#Squad Points / Buildables - Feedback

1 messages · Page 1 of 1 (latest)

indigo bough
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Please keep it on topic, and civil, we want serious feedback

  • No gifs
  • No 'skill issue'
  • No video's - (Testing video's in the Polygon are fine)
hollow vault
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Squad points, in itself? No problem. Could be a bit more nuanced than just capturing objectives to get them I suppose, but really for a decent squad they become a non-issue as you just don’t run out of them.

For building, though. In my opinion, the interface is a little awkward. If we could jump straight to the build menu rather than go through the squad leader menu first it would be a lot more convenient to build anything, especially for less experienced players.
Other than that the current system works… decently well. Though I think vehicles like tanks and APCs should be able to break most types of buildables.

bleak mural
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For buildables, maybe add an expensive buildable in the form of a rooftop building to protect fron aerial nades or overhead threats.

My idea is something like the sandbag turret bunker/post from Arma, without the sandbags around it of course.

hollow vault
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I think a whole building is too much, but the ability to build some form of roofing would facilitate this... I really like this idea

bleak mural
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Yeah, thats exactly my idea. I sent this on the devcast chat yesterday but the stream was over within the next minute after I posted this HyperXD

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I'm mostly taking inspiration from Arma since I feel that most of the ideas there would fit in Battlebit

north tiger
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I've enjoyed my time with HLL working with buildables bunkers or explosive resistant walls creating your own safe zones instead of relying on objective points

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Considering how open the maps are and giving Supports more freedom to actual build some encampment instead of attempting to roll to the next point trying to accumulate Squad Points

pearl wind
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Interface is a little clunky, having more variety in which classes can build what would be nice.

Overall I love building, adding a buildable ladder or other structures would be great.

Letting the enemy team disassemble your structures as easily as your own team is weird and also annoying, have them take more damage from explosives instead and give players something to use C4 on other than yeeting over walls to use as a mega-grenade

north tiger
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I rather have my buildables be more resistant to explosives to some degree

pearl wind
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Also, add buildable emplacements and tank traps

north tiger
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Having my hesco walls crumble after 2 C4 is pain

pearl wind
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Oh! Add sound effects to deployment and construction! It shouldn't be silent!

pearl wind
north tiger
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That is another problem too

bleak mural
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maybe make it so we can just press the numbers 1-5 to select the building type to be plpaced

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right now we need to use the mouse and it takes away aim control

pearl wind
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Yea, having some way to hotkey would be nice

north tiger
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I don't mind the UI if I could just keep the menu open instead of holding it

bleak mural
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theres a toggle button

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its O by default

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but it takes away your aim and you need to select the building that you want with your mouse

north tiger
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Unless I did something wrong, I haven't manage to get it to work

bleak mural
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id prefer if it doesnt take away player aim, and we can just select what we want to build with hotkeys

pearl wind
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I think taking away aim is a valid tradeoff, stops people building right in the middle of firefights

north tiger
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I do it anyways

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Squad points need more sources than just rushing objectives and leaving for the next one. Defending is pointless unless you somehow have someone on point and you kill them

vapid cypress
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Perhaps as a co-buff for the Squad Leader role, give some points for playing near your squad leader.

pearl wind
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I'd like to see engineer and support have access to the most buildables, then assault and medic, then recon

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It would be nice if each had a thing that was good, but worked better when built in conjunction with other roles stuff

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IE only support and engineer get sandbags

meager solstice
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I like to destroy enemy walls and sandbags because there isn't anything stopping them to just go right back to where they were before. My personal changes would be :

  1. Make deployables a tad easier to grab and have them both on offense and defense. Find sometimes that you just don't have either on both.
  2. Get rid of the other options like a spawn beacon if the gamemode doesn't allow it. Functionally doesn't make any sense to keep it as an option and it just clutters up the UI having it.
  3. Make deployables degrade over time. I know some people are suggesting that deployables struggle to get destroyed and I can agree somewhat on that point. But some games there is just explosives spammed all the time and they would get melted instantly. I think maybe having them slowly degrade over time would also help with having a bit more deployables.
pearl wind
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Leaving husks and degrading is good! Maybe the husks disappear after 1 min just to stop them being instantly rebuilt

dusky stirrup
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There should be a more passive way to gain squad points. Some squads where the leader doesn’t ping it sucks not being able to build. That’s a leader issue though, more realistically if your team is getting stomped and they control most or all the points it sucks that you can’t build on top of the major disadvantage you’re already at by having to spawn from base and lack of resources (no point helicopter/tank spawn for example on some maps)

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Also squad beacon should give points to the leader whenever someone spawns on it, like when an ally spawns on you. Maybe not 200 or I guess it could be but more like 50 at least

dusky stirrup
burnt coral
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Buildables should give xp some how. I suggest a percentage of enemy damage that the structure absorbs or a percentage of the friendly kills done in close proximity to the barrier say 3-5 meters. Very much rewarding proper placement rather than spam building.

I would also add defending xp and squad points to incentivize building on and holding an objective. I run support but spend the first half of a game running around building a bank of squad points rather than defending.

rain cobalt
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In order to create a sandbag I can shoot through as support while standing, I have to build a regular sandbag, deconstruct three times, then place a sandbag with holes. I wish there was a way to build a regular sandbag, and then decide where to place the peephole.

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Maybe a way to click and drag to change sandbag size? It can get frustrating to get sandbags to fit and work in areas sometimes.

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Also, for squad points: standing on a point marked for defense and shooting an enemy outside that point should give squad points.

valid wing
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Add an additional ways to get points, now the radius of the objects have become smaller, it is more difficult to participate in their capture and get points. Often a squad has 0 points the whole game

rain cobalt
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Yeah, I feel like the area near the objective should give squad points if you kill an enemy in it, just not as many.

past totem
acoustic aspen
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What about a Quad Bike Drop for say 300pts?

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Also Buildable APS rather then it being a gadget:

uneven wyvern
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can we have ladders as buildables? doesnt need to be very tall probably just needs to be as tall as the support exclusive wall? idk

rain cobalt
uneven wyvern
rain cobalt
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You can already sort of do a ladder by placing a hesco block and jumping. Or a hesco and then a double hesco if you need bigger stairs.

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But a ramp would be nice - in fact, just more customizable stuff when placing would be nice. Click and drag to change size/height would be amazing.

uneven wyvern
rain cobalt
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Yeah, I get what you mean, but since grapple lines can do exactly that it would make more sense to be able to call down a gadget switch or something.

uneven wyvern
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not everyone can grapple. not every sniper and assault are willing to bring grapplings.

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not everyone wants to play a class that has grapplings

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this is just something to make it easier to climb a specific height and faster building instead of building two stuffs. and something not as long reaching as a grappling hook

coral hound
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can we get individual keybinds for placing buildings to bypass the going through build menu like you can do in TF2 to bypass the engie PDA?
and maybe another keybind for last_placed_buildable?

pearl wind
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Add tank traps please

coral hound
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engies have AT mines?

pearl wind
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Take 1 bullet from range to remove

coral hound
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fair

pearl wind
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Something that's a nuisance to tanks and Humvees, maybe something they just clonk into or has the risk of flipping them if they smash into it

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Does this game even do ground vehicle collision damage?

uneven wyvern
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like if vehicles fell from high place?

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no

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except for helis

pearl wind
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More like if a humvee rams into a wall

uneven wyvern
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nah

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would be funny if you flew out and ragdoll out of humvee tho if you hit a wall at highspeed

pearl wind
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Vehicles fine, you're a pancake

somber loom
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I think the best way to improve this is better ui/hotkey.

It currently is too clunky. I'd love to be able to bind the Grey barrier to a hotkey (maybe f1), so I can hit f1, lmb and there's a barrier right away, instead of having to navigate menus and submenus to click.

In rush, the first four squads (alpha through delta) should start with 50 points each on both offense and defense. Defense needs a better way to get squad points as well, current it's very difficult as you can only get them if your squad defuses the bomb.

Lastly, a build able to completely replace stair cases would be absolutely wonderful. This should work even if multiple floors of stairs are gone. Currently, you can build a wall and jump on it, but only to the 2nd floor. If multiple floors are gone, it's very difficult to place the barrier properly and jump up, it's too slow, unreliable, and awkward. Some stair cases are vital and losing them completely ruins the flow of some fights /buildings. This is exasperated because stairs are a common place to drop mines /claymores and they are often best cleared by c4, which blows up staircases unintentionally

novel rivet
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Deployables are too easy to deconstruct as an enemy. Not only is it too quick, it makes no sound. Imho at least the sturdier deployables, like the 1x2 hesco wall, should take a long while to deconstruct - unless you have a tool. For example, making the drill able to deconstruct buildings faster would give a good reason to equip it, because most people don't bother with repairing right now. Same goes for sledgehammer/pickaxe.

bleak mural
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Can we deconstruct with the sledgehammer or pickaxe?

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I feel like that should be a thing

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And if it isn't...

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pls add thx

pearl wind
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Requiring a tool/explosives to dismantle enemy structures is a good idea

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Walking up and holding capslock isn't great

somber loom
pearl wind
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Significantly slower would work too, with some kind of noise to alert that it's being dismantled

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Same for construction, some noise would be good

mighty galleon
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Rally point buff idea:

Advanced buildings that could be placed only around a rally point, things like better walls, traps, mounted HMGs, new types of airdrop like vehicle ammo/repair boxes, etc.

Instead of hiding a rally point in a bush praying that no one finds and it getting destroyed 30 seconds later anyways.
It would be a more powerful tool for the creation of threatening defensive positions

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Those buildings could decay once the rally point is destroyed or maybe enemies could dismantle them nearly instantly once the rally point is gone.

woven timber
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Make it so you can't unbuild stuff through the floor.

undone gust
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Seems weird to me that squad points are mostly used for defensive purposes but you don't get any squad points for defending a point

foggy torrent
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I'd really like snapping for stacking buildables to be way more usable.
Stacking two sandbags on top of eachother can be an absolute nightmare sometimes.
And then there's been a couple times where I've been able to stack them up to 4 high, some how because it just happened to snap on top of the next one.
Also, increase the build range slightly so you're not constantly getting the "too far from player."

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And personally I'd really like for hammers and pickaxes to do way more damage to buildables.

bleak mural
foggy torrent
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Like I mean, I'd love to build castles and forts that someone could demolish in two seconds with c4, rpgs, or a vehicle.
But I'm really just asking to not lose my mind trying to build a 2 high sandbag wall.

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Also, if there was some way to stop/hide the unfinished buildable I'm standing behind from doing the highlighted/ghosting thing that blocks my vision. If I ads I'm obviously not trying to rebuild it. Please hide that when I'm ads.

bleak mural
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I posted this on the UI feedbacj thread, but since its also in topic, I'll crosspost it here

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I would like to see the distance and area of where you can place down buildables in the form of a circle centering around the player

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Skips the guesswork of how far you can place down a buildable and makes it more intuitive

novel rivet
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That reminds me: Aiming at the side of a wall should align the buildable with the wall instead of with the ground. Right now, it's pretty awful to build hesco barriers on uneven ground, since you just get gaps everywhere.

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Also, a general way/key to make the buildable align with the world up axis would be neat.

foggy torrent
bleak mural
rain cobalt
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Enemies shouldn't be able to deconstruct emplacements, only destroy them

obsidian rapids
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Specifically for rush, give defenders some squad points to start with

meager solstice
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^

dense plinth
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I'd like to see an Armor Drop you can order alongside the already present Supply Drop. Armor Drop would allow you to regenerate you armor and helmet once per box.

EDIT: Not sure if I made this clear, but when I say Armor Drop & Supply Drop, I mean the airdrop you order with Squad Points. Just making sure, have a good one.

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It'd make heavier armors way more effective since you can tank shots for more than 1-2 firefights.

coral hound
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little bit of a makeshift solution to the armor problem
that totally will not come back to bite because of balance problems when its time to actually sit down and fix armor

resupply airdrop
but its only for armor

rain cobalt
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That would let bunkers be made easier, and would allow for at least a little more flexibility

junior egret
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Kind of immersion breaking to be honest. A sniper on some hill can instantly construct a near bullet proof wall? Tacky, unfitting, cheap, displeasing to the eye.

obsidian rapids
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As opposed to supports who can instantly shit out a giant pillar? Or any class that can shit out a concrete brick?

junior egret
jaunty tusk
# pearl wind Interface is a little clunky, having more variety in which classes can build wha...

Letting the enemy team disassemble your structures as easily as your own team is weird and also annoying, have them take more damage from explosives instead and give players something to use C4 on other than yeeting over walls to use as a mega-grenade

THIS 100% esp on support. i fortified a room overlooking a point. an enemy snuck up and disassembled it without making a sound and killed me

hollow vault
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Sound effects are a good idea

pearl wind
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Very similar experiences

hexed ruin
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Defensive and potentiall offensive points granted for attacking/defending a point marked by the SL should be granted in a larger area than just the literal capture circle (which for some points is just tiny). There should essentially be two circles, a capture radius and then a larger objective radius where attack/defend points are granted.

dense plinth
uneven wyvern
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lmao

somber loom
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most immersion breaking thing is usually missed actions, or delay on things like jumping

twin kindle
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The big probelm I have with squad points is when you are stuck with autosquads and you're busy running across the map instead of playing. Because no one sets defence objectives Supports building defenable positions feels pointless so instead I've gotten more in the habit of building ways to assault a position.

junior egret
uneven wyvern
rain cobalt
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A supply airdrop for vehicles would be nice

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Just more ways to spend squad points would be good, and ways to earn squad points via defending points or fighting near points, not just taking them.

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An armor replenishment supply drop, vehicle supply drop, etc

dense plinth
dense plinth
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Wanna see something super funny?

dense plinth
dense plinth
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If you find the simple building immersion-breaking, and therefore an issue, that means you think the graphics do have an impact on gameplay.

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TLDR; You're a fucking moron.

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Don't disrespect me next time.

junior egret
stray zodiac
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Buildables should be separated from squad points, leaving squad points as something you need to cooperate for while buildables can be simply objective play oriented. Why does support, the building class, need to rely on their squad just to do their job

twin kindle
mighty galleon
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The whole building UI is definitely something that needs a bit a work.

strong otter
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Being in the building menu disables swapping weapons. I think pressing a number to swap should insta cancel the menu. Maybe not scrolling since that's the default to open it?

strong otter
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Barbed wire also seems really really weak. Especially costing 30 points to build. I think enemies shouldnt be able to unbuild it.

coral hound
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ok? whips 2 c4 at it as a 'medic'
problem.... not solved?

wild sky
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Honestly problem is solved because your making a sound, it’s a finite amount and have to chose between blowing some barbed wire or saving it to chuck at a pile of players

pearl wind
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Hot take but this is a squad-based team game, you should need to rely on your squad for things BBClown

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Squad-leading lacks the tools to make it easy, which needs to be revamped in the same pass as buildables

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Give treats to unified squads or grant access to things quicker

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The fact that squad leaders have to try and point an invisible dot at a point marker they don't currently occupy to give orders is BBClown

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When the maps right there and easily clickable

jaunty tusk
# pearl wind Hot take but this is a squad-based team game, you should need to rely on your sq...

while i agree as a Support i was building defenses on District objective B. my squad had almost 2k points and they kicked me out of the group for fortifying a position. another game i just played had us pushed back to spawn so i built some sandbags overlooking where they were so we could push them back. my squadmate deconstructed all of them and just stared at me. ive had randoms c4 my cover just to get to another point faster and leave me exposed.

pearl wind
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I mean, that's just shitty players, nothing you can do about that

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If that's happening often enough it sounds like you're being a nuisance

drowsy hamlet
pearl wind
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I've got 100+ hours primarily as support and have never experienced these issues

jaunty tusk
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i mean im not blocking of entrances and griefing if thats what you mean

pearl wind
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Then why are they detonating your cover?

jaunty tusk
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cause instead of going through a window or stairs they would rather c4 a wall and run through it

pearl wind
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I've honestly never experienced it ever, nor have I heard of anyone else experiencing

jaunty tusk
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ive seen others mention it in the support thread

pearl wind
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You could just have bad luck and managed to get trolled multiple times by a streamer

jaunty tusk
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maybe i dunno

drowsy hamlet
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IMHO buildables like sandbags, walls and barbed wire should have their cost severely reduced (or be free). Rally points and supply drop defo should cost points though.

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Doing squad related stuff (reviving a squadmate, resupplying/healing them, asisting them in a kill) should also give squad points.

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Further more, give the ability to spend squad points to call in a transport vehicle like a quad or jetski and have them drop like the supply drop. Only if the parachute gets destroyed the vehicle will crash and take damage or get destroyed if it fell from very high.

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And maybe give the squad leader the ability to spend squad points to call in a smoke screen.

pearl wind
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Reviving/healing/rearming squadmates should all give squad points

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In the future when spotting is revamped, spotting that leads to damage should also give squad points

stray zodiac
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Oh damn k copy pasted above on accident

somber loom
somber loom
# pearl wind If that's happening often enough it sounds like you're being a nuisance

Yea a lot of players who build don't realize how easy it is to be detrimental. I used to play squad w/ a group and one of the guys who liked to SL and do logi stuff would build these huge elaborate fobs, with only one exit, and it would tick me off to no end because that's making it incredibly easy for the enemy to spawn trap and farm anyone who spawns there.

He wouldn't listen to me when I said not to do that.

Eventually got through to him when he saw me all but solo camp an entire team in an enemy super fob, similar to his.

Building up fortifications is a two way thing - if you aren't careful, the enemy will use them against you and it can cost you the game.

You almost never ever want to limit your mobility on a point, even on defense

desert dust
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I'm not sure if this belongs here or within bug reports; You can currently place respawn beacons in enemy territory/spawn. This doesn't seem like it should be allowed

hollow vault
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It doesn’t stop them from finding them

thorn egret
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Hi, I'm not sure if someone said this already, but there is a big issue with structures right now.

We all know enemies can just hold caps lock and unbuild all your structures in a few seconds without even making a sound. This by it's own is an issue that need to be fixed, by either requiring explosives to do so, or making the unbuild process of enemies structures take longer and make some kind of noise.

But the big issue, is that structures placed on the ground, clip throug the floor/ceilling to the level below. and people can dismantle your structures from there without even risking geting close to you.

I like building sniper/machinguns nest on rooftops to defend points, it's not super hard to counter, you just need a grappling hook or some structure to climb and kill the guy in the sniper/machinegun nest (hell even grenades work just fine). And I'm okey with that, they deserve it for noticing that I am up there and working their way to climb to the roof and kill me.

What boils my blood, is when suddenly my structures disapear way faster than the time it take me to build them, by someone that doesn't even need to be out in the open to do so, they are in the safety of whatever room is under my nest. And there is literally nothing you can do against it.

azure socket
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random idea, I feel conquest gets too much squad point at times but not enough vehicle service points, allow a 1k buildable resupply station would be pretty interesting

azure socket
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I constantly see 4 digit squad posts in conq but 2 digits in rush, something needs to be checked upon kittenThinking

unreal drum
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To this day I have... no idea how you get squad points 😅

I know capping points is one way to get them, but anything besides that is a mystery to me.

Something to consider when planning an update to the tutorial 🙂

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Also, Tripwire Because why not give Recon a cool alarm trap.

Tripwire - Recon Only Buildable: Creates a long semi-transparent line close to the ground, with horns attached to the ends.

Once an enemy triggers the tripwire, their momentum stops for <1 second, a loud noise is made, a special ping put in place where the trap was, and the player that placed this trap is alerted that someone triggered the alarm.

It does not deal any damage, rather it is indented to be an early warning system.

For recon players that don't want to be surprised when enemy approaches.

thorn egret
thorn egret
pearl wind
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Having a tripwire that sets off an alert to the squad and 3D marks whoever tripped it for 10 seconds would be really fun.

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I'd use that

pearl wind
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Or even just alerts the recon

thorn egret
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Im not sure I like that idea, but if it comes to life I feel it should be a gadget not a buildable

pearl wind
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Oh yea 100% a gadget, definitely not buildable

twin kindle
snow glacier
pearl wind
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Oh yea, easy 10m or something, able to invisibly span building to building

snow glacier
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That would be really fun

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Support and sniper would benefit from that

unreal drum
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Squad Leaders should be reminded that they can build a Rally point if they haven't done so already.

The amount of times I have played an entire match without seeing any rally points, either from my squad or from my team in general... is simply too much. A lot of people are simply unaware that they can build it.

magic bay
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Basically already covered but the fact that you get almost no squad points in rush sucks. One team’s whole goal is to defend and yet they can’t build any fortifications?

twin kindle
magic bay
twin kindle
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Honestly anything is better than getting, "I'm not a squad leader."

coral hound
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a little side popup on spawn would be nice for that

could also repurpose it with [user] is requesting a rally point

twin kindle
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User is requesting an objective not across the entire map

mint vapor
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When you make HESCO walls and want to build on top of them the second they get shot once anything on top just vanishes if possible to make the construction health be taken away from whatever might be on top?

uneven belfry
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Playing as support on frontline sucks so much with the way the squad points work right now. I had two back to back games where my squad had zero squad points.

magic bay
last belfry
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So defending points is already not incentivized at all, why remove the ability to build on points? This makes it all but impossible to defend points that are mostly destroyable, and it's really inconvenient for points with verticality, especially once staircases start getting blown up

stray zodiac
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not objectives

last belfry
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ok, that is something that was definitely needed and makes a lot more sense

stray zodiac
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glad I could help

last belfry
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it had me baffled 🤣 "wait.. that doesnt sound like something they'd want to add"

twin kindle
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That's what I figured it was

stray zodiac
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Revisiting this, it seems you can spawn in a lot of places, because it's been difficult to build on objectives due to arbitrary sections

obsidian rapids
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Yeah it's a weird thing, no idea why spawn spots isn't just pick a random spot in a given area, check if area obstructed within x range

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there's already checking for space to place players when exiting vehicles

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really fucky when trying to build on obj and it gets blocked by invisible shenanigans

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With squad points:
Killing enemies while they're in a obj that they hold should give you squad points for attacking.
Killing enemies while you're in a friendly obj, or killing enemies who are in a friendly obj should give you squad points for defending.

Idk, 20 points per kill, 10 points per assist.

stray zodiac
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If you get a kill while you're on an obj you own you get squadpoints

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I think the former too

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Haven't you noticed having like 10k squad points by the end of matches

magic bay
magic bay
crystal wigeon
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Whats up with not being able to build on cap points anymore?

last belfry
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you can build on cap points just not on the locations that people can spawn on

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@crystal wigeon

obsidian rapids
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So it's a problem with the spawn system that is now a problem for the building system.

ionic mountain
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Can we have keybinds for the different buildables so like squad menu key ->1,2,3,4 (whichever the build is)-> then 1-6 for each build->lmb place

obsidian rapids
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Counterstrike buy system for building? 😂

ionic mountain
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No more like fortnite regrettably 💀

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Cuz i feel like I’m playing osu just to place a fucking wall

obsidian rapids
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Like a fucking mystic dousing for mysterious spawn locations

crystal wigeon
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everytime i died to a cheeky spot someone built i would be more impressed than mad

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now i have to sit in a building that gets demolished to 5 poles and a window frame

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instead of finding smart angles to hide in

magic bay
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Yeah what’s the point of fortifications if you can’t fortify an objective you’re defending

crystal wigeon
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love playing an objective that is literally a round building with nothing around it and not being able to protect myself

uneven belfry
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Ctf be like

magic bay
uneven belfry
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If squad spawns got a rework, and the squad points system was at least given some unique rules for ctf, I'd play it more.

final wind
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I don't think squad points need any unique rules man

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Just give squad points for resupplying and healing your squad members as well as other actions you'd normally take with teammates with them.

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If I assist a squad member shooting someone, gimme a bone with like 10-20 squad points

magic bay
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Good ideas

ionic mountain
final wind
mint vapor
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whats the point of fortifications if wer cant use them to fortify a point?

last belfry
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The inability to put them where studies appear is way to wide honestly

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Had a lot of moments like this, they aren't appearing in Windows why can't you build there

mint vapor
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The F point is basically entirely a non building zone

last belfry
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Yesterday I tried placing one down where a wall was destroyed and got the same issue, as if they are spawning in the walls. We were told this would only be preventing us from building where people appear

obsidian rapids
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It's a mess trying to build on point

mint vapor
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i guess its working because the point cant be defended anymore due to no cover so no worries about having to spawn on it

magic bay
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Yeah it’s awful I hate the change

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People already refuse to play defense this discourages defense even more

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What was even the issue? If you spawn trapped inside a fortification can you not just hold to deconstruct it?

twin kindle
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I was playing on Eduardovo and literally could not fortify the structure I was defending without building a small bit off to one side. Literally just another inadvertent nerf to playing support.

dusky sage
#

you can't even place buildables to replace stairs on some maps, like construction. it's extremely fucking stupid.

final wind
#

The "can't build on spawn" thing should be reduced a bit on points. It's pretty frustrating at times currently - not sure how to fix it

mint vapor
#

i cant say ive ever even had an issue with stuff built on points before but i now constantly have problems with not being able to build on points

magic bay
#

Yep they need to revert the change it’s so bad

noble sapphire
#

seems a bit pointless to have building in the game when enemies can just unbuild it instantly and they can do it through floors too..

final wind
#

Enemies probably shouldn't be able to unbuild, or should only be able to do it twice as slowly

obsidian rapids
#

Building/unbuilding sound should be louder too

twin kindle
#

There's a sound?

last belfry
#

I had no clue there was sound are you sure

magic bay
#

Yeah fortifications are in their worst state ever right now, it’s sad cuz it’s such a great mechanic

strong otter
#

Honestly the menu should be reworked. It's terribly clunky and slow.

Is it possible to bind a build to a key bind? I'd love to have barbed wire on a hot key as a support. Would make it way less annoying to actually utilize all my builds

gray dagger
vital sleet
#

Remove the ability to build spawn beacons in your main spawn. This makes for really imbalanced situations, where you have a permanent spawn location close to an objective, right outside your main spawn area, if you place it in certain spots.

Either that, or give players the ability to manually destroy a spawn beacon by either unbuilding it, or just having an interact that flat out destroys it.

uneven wyvern
vital sleet
# uneven wyvern pretty sure you can unbuild it

You can't. Only way to take down a spawn beacon, is by shooting it, or blowing it up. If it's in the main spawn of the other team, then it's unable to be destroyed. Tried it the last game I played today, and there is no unbuild option.

digital flare
#

sometimes it's the only way to push out spawncampers...

last belfry
#

thats more a testament to map design issues, no? if you have a huge chunk of map that the enemy cant walk into, you should be able to flank around and ensure your teammates can spawn somewhere else

#

the northside of construction atm has these big walls right next to both team's grey zones. you can build a spawn beacon back there and give it a box or two and the enemy cannot get to it to break it

twin kindle
#

Construction has always had that issue annoyingly enough. Once one team pushes the other to their spawn, gg gameover

paper bridge
#

I'd just like to say, not being able to build walls on objectives that have been heavily bombarded apart and just short of collapse because "spawn zone" is little frustrating..

pearl wind
#

I'm pretty sure Oki said there's a technical reason for this, something about being unable to detect structures and having people spawn inside them

gray dagger
hollow vault
#

Seems unlikely

gray dagger
hollow vault
#

I think it’s much more likely the people shooting at you are inconsistent

gray dagger
hollow vault
#

I don’t think I’ve ever actually noticed a countdown

#

Maybe I just can’t remember it

serene fjord
pearl wind
#

I don't want to @ Oki but I'm pretty sure he spoke about it in a Dev blog

#

The easy fix was to prevent building anywhere you could spawn

stray zodiac
#

Easy fix for this is not making it a 5 meter radius

last belfry
#

Yeah, radius is ridiculous

#

Can't even place sand bags where walls were

#

Bro I promise you nobody is spawning there

paper bridge
#

Glad to see I'm not alone on this sentiment.

final wind
magic bay
#

No building on objectives is by far the worst change made to the game since release. It fucking sucks so much. Please revert.

serene fjord
#

^

gray dagger
#

Entirely remove building from squad point system. Make a gear 1 slot construction kit item that anyone can take for say 20 points of building (so like a couple of sandbags) and an "advanced kit" for support/engineer that has more points and allows all structures.

uneven belfry
#

Here's an idea for barbed wire: Make it deal 5 damage when you enter, and 5 when you leave. Additionally, only engineer and support(or maybe just support) can deconstruct it like other structures. Otherwise you need to use your c4 on it multiple times.

magic bay
#

I like the damage idea a lot, think that would already make it better

gray dagger
#

The first implementation of it did damage and then Oki decided to just remove it on release for no good reason

#

Presumably because the idea of cocaine medics not being able to be permanently zooming around the map was too outrageous

uneven wyvern
#

he removed it cuz people using barbwire to farm exp with medics

#

sure remove team self damage but like you can still do it with enemies barbwire

uneven belfry
#

There is no way in heck it's worth more points to try to farm barbed wire damage than it is to actually play the game.

uneven wyvern
#

if barbwire farming give you decent consistent exp then its probably worth it

#

lmao

gray dagger
#

And anyway who cares about XP farming, it's not like any in-game unlockable is related to real life currency.

final wind
#

Let me plop down a prebuilt house so I can live out my fantasy home owner experience as the founding fathers intended

hollow vault
#

you got more than is possible in any other way

#

gave you regular healing points + 50 more per healing tick, because you healed to full each time

dense plinth
#

Would be cool if you could make man-made foliage. Get some funky looking trees and bushes to hide my spawn beacon or give some soft cover for snipers.

#

Sniper shield would also be cool. Recon exclusive buildable likely.

magic bay
#

I just build sandbags when I’m sniping lol

last belfry
#

The one with two holes in it works wonders if you set it up right

#

Had counter snipers 1km out trying to hit me through one of those holes, poor guys

final wind
#

The fucking can't build in spawn zone is maddening

#

in frontline it's basically like "nah fam, go away"

fervent tangle
#

That is the Stupidiest thing that I've come back to.

#

I hate it. Once a wall is gone, you can't make a new one.

#

Once the Building is down, you can't even Defend from it even more, It's Worse if the Building is the Capture Point itself.

#

It's just a Spawn Camp now until the other Team decides to take it.

magic bay
#

Wooooh

gray dagger
#

we did it battlebois

magic bay
#

Hopefully “flag spawn points” means “objectives”, I’m assuming it does

stray zodiac
#

nope

#

it's a set of random points on an objecctive

#

so there's just random 5 meter circles on objectives you can't build on

magic bay
#

Better than 10m circles

#

50% reduction in radius is a 75% reduction in area

final wind
#

Complaining does do things 😭

magic bay
#

Fr

fervent tangle
#

They need some other way to combat there issue where we can Place Things Anywhere, but people spawn around them or whatever.

#

Because still running into the Biggest issue of Can't Deploy anything around the Flag, at all.

#

Make people spawning in Telefrag things out of existance when deploying on a Flag or something becasue right now it's still Awful.

pearl wind
#

The other reason was to stop people completely walling up points

serene fjord
#

it's so easy to just, unbuild the walls though

#

though i do think explosives should be able to damage the buildables, it's a little silly that they don't

gray dagger
#

You just have absolutely zero feedback on that fact

stray zodiac
#

I refuse to believe that building was so bad it needed a radius any more than 1 meter

#

how long is a sandbag anyways

final wind
magic bay
#

I thought the only issue they were trying to fix was placing buildables in a way that people are unable to spawn

final wind
#

I never had that issue, but I believe so

magic bay
#

I’ve had it happen when my squadmate over-fortified our rally and we couldn’t spawn on it lol

magic bay
#

Next thing in this chat: do something about enemies unbuilding my fortifications, especially thru floors and walls

pearl cedar
hardy walrus
pearl cedar
#

hm. I'd think that barriers are stronger than sandbags honestly

hardy walrus
#

RPG wise, I could see frag but not heat/tandem as much (I could see letting them pen through sandbags/barriers)

#

Barriers are a instant put up and harder to destroy per say but not damage

pearl cedar
#

Fair

#

I didn't realize every class instaplaced them

hardy walrus
#

(aka their last damage stat goes REALLY close to the ground making the destruction harder)

#

support wise they get the ability to faster decon,construct & instant build

#

aka if a teammates puts something down/you are doing repairs it is FAR FAR faster

#

for a support

#

same for breaking it down on a enemy's

pearl cedar
#

yeah but they get instaplace, and I thought barriers only instabuilt for them is what I meant

#

I mainly play support so I never noticed

hardy walrus
#

Ah

#

But yea, barriers are effectively the fast get some cover option

#

sandbags is the one that tends to last under prolonged fire

#

and barbed wire you can delete with 1-2 C4

paper bridge
# magic bay Wooooh

Even with this "change" I still find myself at the complete mercy of movement crackheads yeeting C4 into every objective meanwhile "cannot deploy on spawn points", so how about getting rid of this distance altogether?? There was never a problem before hand like many of said.

The other reason was to stop people completely walling up points
I'm sorry, but that's' the point of objective defense. To keep players OUT so if you get there first and have the squad points YES you should be able to wall that off! This change is pure frustration.

magic bay
#

Someone knowing the exact spawn points and covering them in walls so that nobody can spawn there for the rest of the match

serene fjord
#

yeah, ive literally never seen that happen, and even if it did happen, you can just... deconstruct it and get out anyway?

magic bay
#

But I never once saw that happen, this change just hurts the game

serene fjord
#

let's punish everyone trying to build defenses because of a hypothetical 0.0001% of the playerbase that could grief (largely unsuccessfully)

magic bay
#

No it’s not exactly that it’s like, you sneak past enemy lines and back cap, but now more of your team can’t spawn there to support you because the enemies blocked the spawn points off

#

Pretty absurd tho, I mean even could make it so if your spawn on an objective is blocked it deletes the blocking barricade

#

Would be way better than this

serene fjord
#

pretty much anything would be better than we have

magic bay
#

Hey I mean, the current 5m radius is way better than it was at 10 lmao

#

Don’t know why they went to 5 and not 1???

paper bridge
#

Abolish the radius!

pearl cedar
#

Yeah the build radius seems silly beyond issues with clipping (e.g spawning into the defenses)

final wind
#

The "no build" area NEEDs to be highlighted

magic bay
mint vapor
#

a ramp buildable would be great. i want to get on top of things i shouldnt with humvees

mint vapor
#

this is the best way to build one so far that i know

#

used it to get a remote turret humvee on top and got myself a 800m kill with it

magic bay
#

Real gamer hours max respect

timber talon
#

"CANNOT DEPLOY ON THE SPAWN POINTS"

The worst update to the game that made me change positive review to negative. For me this feature was the main selling point, now you cannot defend an objective properly because there is no cover to hide behind. It is no brainer that people can easily destroy walls and the whole building using c4. Does anyone really blocks the spawn points at all? What is the purpose of this nerf anyway?

Existing solution is not the way it should be fixed at all... For example, why not just remove blocking entities when player spawns?
Why not highlight spawn zones? Why radius is 5 and not 1 meter?

magic bay
#

Yep it’s very bad

marble sparrow
#

RE: Buildables

I'd like to see buildables give EXP for defending a location.

As it stands, the brainless "zerg ball" strategy is all I see happening in lobbies. People push from A to Z, and as they do so, nobody stays on point to defend, nobody builds, because there is no incentive to build.

No EXP, no squad points, no tangible benefits.

As someone who adores playing squad lead, building FOBs and making sure my squad can spawn in close proximity to OBJs, it saddens me to see people DESTRROY the map, but never BUILD in it.

Sure, there are barricades here or there, but I've genuinely never seen people place down razor wire fences. Only ones I've seen are my own.

With EXP incentives (a flawed, but better-than-nothing, quick fix), we might see squads coordinate and make proper, reinforced FOBs and defensive points.

TL;DR Suggestion :

  • Flat EXP/score bonus when placing down and fully constructing a buildable.
  • Score bonuses when your barricade takes fire from enemies, because it's doing it's job of defending/stopping bullets.
  • To ensure the viability of support-less deploy beacons, I would prevent anything aside from a LMG from one-mag'ing it. A single person with a Vector shouldn't nullify an entire squad's spawn possibility. People don't put these things down 'cause they're made of wet paper and blue tack. Give em' some oomph, let flanks exist.
marble sparrow
#

Side-note; The wall with holes in it is very awkward to use on a flat surface. Prone is too low. Crouch is roughly on the level of the top of the wall. Standing just looks over it... the holes are awkward to use, I'd make the wall a bit taller, personally, so crouching would mean looking straight through.

#

Bonus points if you could add variety to the buildables that Support gets, specifically, as THE premium class to instantly put stuff up.. I'd love to see the class get a bit more love on the building side of things. 💜

uneven belfry
#

Agreed. I'd love a wall with just a small hole in the bottom so you can fire out of it while prone.

pearl cedar
#

I think most people would prefer something like a barricade that you drop on top of (or even "upgrades") a sandbag to be taller but have firing holes at standing height... Crouching/proning behind a cover with holes in it seems so counterintuitive to me

#

but honestly any case where you dont need to crouch and awkwardly lean to see thru it, or make some weird sandbag staircase to see thru them would be better

uneven belfry
#

I just want cover I can use a bipod with

pearl cedar
#

That would be nice too 😔

uneven belfry
#

Actually, a u shaped sandbag wall would be nice

#

Vertically, I mean

magic bay
pearl cedar
#

Issue w/ that is an enemy shoots the bottom sandbag enough to deconstruct it and the entire thing falls down

#

you can screw around with builds to get things to work, and it always looks sick, but because everythinf gets deconstructed when the bottom gets unbuilt, it isnt very durable at all 😭

magic bay
#

Yeah you can use a third barricade to defend the front so that they can’t but boy is that a lot of work

marble sparrow
# uneven belfry I just want cover I can use a bipod with

I've been using the standard/killhole walls to do that, standing with a bipod has it lean against the top of the wall.. so I've grown used to slapping one in front of me when surprised by enemies, both as instant cover (since I mostly play Support), and as a bipod mount... so it's a near-instant 180 flip from "flustered in the middle of a wide-open field" to "bipod'ed up on half-tall cover and ready to beam you". 🤭

marble sparrow
# magic bay Yeah you can use a third barricade to defend the front so that they can’t but bo...

Definitely a case of "pyramid or die" syndrome when it comes to building 😅

I tend to go for the instant cement buildable first, then a full wall behind and a killhole wall on top if I want a semi-durable, two-tall wall ASAP.

If SHTF, I have the instant wall to prone behind, same if I'm playing Eng. instead of Sup, and then it's just there for extra durability.

I do have to remember that it gives people a chance to vault the 2-tall wall if they're ballsy and push it, though, since you can jump+vault over from the cement wall. 😅

uneven belfry
#

New buildables wheel is way harder to use than the old one

marble sparrow
granite rose
#

Squad points are now invisible for some reason
The hotkey for pinging doesn't work anymore

New menu is inconvenient, now I have to remember number combos to place literally anything. Used to be way simpler before, with the point n click adventure stuff. Imagine being in a tense sniper situation, and you cant fortnite your way out of it and build stuff around yourself and your squad...

marble sparrow
#

I dig the number combos, personally, but I have a bias towards using keyboard shortcuts over mouse UIs any time of the day.

#

The combos are a tad awkward, which I've been discussing in #1138744665538043955 and will make a suggestion for shortly. 😄

uneven belfry
marble sparrow
#

Fair! Fair, it might be a neat idea to separate "Leadership" from "Building" in this case, I totally see your point.

It would still make the switch from square tiles to the radial menu awkward, but it would keep the sort of "BUILD Menu" aspect to it. Fair point! 👍

#

I've just g otten used to the keyboard shortcuts, and I'd haaaaaate to go back

#

if they DO go back, I want the key combos to remain, they rule 😁

#

I use a mouse thumb button dedicated for the menu instead of MMB, so going MB4-221 is really quick compared to clicking stuff in the old menu

#

it's give-give, I guess! On one end, harder to mouse-navigate, on the other I can keyboard my way through in a jiffy and I love it 🤭

cold flume
#

Not seeing my squad points isn't a good change, i'd like to imagine it's a bug. Also this may be just personal opinion, but the old menu was better

hollow vault
#

Not being able to see points is definitely an issue

sinful oriole
#

First, the actual placement of buildables feels much much better. This was well done.

However, now with newest update, I am unsure where to see our squad points at.

Separately, the new options bar is a nice overall improvement.... But Building now has an extra click involved & so effectively even more slowed downin a fast paced enviroment. As building earns a player no XP, any time increases to building placement correlates to reduced incentive to build.

Prior to 2.2.2, I would spend entire matches placing buildables for that 1-2 minute battle that would shift over my position.
I can attest that while my team will almost always use my buildables, they most commonly do not value my buildables (wont help build, help rebuild, or necessarily move to allow building at my position).
With the new changes, now I have received also have increased exposure & idle time to create buildables. Since I only receive fun/ enjoyment from building, the new changes directly make buildables less fun.

I'm not sure if there is a means on your (dev) end to customize the buildables within the options. Perhaps add a separate keybind to open a specific buildable screen.
Or, separately, reduce the cooldowns so Support classes spend less time idling to place the same item. Overall, buildables should either be quicker to place, otherwise they become pretty gimmicky.

magic bay
#

If you hit squad menu button then 2 2 2 you get a barricade

sinful oriole
# magic bay If you hit squad menu button then 2 2 2 you get a barricade

Yes, thats in fact what I've been utilizing. I'm on an Azeron Cyborg, so on my end the actual placement of the buildables is quite quick. If I were restricted to a keyboard, the muscle memory would take a good deal longer. Buildables seem yet to be the most intuitive for many players beyond the basic placement. Ease & intuitiveness of placement would improve this for players.

magic bay
#

I also didn’t see it listed anywhere in game that there were keybinds for the menu, maybe I missed it, but I only knew that because I saw it mentioned on this discord

marble sparrow
#

The menu's got numbers on it (ignore the fact I'm in the firing range and there's less options than usual lol)

#

I instinctively pressed the corresponding keys to see if they were bound, and they were.

I guess if you don't try, it doesn't explicitly tell you, but I think that once we hit a sort of "finalized" BBR, there could be a really really simple tutorial just telling you "Hey, here's how to open it and navigate it with the mouse, also you can use the number keys if you want". Would onboard players into it fairly easily.

For now it's a bit too early to have tutorials when things are changing so drastically 😅

pearl cedar
#

never noticed that, thanks for pointing it out :o

paper bridge
#

Not unless I manage to directly tag someone for the spot bonus. Even then, it feels rather finicky if you're more than 10m away.

pearl cedar
#

kinda like the spotting tool for guns now

magic bay
#

Little Bird does not need a buff

tulip shell
junior egret
#

I don't know where to look to check for how many squad points you have.

viscid wyvern
#

It’s right above the squad menu wheel no?

robust wedge
# tulip shell Bump. This is still very frustrating

straight up remove this or at least tone it down to the ACTUAL spots where people spawn, not the entire point itself. some points on some maps, you cant build anything even near the objective, much less on the point itself

#

i dont think ive ever run into an issue that would have been fixed by that mechanic, but i have run into countless spots where i couldnt build a barrier that would have saved myself or a teammate

robust wedge
#

some examples of frustrating spots on tensatown point F

#

i could make a whole book of good spots for buildables that are blocked by the "spawn point," despite the spots players spawn on being not even close to it

tulip stump
#

So there used to be a like airstrike in the eraly acess, what ahppened to that?

sinful oriole
#

@tulip stump Imagineably this was intended for o the leader role, as it often does in other games. Since they've rescinded both airstrike & leader class, it could be this is reintroduced as a mechanic in a 'leadership / command' update.

robust wedge
#

This is still an issue. Im not sure how much the devs welcome being pinged, but I'd love to at least get some acknowledgement that theyve even read this thread recently. Like if even a single dev reads this message just ping me please. Or even just a react. Anything is better than silence.

stray zodiac
#

@ripe bay if reduced destruction is gonna be a thing on the table, a lot of us want this to be looked at first and foremost

#

Building is pointless when you can't build where people are

sinful oriole
#

@robust wedge Not sure if squad building is going to be getting much attention. Based on notes from last Devcast, it sounds like they're considering removal of barbwire.
The reasoning doesn't sit well with me - Barbwire is fine & the UI is wonky. But because it does not see as much use (due to bad UI & inability to place in important places) they may remove it.

hardy walrus
# sinful oriole <@809618297557090315> Not sure if squad building is going to be getting much att...

With barb wire
It is "Useless" due to how easy it is to bypass (sprint Jump through) or destroy even when massed (C4) , it needs some explosive resistance if not outright immunity and needs to effectively apply a harder slow if not a outright stop depending on movement (So if crouched/prone it is the least amount applied, but if you sprint jump into it, it acts like a hard wall and kills your momentum)

robust wedge
#

I think barbed wire could also be improved by having it make a loud rattling noise when an enemy moves through it?

sinful oriole
#

Great idea. Yes, absolutely.\

#

@hardy walrus Valid points on the spring jump. It sounds like the better approach it to simply adjust it rather than removal. When its used properly its far from useless. Can't tell how many times I've utilized it to success..

#

A common misunderstanding about barbwire is that people think "people aren't being slowed down because they go around" are truly missing the point of its actual usage. If I place 1 barbwire at a corner, players will almost always go around it....but they arent using the corner as cover.

#

Another route with the explosive resistance - explosives are everywhere - I've not run a kit without C4 (aside from level lock in prestige) for at least 5-600 ingame hours. What if perhaps instead of nerfing the buildings, removing Barbwire because its easy to destroy - they just tone down the amount of accessble explosives?

sinful oriole
#

Here is an example of effective placement - Barbwire separated by distance (uses more C4 for quick removal). The vertical placement of barbwire is a key factor that is overlooked. For instance, Barbwire at any building top edges creates a hard stop for players (even Tensa Town jumping from south to north building). Players mistakenly clump together their barbwire, creating easy removing. But placing the barbwire into other objects makes it more difficult to remove.

#

This type of placement is also irritating for the opponent. It often takes more effort (time or resource) to remove than it does to replace. If its placed successfully, it gets avoided or circumnavigated - which is precisely its point! But the success also goes unseen & so assumed useless.
Like a good employee, its the kind of buildable that if it does its job very well, others will not see how effective it actually is (and so be accused of not being useful).

#

This base was perhaps the most useful (Basra, Resort building on Point) - ends up that all the Hascos & barricades wen't unused the entire game. However the opponents only tried to remove barbwire from the ground floor 1 time. Took 30 seconds to replace barbwire & the building remained uncontested for about 28 of 30 minutes due to the barbwire.

#

Anyways - its simply crazy to hear decisions about barbwire being made when they've not spent the time or understanding of its implementation in the 1st place.

hardy walrus