table as a class
its like discount flavored assault/recon hybrid
Off topic a bit but squad leader could stand to benefit from just being a position that can be passed around instead of a full role
You know, just cut the role and let the squad leader keep their nice voice channel and objective pointing capabilities
This is why a lot of people propose to make it cost no points and be restricted by a cooldown
I could get behind it if like in insurgency it had like a laser pointer to designate targets for mortars and maybe even airstrikes
That would be cool, sl would be the "i want to call in a 'fuck you' on that general direction" class... but i worry that would be hard to balance and would create the totally opposite problem of everyone wanting to be squad lead.
I never played insurgancy so idk how well they handled it. If they did it well then i could get behind it
Insurgency handles it well just by the fact that you can call it in and itâll act as an immediate area denial tool for a while, but not a total wipe
Buildings arenât destructible so you canât just collapse them on other people, so it has much higher potential in that direction
Area denial i can get behind. That is something this game does need more of. From the defender's side it can force enemies to take other less ideal slower and more dangerous paths. From the attacker's side it could force defenders to disperse from a fortified position.
imo, a problem it can run into is the number of players. Ground vehicles have this issue with so many players in 127v127. I worry that if it just gets implemented without keeping in mind how increasing numbers of players changes things that it could be spammed way too much in 127v127 matches
Absolutely, itâd need quite a bit of balancing work before it really hits a sweet spot, and even then i think itâd be better as an addition to a general fleet of more defensive/passive additions to the game
mhhh, another problem i just thought of is how maps definitely are not designed for it. wakistan bridge meatgrinder would totally get worse with this
Totally, area denial only really works when there are defined lanes of entry and exit that arenât too restrictive
That was a big part of claymore spam being annoying, just the fact that thereâs often no real logic to where they go beyond âare they hidden?â (And a problem that continues now)
Make dangerous arty strikes easily visible to really cement the "area denial" thing, say with flares or a mini map icon like how war thunder does it. Allow the option for smoke arty which is less visible.
Make it so you cannot call arty directly on any of the points, and make arty deal friendly fire. Have friendlies recieve a hud warning if theres a strike coming nearby.
The other option of course is just making it all analog, having manual markers and players manning arty and mortars in the background
The problem is then you get the whole Battlefield 1 problem, where someone grabs arty and sits there the whole game, firing at nothing. Or, of course, racking up kills, but not actually contributing to point caps, like what happens sometimes with the recon class. Manual arty should be a squad play thing, with coordination, and a quckplay match is not good for that.
I think thatâs an extension of battlefieldâs general âeveryone can do everything and playing the objective is lame as fuckâ problem tbf
Fair, I just don't ever want to see that mentality come to battlebit
sorry, it was there day one đ
Allow me to correct myself then: I don't want it to get worse
im not necessarily opposed to people who want to just fuck around and do their own thing but my issue is battlebit has so few tools to allow people to still contribute to their team regardless of how selfish they are playing in the moment.
like, medics healing themselves in battle bit vs how medics heal themselves in planetside 2. in planetside 2 their self-heal ability actually heals surrounding allies too. in battlebit its rare to see a medic throw a kit down despite how many there are
the easiest change would be to make it so medics must throw their own kit down to heal themselves
like shit, imagine if support didnt need to throw their pack down to restore their ammo
honestly it's more equivalent if instead of having a reload button supports had a 'refill the drum' option on their lmgs and it's faster than the fastest reload speed on every other class
yea
speaking of, i always feel bad when someone asks for ammo and then i goofily pull out the grenade trophy because i forgot i had it equipped 
the grenade trophy is still better in like 99% of games because of how easy it is to restore ammo (lul haha funny automod phrase) but still, i feel bad đ
I swear I saw someone suggest that each class have one gadget that's just, locked into place, and then you get either 1 or 2 slots to choose as necessary. Say, Support gets ammo box and the option for the explosives and nade trophy.
At least nade trophy is getting moved to primary gadget slot next update
seen the same suggestion a few times myself
honestly similar to how planetside has the activatable abilities 
of course you often have similar sidegrade abilities even in that slot so there is variety there
i said it before, every day we stray closer to planetside 
New suggestion thread on how to improve on planetside
Planetside is just a top tier game
Except for cone of fire bloom, to heck with that bullcrap
but yea, light assault could get different flavors of jetpacks. we could have supports with sidegrades of the ammo box such as "box of grenades" 
Oh no
The nade spam would be so much worse
Wakistan bridge would make me want to actually kill myself
i was referencing darktide with the "box of grenades" which is a throwable 
"fuck you and everyone in a 50m radius"
Support gets a lower velocity cluster nade
Support final attack: 1000dmg box
Would make namak literally unplayable lmao
Just make them unable to be resupplied
i only played on namek a single time. it already is literally unplayable 
Alternatively, go full warcrime area denial, give support gas grenades
We already have the kamikaze vest
i genuinely thought we had gas grenades at launch. i quickly learned otherwise but for a moment i was like "oh, thats cool"
I mean, literally all you would have to do is add the barbed wires damage over time ticks to a smoke grenade
At least, I assume barbed wire does damage
I haven't noticed any so far
it used to very briefly and then it was removed because of "exploits"
namely medics sitting off in fuck-off-nowhere and healing each other
Like, two people on opposite teams?
No, wait, nevermind, I understand what you mean now
That just makes me sad that people would rather do that than actually play the game
i dont think that was worth removing the damage for, those sorts of people will probably still do stuff like that. they will just have a slightly harder time doing so
off the top of my head, you could probably do this with fall damage now that i think of it
True that
Barbed wire inflicting damage(or better yet, immediately causing a bleed) would give another reason to play support
As it is, it just slows someone down for 1 second, unless you've stacked them back to back
And as far as I'm aware, enemies can deconstrust your barbed wire