#Support - Feedback

1 messages ¡ Page 3 of 1

woven fossil
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December 14th

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ok that was a random date i pulled cuz i thought it had to do with ww2

livid carbon
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i'll do my imaginary great grand uncle proud, jk ofc

opal pecan
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kittenThinking allow sup to generate squad points out of thin air

gilded canopy
opal pecan
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already kinda doesn't work with the trophy

calm swallow
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I hope they fix bipod at the same time that way i can be a deliver-er of death

livid carbon
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def gonna be one of my favorites depending on the implementation

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hopefully it won't be a pea shooter just because of the 1100-1200 rpm

calm swallow
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they'll probably give us the lower RPM version

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like they have done with many other guns in the game

livid carbon
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grrr but what guns have lower rpm than irl idk haven't had the time to nerd out about that kind of stuff

calm swallow
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M4, AUG, M249 off the top of my head

livid carbon
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and like lower than 1000 rpm would feel incredibly wrong

opal pecan
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BBClown give support microguns

livid carbon
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oh yeah aug mb, only heard about m4 being like 750-900 i think

calm swallow
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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.

opal pecan
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this has mere 2k rpm

calm swallow
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the P90 is also lower than real life

opal pecan
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kittenCry let's not talk about Mk14 which supposedly has 700 RPM

calm swallow
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MG36 is also slower by nearly 150 rpm

livid carbon
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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 💀

calm swallow
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I assume we'll see the MG3 at 800-850 RPM, which is the slowest firing version.

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Which will still be the fastest firing Machine Gun available in the game.

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It may come out as a "Medium Machine Gun" though, which will be a class of it's own.

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Very similar to what Battlefield V did.

livid carbon
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cringe. i mean the mg5 is also supposedly coming, clocking in at 800rpm so uhhh...

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but the mg3 as an "mmg" is just whacko imo

calm swallow
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The difference is usually determined by weapon weight/dimensions and cartridge.

livid carbon
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i mean the m60 is an lmg aswell right? if so there's no reason to not make the mg3 the same

calm swallow
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IMO, no matter the designation, it should be implemented in a way that encourages the use of a bipod.

livid carbon
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yes

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but for that the bipod would have to work

calm swallow
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M60 fires the same round as the MG3.

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Fixing the bipod would immediately buff support.

livid carbon
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exactly and i thought it was an lmg but that just might be my smoothbrain

calm swallow
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I think the M60 will be a poor performer in BB unless they make it a 3 shot kill.

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The current meta is speed and short range

livid carbon
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ye 3 shotkill just like the scar etc otherwise it'd be a joke

opal pecan
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kittenCry just don't make it a worse mg36

livid carbon
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kittenCry 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

calm swallow
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fix bipod

weary fog
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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

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at least do so for supports.

flat sedge
opal pecan
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kittenThinking idk, trophy feels fine as secondary gadget since it's really a "utility gadget" (while all primary gadget explodes)

weary fog
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yeah, one unlucky recoil and you lose the bipods benefit, and then your gun is all over the place

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if the ammo box was innate gear

flat sedge
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In fairiness Sutopia

weary fog
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MAYBE

flat sedge
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the sledge hammer is a utility

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as is the pickaxe

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(and if I recall they go in primary as well,could be wrong)

weary fog
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engineer has repair tool in both slots

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not that anyone really runs it

flat sedge
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and rpg in the second slot

weary fog
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although sitting in a helicopter and just repairing constantly is worry free points

flat sedge
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I just feel secondary gadget is the more class defining gear

weary fog
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actually, a fun idea would be "Class slot"

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where the class defining gear goes

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Ammo kit, Sledge/Pickaxe, Medic bag

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repair tool

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drone for recon

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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

flat sedge
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personally I like the idea of reinforcing class identies with the secondaries if we go that route

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So sounds good

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(sees peanut typing for a good bit & curiousity has begun to grow)

celest kraken
# weary fog They need to make the trophy system a primary gadget so its a choice between min...

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

flat sedge
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hmm

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So peanut I have a question pop in my head I never asked

weary fog
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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

flat sedge
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Does getting revived remove that death from your KD?

celest kraken
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the other person still gets the kill, but you lose the death

flat sedge
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and Cheese, I had a idea awhile ago in the spawn thread

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You don't fully restock on spawn

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you have a min amount of bandages & magazines but otherwise the rest does not restock for free

weary fog
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that seems like more the servers need to keep track of, or stuff cheaters could abuse

flat sedge
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any reason?

weary fog
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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

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meaning if you lose a mag on a fast reload, you can still replenish it

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or if you wanna go on a long flank, you need to hit up a support crate first to cap out your total mags

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and that supply drops from squad points only refill current mags, to further cement supports role

flat sedge
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Well my idea is you start with full but you don't reset your inventory on respawning

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(you'll reset your magazine count but any not picked up prior are counted as empty mags)

weary fog
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our ideas aren't that far apart

flat sedge
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Aye

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I figured it would be interesting more so

celest kraken
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i still think the better solution is extending life expectancy some way

flat sedge
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That

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is going to be a interesting discussion

celest kraken
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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

flat sedge
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I suppose easiest way is increase the TTK among various weapons

celest kraken
flat sedge
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hmm?

celest kraken
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remember, being revived doesnt refil mags

flat sedge
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yep?

weary fog
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crawling while down

celest kraken
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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

flat sedge
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true

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engineer is one of the,if not the second best at least XP farm

weary fog
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I think the concensus is that armor needs to be damage reduction, not an additional health pool like it currently functions as

celest kraken
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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

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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

flat sedge
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I would say damage reduction, or at least a way to repair the stuff

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Well I feel the spawn change ideas in the feedback would help with this issue

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not walk's to clarify

celest kraken
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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)

flat sedge
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hmm damage reduction wise could be strong vs either

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Suppose the solution would be split the varous guns into a damage type

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like how planetside has Anti material rifle, sniper rifle, light anti vehicle and so on

calm swallow
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fix bipod

gilded canopy
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fix ammo box

clear maple
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Buff weapon accuracy and handling

gilded canopy
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handling mostly, its awful

gilded canopy
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Fr what the fuck were the devs thinking about making the ammo box a deployable system AAAAAAGH

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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

inner monolith
paper vector
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Random counters are just less fun.

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Increasing the amount of randomness in fights is bad for the skill ceiling of the game

inner monolith
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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.

paper vector
paper vector
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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.

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Randomness should be reduced where practical.

inner monolith
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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.

brittle oak
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Support slaps rn i cant lie, especially with the m249

opal pecan
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kittenThinking is that good or bad

tawny umbra
paper vector
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An AUG, a Vector, a FAL, a PP2000:

they all don’t care at all about what your opponent has. They just care that you play into their strengths.

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They’re not “let’s roll a dice to see if the next enemy I fight happens to counter me” because there is no counter to them.

opal pecan
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Feels like M249 is the “only” okay support weapon

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Two are worse AR and one is worse M249

celest kraken
# paper vector They’re not “let’s roll a dice to see if the next enemy I fight happens to count...

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

brittle oak
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yes the reload is too long for the light support rifles

paper vector
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There are very few places in battlebit maps open enough for that to ever apply, imo.

celest kraken
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leme just pick up a sniper rifle and then try and duel smg users. oh no, i get hard countered

paper vector
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There is rough terrain and cover everywhere

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I don’t think people continuously switch their weapons around based on which part of the map they’ll be in as there isn’t usually much variety

celest kraken
paper vector
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Well, in this case not even weapons. They don’t switch their armour around

celest kraken
paper vector
celest kraken
paper vector
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Rock paper scissors is a very luck based game.
I don’t really like that aspect of it.

celest kraken
paper vector
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I am not interested in those.

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From my experience this is also the main reason people don’t like shotguns and one shots in some games, as they are heavily impacted by luck.

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(By virtue of having high single shot damage and very low fire rate)

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Flattens the skill curve.

celest kraken
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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

paper vector
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If you have an SMG and you’re running around in basically anywhere in a battlebit map, there is no way to gauge whether you’re likely to run into a support player or not. Because the ranges they try to fight at always heavily overlap with yours unless you’re a long range sniper.

opal pecan
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tankgondola 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

celest kraken
inner monolith
celest kraken
paper vector
opal pecan
celest kraken
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"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"

opal pecan
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It’s not all that hard to even go through all mags on ranger medic BBClown

celest kraken
paper vector
paper vector
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I don’t know why this should be related to support at all

opal pecan
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Smg is kinda the shotgun in this game that’s supposed to dominate in CQC

celest kraken
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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

opal pecan
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But general engagement distance is cqc

paper vector
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Damn I need a degree in battlebitology

celest kraken
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armor rework is a simple change that would carve out a medium range niche for support players against lighter weapons

paper vector
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It would carve the niche at any range, with the proposals previously presented

celest kraken
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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)

opal pecan
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Medium range is a whole can of worm from people can’t lead their aim to bullet and damage falloff to “i no has scope to see more than three pixels”

celest kraken
paper vector
celest kraken
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you seem to think only in extremes "either it turns smgs into nerf guns or it does nothing. there is no inbetween possible"

paper vector
inner monolith
opal pecan
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kittenCry what was the armor rework about?

paper vector
celest kraken
paper vector
opal pecan
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tankgondola not sure what to think about it… and how would it apply to helmet?

paper vector
weary garden
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Are we talking flat % or - Dr

opal pecan
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Idk what to think about it, famas will go to drains if that’s the case

paper vector
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I personally would prefer %

opal pecan
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Famas has a crappy 24 damage per shot

weary garden
paper vector
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Right now support with EXO is rather unpopular so it wouldn’t be a major issue, but I expect it would become a significant factor in gun balancing quickly enough if it were buffed

opal pecan
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BBClown make it magic armor that self repairs after X seconds not engaging enemy

celest kraken
opal pecan
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Payday2 armor works like that

inner monolith
paper vector
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Hmm… unrealistic but could be balanced

opal pecan
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Realistic is of least concern since no IRL body armor act like an hp bar in first place

celest kraken
opal pecan
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They don’t just break after three bullets

paper vector
opal pecan
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tankgondola idk, then I would lean towards the always flat dmg reduction proposal but somewhere deep in me says it’s a terrible idea

paper vector
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Healthbars in general are never remotely realistic but many games that try to be realistic have them regardless

opal pecan
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kittenThinking ….

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Wait a second

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What if body armor treats incoming bullet like they gone through extra distance

celest kraken
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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

vestal lotus
inner monolith
opal pecan
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So damage falloff now is super important

celest kraken
paper vector
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Interesting

inner monolith
opal pecan
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This would also resurrect dmr as they have next to no damage falloff making them good for mid range

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At least against heavier armors

paper vector
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This would make armour useless against snipers and (assuming it isn’t to the point of ridiculousness on SMGs) it would make SMGs like 2-3x more prone to armour than ARs

celest kraken
paper vector
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I assumed a universal effective range increase

opal pecan
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Flat or mult

paper vector
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Flat

opal pecan
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I’m thinking mult (apparently sr will need some tweaks)

paper vector
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I’m not good enough at thinking about equations to work out how that would go down in my head

opal pecan
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imagine long range bonus got bugged

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If it’s flat it will make vector almost obsolete

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It can never deal full damage

inner monolith
paper vector
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Support players being able to survive most sniper headshots is one thing they have going for them. I don’t think that should be removed

paper vector
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Right now the difference is imperceptible below about 75m for most of them

opal pecan
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Currently only vector got the special treatment

celest kraken
opal pecan
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I believe it’s mostly due to the overall map design having a lot of close quarters while noone really enjoys big open field with little features

inner monolith
celest kraken
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anyways, im already fodder for snipers even with headshot survival. too slow

paper vector
celest kraken
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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

paper vector
celest kraken
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i do it all the time

celest kraken
paper vector
celest kraken
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but they are NOT more sniper resistant dude. that is the point

inner monolith
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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.

celest kraken
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they are sniper fodder because they dont move much and when they do move they are stupid slow

celest kraken
paper vector
paper vector
celest kraken
# paper vector Armour reduces sniper damage

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

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movement speed

paper vector
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That is considered, that’s the point

celest kraken
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want, werent you the same dude who said movement speed survivability was on par with the additional survivability of armor?

paper vector
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Yeah

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It feels like it is

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The issue is it’s purely bad when it’s used up.

inner monolith
# paper vector It feels like it is

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.

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Which obviously only works when you can move fast.

paper vector
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To me it feels rare that people are ever able to dodge bullets without sacrificing their ability to shoot and dying anyway

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So I think movement speed penalties aren’t as big a loss as most people

opal pecan
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I stand by my idea: make it a damage distance multiplier (and doesn’t 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)

inner monolith
paper vector
paper vector
high gate
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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

paper vector
celest kraken
paper vector
celest kraken
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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

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you literally CAN NOT do this with armor

opal pecan
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Playing support against medic is like playing medic against little bird

paper vector
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It’s a lot less effective with something like exo armour for sure
I don’t think it’s a serious issue to begin with though? When people do the rapid spinny thing it usually doesn’t save them, because they can’t shoot while doing it. Unless you’re 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 can’t really focus on you)

celest kraken
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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

sweet sinew
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Speed is better than armor currently for mitigating damage

paper vector
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There are people with very good movement who aren’t just spinning who are much more dangerous to me, so I’d see that as a more valid point

opal pecan
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It’s just hard to lose when enemy isn’t looking at you when you engage and speed provides that

sweet sinew
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It feels like the hit-reg can get a little janky once players start hitting very high speeds or complex air jumping

opal pecan
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Id argue that even if you give exo double the hp smg still comes out on top

paper vector
paper vector
sweet sinew
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As I've called for previously, it would be nice if armor was implemented properly and mitigated damage based on armor penetration

celest kraken
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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

inner monolith
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(let's not get sidetracked since speed is a separate issue IMO)

celest kraken
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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

paper vector
sweet sinew
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You can select no armor already can't you?

celest kraken
sweet sinew
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The downside is most of the weapons have a move speed of 0.90 or worse

celest kraken
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oh wait, normal too

paper vector
sweet sinew
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Ah ok, yea I thought you could ditch heavy armor

paper vector
opal pecan
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All support guns have smaller than 1 speed, no?

celest kraken
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yea

sweet sinew
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Oui, but I agree with this on principle that they're big and heavy, so it makes sense

celest kraken
sweet sinew
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Also running around with medium armor but an exo helmet looks hilarious and is 100% meta

opal pecan
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short mag FAL has 1.15

paper vector
celest kraken
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hold up, im going to try that

sweet sinew
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It's quite the difference, one of the reasons medics are currently ninjas

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And streamer-shitter bait

paper vector
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From how the speed calculations work

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Actually no, 1.03 I think

sweet sinew
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As a side note, you can pull out your pistol and be fast as support

opal pecan
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kittenThinking how does it work?

paper vector
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It’s janky

paper vector
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I’m not sure how much the guns themselves are worth though

sweet sinew
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It's the whole weapons platform so 20% of the penalty shown

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So, not that much

opal pecan
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I want to be fastest boi in town kittenCry

sweet sinew
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Armor is the bigger contributing factor

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Play PDW medic then and naruto-run

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I'd love to see support become the natural enemy of smg medics, if smg medic never gets removed.

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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)

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Maybe 50% for something like a P90 because meme calibre

flat sedge
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but that reload time on the L86 is a something else moment

flat sedge
flat sedge
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things discussed in the #1120273018543951912 that relates

  1. Slow but game incentives speed/aggression in taking points
  2. Legs & arms do not get any protection from armor
  3. Exo is just bad (Hidden debuffs on top of the large displayed debuffs)
  4. Trophy system is competing with the ammo boxes
  5. Bipod is a headshot me sign
  6. Trophy system destroies both friendly & enemy grenades, grenades' damage apperently go through wall
  7. Durability advantage lasts for 1-2 fights at most before being gone permantly for that life while still debuffing you
  8. suppression requires roughly 30 seconds of fire to effect by sounds
celest kraken
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30 fucking seconds? Jesus christ

opal pecan
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kittenThinking it needs to take effect in under 3 seconds

paper vector
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what are those

flat sedge
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said afew before in suppressions but control & bandage speed are two that I know

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off hand

livid carbon
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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

sweet sinew
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It's implemented right now?

flat sedge
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no clue

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I assume no

opal pecan
sweet sinew
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I don't see any kind of surpression mechanism

opal pecan
flat sedge
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o wrong thread

weary garden
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That includes mantling and more

flat sedge
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Lovable

weary garden
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I don't think bandage is true though

flat sedge
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Suppose a easy way to check

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give me a second or two

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going to be inflicting fall damage on myself

weary garden
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If you can prove the diff between normal and exo in bandaging and anything else I can bring it up with oki

livid carbon
# sweet sinew It's implemented right now?

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 Facepalm_Battlebit

sweet sinew
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No I mean the vinigete around your screen when rounds zip by

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Pretty sure that's not in yet

livid carbon
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it is

weary garden
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It is

dry bobcat
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It's very rare to see

sweet sinew
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Then it's functionally not implemented

dry bobcat
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also correct

livid carbon
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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 kittenCry

paper vector
dry bobcat
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You see a slight, barely noticeable effect that does not have any impact on gameplay or behavior

livid carbon
#

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?

patent timber
#

Play with assault shield and you will see the suppress effect when pushing 1 way choke point

flat sedge
patent timber
#

Sometime it make the screen near black but it rarely happen

flat sedge
#

full exo on second

#

Seemed to make some differences

weary garden
#

2.5% jump is kinda small

patent timber
#

It just take too long to reach that point

weary garden
#

You should see the biggest one between normal and exo

livid carbon
#

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 kittenCry class balance is not very based rn 🥲

flat sedge
#

decided to do a normal normal

#

did make a good difference compared to full exo by looks

#

only changes between the tests was armor

weary garden
#

Use a timer and post em?

#

Just like

#

Be sure

#

Bc looks could be just in your head, no offence

flat sedge
#

Fair enough and none took

#

give me a sec

#

so posting to YT

dusty plinth
#

To this day the only non-mil-sim title that seems to do classes right is BF2.

calm swallow
#

Fix bipod

zenith carbon
#

Can the lmgs in this game even breach 15

flat sedge
#

to my knowledge the ultri is 10 seconds of sustained fire

#

(slowest RoF at best magazine size)

zenith carbon
#

Well shit

#

Honestly support deserves to get like an armor refill box imo

woven fossil
#

Support gadgets are very clunky.

If you wanna defend a sight to your maximum potential use 4 claymores, 4 trophies, respawn and 4 mines.

opal pecan
royal hare
#

some unique cover options for prone LMG would be nice with the bipod

flat sedge
royal hare
#

yeah something along those lines would be nice

grave rivet
#

I would love to see more buildables for support for sure.

patent timber
placid whale
woven fossil
inner monolith
#

Specially when the alternative is C4.

woven fossil
#

Yeah it should be much higher.

#

I say 15

paper vector
#

I don’t 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)

inner monolith
#

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.

paper vector
#

I don’t 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

inner monolith
#

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.

high gate
#

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

zenith carbon
#

wait, was it not already limited to 4 at a time?

inner monolith
high gate
#

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

celest kraken
#

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

woven fossil
#

Support could and arguably should be about area denial.

Set up a personal mine field and cover it with machine gun fire.

paper vector
#

that doesn't really make sense as a concept with the player density and shifting front lines of this game

celest kraken
paper vector
#

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

opal pecan
opal pecan
celest kraken
#

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

paper vector
#

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

livid carbon
#

where's camping meta? HyperXD

paper vector
#

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

livid carbon
#

but where are nades required for that to not work?

#

or even claymores? they wouldn't effect your "camping-is-viable-meta"

opal pecan
#

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

weary garden
#

Any form of death that you do not have a player directly interacting is going to feel bad

opal pecan
#

Getting blown up by a mine doesn’t feel too different from getting sniped from 1km away ngl

#

Hey uh I just suddenly died

#

Except mines are tangible and can be cleared

weary garden
#

Yeah, but the sniper at least has scope glint you can hid from

weary garden
#

Before when you could place 100 this wasn't true

celest kraken
opal pecan
#

ACOG can be good up to 800m and doesn’t glint kittenCry

celest kraken
#

You can see them if you stop sprinting through dense bushes at 100mph

weary garden
livid carbon
weary garden
#

Again, it's being addressed

celest kraken
#

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

weary garden
#

Anyways

opal pecan
#

I believe allowed simultaneous gadget needs to be adjusted based on map size (player count and mode)

weary garden
#

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

opal pecan
#

kat claymore I can get around cuz they have a stupid obvious tripwire

#

Ap mine in a bushkittenCry

#

How am I supposed to see that

livid carbon
#

claymore tripwire: 🗿

weary garden
#

Yeah a minefield is fun because it's free kills

opal pecan
#

I recently got a triple kill ap mine in tensa cuz I half buried it in wall

weary garden
#

But it's not really fair

opal pecan
#

Id go as far as saying ap mines are unfair but claymores due to the exposure of tripwire is fair game

celest kraken
# weary garden Mines don't do thst

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

livid carbon
weary garden
opal pecan
#

Oh and for some reason claymore tripwire will activate on friendly vehicles

opal pecan
#

Like seriously wtf

weary garden
#

Both are annoying and don't fit a shooter

opal pecan
#

I once killed myself planting claymore cuz a friendly quad drove by me

#

I got literally driven by

livid carbon
#

bruh xd

weary garden
#

They're legit fine as is rn

opal pecan
#

kittenCry 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

livid carbon
#

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 kittenCry had enemys walk by me for like 5min, idk where i'm going with this support speed and positioning is just a bit goofy

opal pecan
#

BBDead the worst part? You don’t want to talk and ask your teammates to spawn on you cuz god knows if enemy is listening

woven fossil
livid carbon
opal pecan
paper vector
#

As far as I can tell that’s the main reason for having them

paper vector
#

But yeah I don’t like them

#

I am biased against the existence of explosives in general.

livid carbon
livid carbon
paper vector
#

C4 is mainly different in that it can destroy things, which I guess is a core part of the game

paper vector
#

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 I’ve gotten from random grenade throws in the general direction of the enemy is ridiculous

#

If they’re thrown at a high angle (and as such have less fuse time upon landing) it often simply isn’t possible to avoid them

inner monolith
#

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.

paper vector
#

That’d help

#

Not quite a solution though

#

That works in CQC - which is common for gunfights but what we’re 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

inner monolith
#

Explosives do have a bit too much throw distance imo

celest kraken
#

Fundamentally, you see to have an issue with not being able to know everything on the battlefield rather than any mechanic truley being random

paper vector
inner monolith
#

That said, you can average over that uncertainty to take the optimal decision based on the limited information you have available

celest kraken
#

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

paper vector
opal pecan
#

What is effort

#

Something you feel cheap may not be cheap for the other side

paper vector
celest kraken
inner monolith
paper vector
opal pecan
#

kittenCry did you know: it often take me multiple tries to even be able to set up a god damn claymore that doesn’t have its stupid tripwire poking up high in the air

inner monolith
paper vector
#

I have some sort of aversion to any kill where you are not on equal footing with the victim. I’m 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

inner monolith
opal pecan
#

It’s also not intuitive

#

You need to angle your bearing just right

#

It doesn’t have a hologram letting you know where itll look like once placed

inner monolith
#

Oh that would be a nice QoL improvement

opal pecan
#

CoD6 already did it, 11 yrs ago

paper vector
celest kraken
#

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"

paper vector
#

Battlebit doesn’t really have terrain with little cover, aside from maybe one part of wakistan (not bridge)

opal pecan
#

Suddenly a quad blitz through you and spawned 8 people off before you turned around

#

^off topic

paper vector
#

I currently believe there is no large scale strategy in this game other than backcapping

So that kind of strategic decision making, I don’t think it exists. Especially as people don’t care about this, they pick their loadouts and run with them

opal pecan
#

tankgondola so uh, should we assume enemy held points are already littered with mines?

sweet sinew
#

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

opal pecan
#

It’s definitely not the case in current conq 127, people go in n out

inner monolith
celest kraken
#

"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

opal pecan
#

Backcapping becomes such staple people start complaining about vehicles camping in spawn killing backcappers

celest kraken
paper vector
sweet sinew
#

This is the support thread just fyi

high gate
paper vector
#

I just tend to dismiss things that I don’t think apply to reality

celest kraken
opal pecan
high gate
#

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

paper vector
opal pecan
#

I snatch a tank or apc and sit tight in spawn harvesting kills

celest kraken
#

Well, then maybe there are far more medic speed demons than i thought HyperXD

paper vector
#

Average player skill will get better over time and not dying to the great majority of traps isn’t 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 don’t think it changes the… ethics… of the whole thing.

celest kraken
#

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

paper vector
#

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

opal pecan
#

kittenCry you don’t see bushes big enough to hide the entire claymore all the time and when you do you… you don’t walk into it

celest kraken
opal pecan
#

Tensa is like the perfect example why ap mine is superior

#

Small patches of grass everywhere

paper vector
opal pecan
celest kraken
#

I once got like 6+ kills in a row because nobody warned their teammates that they had c4 planted underneath then

opal pecan
celest kraken
#

Medic shows up, boom, new medic shows up, boom, two more medics show up, boom, etc

opal pecan
#

Dead people don’t talk

celest kraken
opal pecan
#

My brain is too smooth

paper vector
#

If I die to someone I like to be able to think they “deserved” to kill me. Conversely I kinda feel bad for people who deserved to kill me but didn’t on luck, but I’m not as empathetic as I am selfish.

It’s 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 it’s how the game feels to play and that’s important to me.)

opal pecan
#

Ngl 6 bodies may be due to nade spam something

#

Not common to have someone doing boobytraps

celest kraken
#

Like, 6 bodies near a major fight? Totally reasonable. 6 bodies in a stairwell of a random building further back from the action?

opal pecan
#

Most people have smooth brains

inner monolith
#

Speaking of stacks, if they added collision, it would be hilarious watching the bodies literally stack. Could use your dead buddies as impromptu cover.

celest kraken
#

Make bodies never despawn HyperXD

#

You have to either flatten them with a tank or mist them with explosives

inner monolith
#

Damn imagine what the waki river would look like by the end of game, just a sea of dead bodies floating about

paper vector
#

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

inner monolith
#

Can't have grenade spam if the pile of bodies is too high to throw grenades over 🧠

inner monolith
#

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.

paper vector
#

Sure, why not

#

It’s not like it’s a defining feature of assault

inner monolith
#

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.

paper vector
#

Hmm… what with weapon switching speeds being the way they are, I’m dubious that it’d be quicker

flat sedge
zenith carbon
zenith carbon
#

Feel like i see nonstop ‘one room packed full of mines and the rest of the obj is god damn empty’

celest kraken
#

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

zenith carbon
#

Oh purpose as in they see it, they shoot it without knowing, whole chain goes up

#

Whenever there’s mines they’re always either scattered at the edges of stairs or in completely random places, obviously placed as a joke

calm swallow
#

Fix Bipod

worn sky
#

ultimax is bad

dry bobcat
#

I'm about to put this game on the backburner

weary garden
#

Yea IK

#

weapon balance and guns still on the table

weary fog
#

where hear this?

weary garden
#

apparently oki has been grappling with support for 3 years now

weary fog
#

lol

#

well I think if they made grenade explosions not go through walls, fortniting might be more effective

weary garden
#

I am not supposed to be saying these things 😛

#

stay tuned for more

dry bobcat
#

All he has to do is implement our very good suggestions. Dev skill issue

calm swallow
# worn sky ultimax is bad

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.

woven fossil
#

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

dry bobcat
#

Some exo helmets cover the whole face, like one that you can get from the supporter packs.

grim fog
#

That's why it's king

sweet sinew
#

Agreed

#

That and BF2142

placid whale
#

almost misread that as 2042 and was about to shit on you HyperXD

meager cypress
#

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

meager cypress
#

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

meager cypress
#

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

sweet sinew
#

Holy balls you have no idea how much I would enjoy a BBR Titan Mode

meager cypress
#

It wouldnt be a lot of work to code but you'd need a lot of helicopters which would probably be a cancer

sweet sinew
#

Idk, something like two aircraft carriers

#

You'd need mounted weapons which the game currently doesn't have

meager cypress
#

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

sweet sinew
#

And mesh an entire aircraft carrier with enough internal space to make it interesting

#

Would play that a hell of a lot though

meager cypress
#

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

sweet sinew
#

Just make them SCUD launch sites, proper stuff

#

Making an animating a missile to hit the carrier would be harder

calm swallow
#

Fix bipod

livid carbon
#

fix bipod

dusty plinth
#

Fix Bipod.

meager cypress
#

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

opal pecan
#

Deploying bipod means you’re a sitting duck in snipers’ scope

#

Besides, leaning from corners already put the side in defensive in severe disadvantage (forgot which video that talked about “real” reaction time and passive aim), bipod means enemy gets perfect passive aim against you

meager cypress
#

so dont use one after the change, you aren't going to make supports face tanky enough to eat that many shots

calm swallow
gilded canopy
#

that would be awesome

opal pecan
meager cypress
#

I'm confident i'll be fine

meager cypress
opal pecan
#

Not sure how you can suddenly become Jedi

meager cypress
#

😂

royal hare
#

ngl i saw the vid pre nerf and it was ASVAL lvls of nutty

weary garden
#

Exo armor was added bc people did indeed want a forcefield while using bipod

gilded canopy
#

kinda wish that it wasnt the default armor

snow python
#

I use the lightest armour I can while playing support, unless I'm in a squad that is actually being led... anywhere useful

opal pecan
#

BBClown just wear all normal and wield a m249

#

Fast supply > dead supply

snow python
#

I've been trying to make the MG work... but I'm probably going back to the M249

opal pecan
#

Mg36 is kinda just worse groza

snow python
#

Yep, a lot of our weapons make me sad in the pants...

gilded canopy
grave rivet
#

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

snow python
snow python
grave rivet
#

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.

gilded dock
#

Late to the party but why in a game primarily about speed is the support a fat paraplegic?

gilded canopy
spice berry
#

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.

inner monolith
inner monolith
#

Deployable bulletproof neck gills for full body cover while prone

meager cypress
#

you already have that between shoulderpads and helmet

weary garden
meager cypress
#

oh your arms are pretty big and chunky, thats true

inner monolith
# paper vector Random counters are just less fun.

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.

opal pecan
#

Exo should be practically exo: the armor coverage should include all limbs

meager cypress
#

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

gilded canopy
livid carbon
paper vector
#

Having low velocity makes shooting at a distance quite a bit worse anyway

patent timber
#

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

celest kraken
# gilded canopy Smg's should be nerfed to the ground in mid-long distance idk why people think i...

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

gilded canopy
#

I do thing that your idea its kinda good tho and could be fun :)

celest kraken
# gilded canopy Videogames exist to be fun, not to be a simulator, if you have to ask yourself w...

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

gilded canopy
#

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

opal pecan
#

I kinda believe the game somehow framed penetration as l vehicle damage for whatever reason

celest kraken
opal pecan
#

Judging from p90’s stat

#

But it has a funnily low muzzle

#

It’s about half of irl

celest kraken
#

Yea, the thing sliced through 3 seperate blocks and then they conpared it with the awp that stopped after only a single block

meager cypress
inner monolith
calm swallow
#

fix bipod

flat sedge
celest kraken
#

Remember, when someone makes the realism vs fun distinction remind then that arcades and arcade games were designed to steal your quarters 😛

#

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

flat sedge
#

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

gilded canopy
flat sedge
#

and even than that could be argued against (look at a certain Arma dlc involving aliens if I recall right)

paper vector
#

support has the best drip fr

meager cypress
#

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 =/

opal pecan
#

Yeah I’m finding camo can confuse people - very often

#

I’ve seen enemy walk right past me when I was reloading my fat m249 I was like, fr?

calm swallow
#

support should get more exo armor skins

celest kraken
shell hound
#

Pink camo is the new one.

celest kraken
shell hound
#

4 or 5 years ago I think?

celest kraken
#

I wasnt around at that time then

gilded canopy
#

Give support the DMR's PLEASEEEE

vestal lotus
#

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!

opal pecan
#

That already sounds like a different game

gilded canopy
# gilded canopy Give support the DMR's PLEASEEEE

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

shell hound
#

And it's not like a Support w/ DMR is going to magically survive from someone shooting at them anyway.

celest kraken
#

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 HyperXD

calm swallow
thorny zodiac
#

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

lethal river
#

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

calm swallow
#

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

gilded dock
#

Agreed, a posted support should be actually scary to peek

lethal river
celest kraken
gilded canopy
#

and give support DMR's , we need them badly

snow python
clear maple
#

Please no rewards for missing 🙏

#

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

snow python
#

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

calm swallow
#

how about we just fix the bipod and go from there

celest kraken
#

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)

gritty sluiceBOT
#

@celest kraken has earned the Tier III Member role!

weary garden
celest kraken
#

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

dusty plinth
calm swallow
dusty plinth
#

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.

calm swallow
#

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.

dusty plinth
# calm swallow Muzzle rise is more dependent on the individual gun rather than the entire class...

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.

celest kraken
weary garden
#

So everything is based on wikipedia and gun balance in other games

clear maple
celest kraken
dusty plinth
celest kraken
livid carbon
#

when the g3 is getting added HyperXD

dusty plinth
#

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?

celest kraken
#

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

dusty plinth
celest kraken
#

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

livid carbon
#

hipfire control, kinda i think eft got smth similar but idk

dusty plinth
clear maple
#

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

clear maple
celest kraken
clear maple
#

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

celest kraken
#

Yea

weary garden
weary garden
dusty plinth
#

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.

weary garden
#

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

dusty plinth
clear maple
dusty plinth
#

It should be possible to balance realism with arcade, BattleBit is both so close yet so far.

celest kraken
# dusty plinth Most of it isn't Wikipedia accurate, no offense to the devs but it honestly seem...

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

livid carbon
# celest kraken

is that from one burst of f/a? sry never had any experience with rl firearms

celest kraken
livid carbon
celest kraken
livid carbon
#

that's goofy

celest kraken
#

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

celest kraken
#

Synthetik had the benefit of being a completely different genre and a (generally) longer ttk for you and enemies

weary garden
#

Not to mention a game against AI and a system based on rhythmic gun fights

night pike
#

And it's singleplayer

meager cypress
#

the moment you make the kriss realistic is the same moment the people screeching over being killed by rng stop playing XD

thorny zodiac
clear maple
#

Rebuild the class from the ground up to be on par with other classes, instead of a bandaid fix

thorny zodiac
#

so delete support and make a new class?

clear maple
#

No.

#

And yes at the same time.

thorny zodiac
#

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

clear maple
#

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

thorny zodiac
#

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

weary garden
#

o yea Oki pretty much went from OP bipod to gutting support

thorny zodiac
#

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

weary garden
#

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

thorny zodiac
#

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

clear maple
#

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

thorny zodiac
#

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

weary garden
#

just has to be

#

you know

#

done right

thorny zodiac
#

tbh I think the armor system just needs to go

clear maple
thorny zodiac
#

yeah, I agree with the sentiments

dry bobcat
weary garden
thorny zodiac
#

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

clear maple
#

And it makes combat immensely frustrating

thorny zodiac
#

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

clear maple
#

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 👀) and grenade spam (support 👀)

thorny zodiac
#

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?

clear maple
#

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

thorny zodiac
clear maple
#

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

gilded dock
#

It's either that or make support like the heavy assault from planetside

#

Either make defense viable, or make support an offensive class

thorny zodiac
clear maple
#

It would be weird running 2 machine guns though

gilded dock
#

Give the turret hefty light armor damage and a high vertical angle, and you have an answer for aircraft like the little bird.

thorny zodiac
#

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

gilded dock
#

Honestly the armor damage of most weapons is useless against most of the choppers unless you get a very luck burst on the pilot

clear maple
#

I can only imagine the point streaks you could get from plonking down a M2 and ripping apart an enemy zerg

gilded dock
#

They can just rtb and be back in under a minute

thorny zodiac
#

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

gilded dock
#

A couple more unique support structures would help encourage people to play support

royal hare
#

do structures built by supp have more hp than normal?

gilded dock
#

Nope

#

Support has insta build and the big hesco walls

woven fossil
#

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

celest kraken
#

oh god yes

#

i still think adjusting the bipod position would be better but that would be a good addition too

calm swallow
#

fix bipod

spark musk
#

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'

weary garden
#

This is a further step into slower gameplay that I can appreciate, but I'm not sure it would fit the games pace

thorny zodiac
#

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

vestal lotus
thorny zodiac
#

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?

vestal lotus
#

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

calm swallow
#

lets be real here, they should just fix bipod

vestal lotus
#

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

thorny zodiac
#

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

vestal lotus
#

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

thorny zodiac
#

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

vestal lotus
#

The problem is also if one support is an idiot and places a really bad beacon

#

Team is stuck w it

thorny zodiac
#

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

vestal lotus
#

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

snow python
#

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.

gilded dock
#

Honestly running around to bottom and grappling is a good way to get an easy 5+ kills in one go

zenith carbon
#

Honestly real talk: the rally point is… kinda worthless even without being locked being squad leader

It’s 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

calm swallow
#

reminder that this is the support feedback channel

zenith carbon
#

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

gilded canopy
#

Day 54354 of asking to the devs to give support the DMR's and make the ammo box function like BF2

zenith carbon
#

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 - there’s not much leading going on there

Attaching squad spawning to supports places supports in a more concretely important position, though i’m not particularly enthused for it since it also places lots of pressure on the support

#

Giving supports the rally point is an idea i’m more in favor of because they’re also better at fortifying and protecting said rally points

#

Though the building mechanics need quite a bit of reorienting

celest kraken
zenith carbon
#

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

thorny zodiac
zenith carbon
celest kraken
#

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

zenith carbon
#

Insurgency handles it well just by the fact that you can call it in and it’ll act as an immediate area denial tool for a while, but not a total wipe

#

Buildings aren’t destructible so you can’t just collapse them on other people, so it has much higher potential in that direction

celest kraken
#

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

zenith carbon
#

Absolutely, it’d need quite a bit of balancing work before it really hits a sweet spot, and even then i think it’d be better as an addition to a general fleet of more defensive/passive additions to the game

celest kraken
#

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

zenith carbon
#

Totally, area denial only really works when there are defined lanes of entry and exit that aren’t too restrictive

#

That was a big part of claymore spam being annoying, just the fact that there’s often no real logic to where they go beyond ‘are they hidden?’ (And a problem that continues now)

gilded dock
#

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.

zenith carbon
#

The other option of course is just making it all analog, having manual markers and players manning arty and mortars in the background

gilded dock
#

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.

zenith carbon
#

I think that’s an extension of battlefield’s general ‘everyone can do everything and playing the objective is lame as fuck’ problem tbf

gilded dock
#

Fair, I just don't ever want to see that mentality come to battlebit

celest kraken
#

sorry, it was there day one 😔

gilded dock
#

Allow me to correct myself then: I don't want it to get worse

celest kraken
#

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

zenith carbon
#

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

celest kraken
#

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 HyperXD

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 😔

gilded dock
#

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

celest kraken
#

seen the same suggestion a few times myself

#

honestly similar to how planetside has the activatable abilities HyperXD

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 HyperXD

zenith carbon
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New suggestion thread on how to improve on planetside

gilded dock
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Planetside is just a top tier game

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Except for cone of fire bloom, to heck with that bullcrap

celest kraken
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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" grenlaserhyper

gilded dock
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Oh no

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The nade spam would be so much worse

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Wakistan bridge would make me want to actually kill myself

celest kraken
gilded dock
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Ohhhhhhhh

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That would actually be a hilarious throwable option for our local fatboy

celest kraken
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"fuck you and everyone in a 50m radius"

gilded dock
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Support gets a lower velocity cluster nade

zenith carbon
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Support final attack: 1000dmg box

vestal lotus
gilded dock
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Just make them unable to be resupplied

celest kraken
gilded dock
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Alternatively, go full warcrime area denial, give support gas grenades

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We already have the kamikaze vest

celest kraken
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i genuinely thought we had gas grenades at launch. i quickly learned otherwise but for a moment i was like "oh, thats cool"

gilded dock
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I mean, literally all you would have to do is add the barbed wires damage over time ticks to a smoke grenade

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At least, I assume barbed wire does damage

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I haven't noticed any so far

celest kraken
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it used to very briefly and then it was removed because of "exploits"

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namely medics sitting off in fuck-off-nowhere and healing each other

gilded dock
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Like, two people on opposite teams?

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No, wait, nevermind, I understand what you mean now

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That just makes me sad that people would rather do that than actually play the game

celest kraken
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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

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off the top of my head, you could probably do this with fall damage now that i think of it

gilded dock
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True that

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Barbed wire inflicting damage(or better yet, immediately causing a bleed) would give another reason to play support

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As it is, it just slows someone down for 1 second, unless you've stacked them back to back

clear maple
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And as far as I'm aware, enemies can deconstrust your barbed wire