#Gunplay - Feedback
1 messages · Page 4 of 1
but well we got bigger fish to fry, seems like a non issue
Yeah the drawback of mag dropping is that you have to either prone while reloading to pick it up (can’t respond with movement if someone pushes you) or you have to stare at the ground while reloading (can’t respond period)
Once again, I'm not saying this is a major problem lol. I'm just pointing out that it kind of invalidates a bit of the reload mechanics imo. Dismiss it all you will I guess 🤷♂️ ???
What more punishment do you need in a game with instant death?
You shouldn't be able to pickup the mag while the reload is still going, I'll stand by that lol
I don’t understand what this fixes or makes better about the game. Enjoy your opinion I guess. Hopefully it makes it into the milsim mode for you
support feeling even more sucky than it already does
I don't think going prone or looking at your mag on the ground is the worst negative m especially since if you're positioned right it isn't even an issue (enemies coming up on you)
And it affects more than support
its so odd to jump on someone for giving feedback in a feedback thread
Eh. I already just don’t go back for mags 99% of the time. It would just be 100% of the time with that change
it affects support primarely boi
I tend to live long enough to need to refill my mags. I run light armor a lot personally.
I live long enough to run out of mags to drop and then rarely burn through all 4 pistol mags
At which point I regret my decisions for about 2 seconds before dying and go agane
If you're worried about getting caught reloading as support, I think you need to consider your positioning better because those reloads hurt either or.
Talking lmgs here
i am already in the back line as a support my guy
Aight
Then you literally never have to use the long reload because dropping your mag and picking it up at the same time is risk free. My point is I just don't get why you can do both at the same time. I wouldn't mind picking up mags being faster than it currently is, it just doesn't make sense that you can do both at the same time imo.
Or that the total time spent is faster than the tactical reload. I feel like the drop mag reload should be faster, but take longer to recover from if you go back to pickup your mags personally
Probably because of the understanding that between fights it’s already bandage/heal+reload
Short term gain and all that
The same reason we don’t have armor replenishment
Because you just add onto that process
If you don't go back to pickup your mags anyway why do you care lol
loki likes to argue
Fair
or aggressively disagree might be more accurate
Because your change makes no sense. Outside of the milsim split which needed to happen like a month ago
It’s just weirdly harmful to a part of the game people already don’t like
a question
what class are you playing?
It should be a choice/risk to drop your mags mid fight. Being able to pick them up while reloading invalidates that risk in general imo.
I play all the classes besides sniper generally
If I wanna go fast I'll run medic, if I wanna run ARs I'll run assault. And then I'll run support if I feel like being mr ammo
I'll run engineer if there are tanks around
I've got every gun unlocked, I've got 100+ hours lol. I think I've experienced reloading with every class 😂
nah, youve more than made your point with plenty of clarity. dropping+picking up negates the need for even having the retention reload, and thats a development oversight
theres nothing more to it than that. thats all lost was trying to say
and I bet they got your point anyway
it doesnt take a genius to see the loophole there
Probs. Hopefully as the team expands they'll look into stuff like this. I'm all for skill expression, but drop+pickup isn't really skill expression in it's current state imo.
Could've fooled me 
aye. poor oki has way too much on his plate for a single dev
For sure man.
I know he reads these forums though (thanks Oki), so it's defo important to mention this kind of stuff
I mean it's still a valid point in the feedback thread
where would you put your favourite/least favourite guns on this chart?
What's wrong with the ak5c yo
outclassed a bit from my experience
maybe i was a bit harsh on it
feel free to make your own chart!
I'm just a scrub
here's my take on it
how vector still brainless when it requires more skill than the rest of the smgs? or are the rest of them so far left we can't see?
would make sense then
didnt' want to block the names of the ARs
chart;s a bit crowded
goobie chart correct, vector slightly further right, rest of smg's off screen to left
🙂
Honestly it would be clearer as "overtuned/undertuned" than more or less balanced
Because guns can be less balanced on both ends of effectiveness
tbh i feel like AK5C gets a lot of bad rep simply because it's not the UMP/groza
it's a really solid gun, it's just not overtuned
i never use it, too high level. always prestige before i remember it exists
good point
It's reload and velocity are faster. The first shot being lower makes it easier to hit follow up shots for me personally
what's brainless about hb? reload + mag size fuck it over to the point of atleast in my experience having to think about its performance the most
val should be close to perfectly balanced and in the middle of brainless to skill, more to the thinking side tho, mag size really makes you think about attacking groups
Honestly, the axis are just badly named on the graph lol
Technically the scorpion is brainless af. You just drag down up close
that aswell xD
skillful brainlessnes
i like the funny br br deng gun (can't use it rn i prestiged
)
Add input buffering / queueing reload after drawing a weapon
I have 1 tap to drop reload and hold to do regular
After switching from bandaging to weapon it takes a little longer for you to be able to actually reload after the weapon has been visually drawn out (annoying), so I have to mash R to get back into action and at times it registers as a hold (I have default 0.15 timer which works fine in regular situations) so Im unable to fight back for extra god knows how long
Also related, unable to bandage while trying to place a sandbag
The ak and m4 are brainless technically too
You start with them, no recoil basically, ez guns
semi-related to this, not being able to switch weapons while holding left click with medkit or while holding down bandage.
lost count of how many deaths because spamming weapon swap but still had medkit clicked healing myself or someone else
nah not really, low recoil yeah sure but really not braindead, the ump is (groza aswell but it's better "balanced" anyway)
Actually, ya
ump is so broken i finally caved and started using it. tired of dying to the other sweatballs that been abusing it and groza
looking forward to ump nerf so i can play fun guns again
I would assume you play mostly domination / frontline, as these are the most cqb oriented modes in which having the best gun really matters
I play mostly conquest (community servers) and find my kd consistent pretty much no matter what I use (no dmrs or snipers)
yep. domination 99% of the time now. 127 frontline was fun before the server desync issues made me wanna uninstall
i don't mind playing with a handicap, i've always prefered guns that feel good to use compared to meta weapons (hence why i still like the vector over other smg's even though it's just bad rn by comparison)
but i get sick of dying instantly to some rat headglitching with groza/ump
i can play that game too
Yeah domination is groza, fal, ump hk show
you'd be surprised actually. a lot of dmr's lately following the buffs. slowly dropping off as everyone moves to ump (for the same reason i am)
my friend is a real chad. he plays assault/engi with dmr's but only whichever ones aren't considered meta
still frags as well as i do
fal got recoil and isn't a hypermobile crutch, hk is just a more limited but better in its own rights m4 imo
fal definitely the most egregious of the trio though. a little too much mobility but i guess 15rd mag is a decent penalty for it
I actually played dmrs a lot pre buffs, and some post buffs
Then spent a lot of time with all the automatic weaponry fetting 500 kills with each and just cant go back to dmrs and snipers lol
scar/ak15 could use something to differentiate themselves from the fal
idk why you'd use that as it only bumps you up to 1.03
yeah, the movement speed it shows you is very misleading
i literally cannot function with semi-auto anything, my brain does not comprehend it properly
Hk deletes way faster than m4, you can feel it on both ends
I feel like making armor become multiplier(or damage reduction) based instead of flat extra health would help that, something akin to:
- No armor : 1
- light armor: 0.92
- medium armor: 0.85
- heavy armor: 0.75
- exo armor: 0.75 + 50% blast damage resist
That would severely undercut low ttk weapons when faced against proper armor, as well as giving both leg and arms a 0.7 damage multiplier so you actually have to aim
Now if you really wanna harvest that fast ttk you need to actually be good at aiming
even accounting for that it's still the fastest of the 3 (not just talking about move speed here either)
yeah ofc... but its ammo efficency and range aren't as good
vector misses cutoff for 6 hit kill by 0.06 repeating on .75 exo lol
Short mag gives tou 1.10 ms with long barrel and urk
Its nuts
nah it's bugged or smth. only gives 1.03 in game, displays 1.1
ms modifiers only do 1/5 of what is advertised...
Damn, I thought I was gonna be a race car
Actually, probably flat damage reduction would work best, since low damage fast fire weapons tend to get less punished for needing an extra shot
Something like
0, 1.5, 3, 4.5, 4.5+blast resist
Would primarily cut down on fast firing weapons without messing slow firing ones too much
Hmmm, maybe the numbers are a bit wonky, but the idea stands
current ump would get nuked with the percent numbers, i'm still down
wait maybe not?
It would probably become balanced then lol
it's too early for this
34 to 29
the ump is a crutch aswell as the groza, keep the fal as is, just give the scar ans ak15 smth unique otherwise i think those guns are allright
4 hit kill on exo
fal is actually .05 faster than ak15/scar baseline
which is fine, prolly would bump it's vertical recoil slightly
ak15/scar can have something else, one of them could be the low recoil 3 hit train with lower fire rate
It definitely should not be, I'd go with the opposite, reduce movespeed to similar to scar or ak, reduce horizontal a bit, so it gets a bit more incentive to use at range
Having a fal as a primarily close quarters gun just feels bizzare
yeah but then they're just even more the same
ak15/scar are functionally identical (only diff's are fire rate and aim down time advantage for ak15)
same recoil values and everything
i get what you mean like, realistically, the fal is not a close range weapon
Tbh I feel I'm just not a fan of how recoil is the primary balancing method
Especially horizontal recoil tends to feel very frustrating to counteract, even when you are good at doing it, and the fact all the climb is câmera climb tends to make the recoil feel anemic even as it jerks the câmera around
horizontal is just a pointless recoil mechanic rn with lean
you can still beam with fal
I like the recoil being a balancing method. I feel that damage drop off could be used to greater effect though
What
What does lean do for it?
leaning makes horizontal recoil functionally vertical recoil
so you don't have to fight the side-to-side
I don't think that's how it works
I'll try it out a little later
Eh, I feel we could swap some of the boring camera recoil for muzzle climb
It's much more interesting visually, it has some auto return to not eventually get you staring right at the ceiling, and it doesn't need to be ridiculously high to not make your gun feel boring to shoot
I mean, I think the game does have that too
It's also much less annoying on mid range scopes, and it lets you actually see your red dots at work
I think some cool procedural recoil might be neat
If it does, it's barely at all, especially when ADS, since then the shots come out of your face even though it's modeled correctly for point aim
It's so much more engaging to see your red dot kicking up on the sight, and actually follow it on the screen to line it up with the target, rather than just lining it with the center of your screen
Oh you mean like match visual recoil to the sight?
I believe bullets go where the sight goes in this game
yeah but we'd need bullets coming out our barrel aswell
nope, middle of the screen...
They do that when not ads is what bugs my brain lol
The game has both implemented
ye, weird af
Yea like less your camera going up, more your gun rotating and going up relative to your camera
It's a great effect and it feels way better on the eyes
Muzzle climb as opposed to camera climb
the fuck is the MSR doing anywhere near "perfectly balanced"
It kills things
it still hardly holds a candle to the L96
That's true. That's pretty unbalanced
It shouldn't kill things
slower reload, slower walkspeed, less ammo, literally 1 less damage???, one of the last guns you fucking unlock
Have you considered, the msr is cooler
the only reason the MSR isnt one of the biggest jokes in the game is because practically no-one uses it anyway
oh yeah its 100% cooler
but that doesnt make it any less frustrating
The stats do need a work over. I think gun falloff should be balanced within the types of guns in general. They shouldn't be balanced by gun type either (AR, carbine, etc) they should be categorized by range or anything else
Or not honestly. I feel that balancing based on the name the gun falls under may be too limiting
The sniper rifles all need to work at very long range, but why can't the msr have crazy falloff, but be a powerhouse up close (in terms of a sniper) for example
Idk, just more fun niches
That would be fun.
On snipers: a lot of games have differing body section damage multipliers for snipers specifically, to moderate their ability to OHKO and allow space for different sniper designs. I'm under the impression that there's only a headshot multiplier for snipers in this game? Nothing like an upper body multiplier that pushes it into OHKO territory, right? I guess it's not needed with how inherently advantaged snipers are from the scope of maps, but
I mention it because there's an empty design space of semi-auto snipers that most FPS games have. M110 is the closest, but it doesn't OHKO to the head either.
What makes a gun “brainless” in this? Why is the FAL less “brainless” than a gun like the Vector? This just doesn’t make sense by the metrics that people usually use for this
Generally brainless = low vertical recoil + good weapon
Generally, for me the metric for brainless is a quick movement gun that allows you to power through any situation you Shift+W yourself in with ease of use and ttk alone
Stuff that excessively rewards hyperaggressiveness, ignoring teamplay, not giving positioning and fortifying any consideration, and overall just pointing at the enemy and holding W
So I'd say the fal is indeed less brainless than the vector or ump, but it's not that far off to be honest
It still pretty much allows you to go a whole round without ever thinking more than 10 seconds ahead on what you'll do and do well, just requires a few more braincells allocated to recoil control
I'd give it like... low 8 out of ten on the brainless scale
So that begs the question… what kind of guns would reward teamplay or positioning? I suppose there might be something to be said for LMGs requiring some positioning to be effective, but that’s about it as far as I can see
Anything that doesn't have super high movement, has some amount of range potential to it, and has downsides that can be countered by having teammates around you as well
If you have to think about where in the map you go, which zones are currently yours or the enemie's, what sight lines you are exposed through, that's normally is very thoughtful
The issue is when busted movement can force every fight to be on the fast guy's terms, and they excel at their terms, it ends up Sapping the potential for tactical play of whoever ends up going against them
You can't really have brainless playing and tactical playing at the same time, inevitably one drowns out the other
Feels like that’s pretty incorrect. There’s tons of situations you just don’t win with an smg or pdw because someone decided to sit back and hold an angle
Hmm. I don’t really believe move speed plays much of a part in that from my experience, that advantages/disadvantages you wherever you are. Countering also doesn’t really make sense, counters don’t really exist in this game. Apart from some armour shenanigans but that really just boils down to being aware of the ttk you can expect to get
Game is fast paced. If fast paced = brainless then I disagree with the definition of brainless.
I personally play a pretty aggro style but I’m actually worse at it than a more passive style. I play fast paced as a personal challenge, and because standing still holding an angle is tough with adhd. I just be forgetting I gotta shoot when the guy peeks
ADHD, forever making randomass things a pain
Tho being honest It never really Impaired me on that end
Still, feel ya
I think it didn't mostly because of the 2.5k hours on war thunder where positioning and map awareness were so necessary I allocated way too much brain space into being good at them
I am suffer
That's just nanoweave armor all over again
Bonus flat health and % reductions are functionally equivalent. The only difference is that armor flath health can't be repaired obviously. And if it was directly added to the actual health pool (BL:R did this) then it would just take longer to heal which is a potentially reasonable balance decision.
Either way, the current damage profiles of guns results in % reductions favoring fast TTK weapons, which is the opposite of your stated goal. Applying a flat reduction per shot instead would be the way to target low damage high RoF weapons (which are indeed also the fast TTK ones).
See supporting evidence here: #1152896217517391902 message
I did add the (or damage reduction) part, as well as having made a lot of arguments towards flat reduction on there though, just saying both systems would be better than what we have, and you still have to be very careful with flat reduction not to just halve the damage of some weapons
11 damage vector 🤮
Moral of the thread fuckin yeet armor
No lol how is that what you got from this
facts, yeet armor
Can we get some smoother movement animations? The dropshot feels instant most of the time, both ways, but sometimes the hitbox does not match at all
no, because it lowers the skill ceiling for the game

No, they aren’t.
Armour as it stands has two separate health pools which can be damaged independently. They are only functionally identical if every shot lands on the same body part
For an easy example you could fire one shot into an exo chestplate and the rest into the limbs. The player would take no damage from the first shot, whereas with a percentage reduction they would
A % reduction equivalent to the current HP boost the armour pieces give you would be a significant nerf to armour
i think they mean that the flat damage reduction just sucks up some damage, say like 2dmg, which that is literally % reduction? idk that's what i took from that
tldr they probaly didn't mean the current system with "flat reduction"
just remove armor smh
It does not look like that is what they meant at all to me
Though I think I may have misinterpreted them a bit
They are correct that those two options are the same, I misunderstood and thought they were comparing them to the current system
We already have exo which more than doubles effective HP, so I don't see that it would automatically be an issue if some subset of guns are more impacted than others. Also consider that there are many other dimensions that can be tweaked to have an implementation that feels both effective and balanced (e.g. move/ADS/reload/bandage speed, increase movement noise, reduce inventory sizes).
Have seen a video where real spec-ops commented Tarkov gameplay. Guys sad that "player is moving so FAST... IRL i would like to keep any wall with my back to see all the room before i get in, and if i want to disable my enemy i would move VERY VERY slow. If the room contains a lot of covers i would move fast between covers and near every cover i will spent a minute until am listening, smelling, oversee the room".
Guys spoke about Tarkov. Where moving speed is 1 meter per second. BattleBit says "WHAAAAATTTT? You have to walk??? NOOOOOOOO, i prefer hold SHIFT and moving as fast as wind"
So maybe Teamplay is not about gifting you squad position?
Games, where person physics forbid to be a superman always has a community that helps. Games where you are fast as lighting first becomes best of the best (until bloggers hype), then die (people just tired of dying every second), because reaction and skill wins the brain and co-work. Point of speaking. Idea is not in "release hard mode please", idea is "add randoms+spreads to weapons that allow newbies to play with pros, reduce the movement speed (that forces players to help each other instead of non-stop run), remove things that changes movement speed for 25% or more, remove respawn everywhere (that gives you enemy movement control not just by step-listening, but counting alive alies-enemies)
good idea, but we will have to wait for milsim mode sadly...
The problem is not just "wait for milsim mode" cause people have issue with the arcade mode. Although I guess that they could serve both niches if they removed some of the more dragging elements from arcade, like bleeding and bandaging.
However, the overall excessive dynamic, which is fed by multiple things other than just movement speed and mobility, does in fact lead to the prevalence of twitch play at the expense of any kind of tactics. That's a wholly different problem that does not simply boil down to "play milsim".
i thought flanking was a tactic? and the best part about all these debates is that despite all the people playing medic the vast majority of players in games aren't doing that. otherwise there wouldn't be a line to flank in the first place. sandy dom 64v64 tends to just be a massive line of fighting between b and c in the marketplace and that's a constant expectation of gameplay on that map (outside of 1-sided beatdowns). if everyone was twitch gaming and flanking that line would never develop.
some maps don't develop in such a way (for example whatever the fuck this district 64 dom map i keep seeing is that only has 2 obj's) but a lot of them do.
and that wouldn't happen if everyone was just running flanks all game
I'm tired boss
same
Mid level flank medics get culled by high level flank medics
there's a battlebit eco system
i think best case for everyone that wants a slower game is to wait for milsim split and try that. those of us that like the game as it is are just never going to agree with things that change the way the game plays
I mean, I've seen posts complaining about the movement on reddit get a shit ton of upvotes and people being very vocal about it
It's definitely not "a few disgruntled milsimmers" wanting the thing they've been teased with the earlier versions of the game
There's a lot of people wanting anything from a slight movement tech taming to a full on milsim
Most players probably want movement toned down from what I've seen. the thing is, those people are more casual and aren't as active on the reddit or discord as the people who want the same or more movement.
Definitely, your average battlefield player come to battlebit generally doesn't enjoy having their enemies teleport faster than the bullets take to reach them
i really don't even think the movement is that much.
you die pretty much instantly to begin with and if you're using movement speed to dodge you're not even shooting back
like, how much easier do you need kills to be?
eyes almost rolling out of their sockets rn
it's not like we have sliding/slide canceling. most players aren't snaking behind cover.
I mean, sure it could be worse, but that's not exactly a good point
And if most people generally dislike something, independent of how "skill based" it is, it's not really a good thing to not address it in some way
yeah it could be worse. every character could be a track star matching usain bolts 100m dash but they're not, several seconds slower at the fastest
They are tho
They literally can run upwards or 30kph
That's as fast as Usain bolt lol
the fastest run speed is 2+ seconds slower than usain bolts 100m, already timed it. (and that's ignoring that most people will be wearing armor/using attachments that slow them down to begin with)
soooo
Maybe it's the lack of ground detail or whatever, but I feel you severely underestimate how fast the speed of people
2 seconds slower than U S A I N B O L T, yes very reasonable
2 seconds slower than usain bolt, in a perfect world with a setup you and nobody else is actually using
so even slower than that in actual gameplay
also, it's a video game with massive maps
let's go the opposite end, csgo run speed with no sprint. i'm sure that'd be a blast
And that is still besides the point that for anyone else that isn't doing all the movement tech and doing the sng rushing, the current movespeed is pretty disliked
it's disliked because the other classes (read: support/recon) are fucking slow
which i agree is a problem, they should be faster
You're really doing circles around the fact that most people don't like how fast the speed is in this game
This discord is still more speed- what? No?
"most people who are on discord and reddit, a small % of the total gaming space, dislike movement speed" yes i agree with that statement
The vast majority of players in this game want movement abuse to be tamed
Discord is more speed sided than average and still there is discourse here
"movement abuse" i'm just gonna say it. i think every other shooter has been too fucking slow for years, when even call of duty leans into slowing down gameplay that's a problem
You can totally think that, doesn't make people agree with you by default
sure. and you are welcome to disagree and think it's too fast. but that doesn't make you the majority opinion either
hence why there is still discourse
that does seem to be what the majority of players think though lol
based on, again, a small % of the total community. and even better, it's complaints targeted at a small % of the community
There is discourse on the discord, a place where most casual players are not, reddit is still more casual, and from what I've seen, they really don't like movement abuse, the only people on reddit defending movement abuse are the super downvoted "git gud lol" commenters
I also hear a lot of complaints about movement in game chat
That too
yeah, reddit, the same place that also shit on all the movement in call of duty for the past few years because it hasn't been "Tactical" enough
Have you considered
you are very close to discovering why these things are both true lmao
That the majority of people just don't agree with you?
have you considered, that they are welcome to disagree, and they can still be subjectively wrong? opinions are allowed
They are, but to say most people agree and then complain when you mention people not agreeing is weird
"subjectively wrong" is a ridiculous way to say "disagrees with me"
I think the movement feels fine. Could probably use a tiny bit of mid air inertia to prevent the 180 wick jumping around, but the actual feel is great imo.
titanfall 2 is objectively one of the best shooters every released and it hit it's all time peak playerbase in the last few weeks. i think i'll trust what i think over the people who buy the same call of duty every year and then complain it's too call of duty for them. (speaking on reddit here)
no it's not. I need you to google what "objective" means.
Wait, so you're basically saying "their opinion is bad and mine is good and this game that everyone bought should be specifically how I want it to be"?
Honestly, it is kind of peak - regardless of his opinion.
it is. there is no other shooter that has done it better and it's only failing was being released between battlefield and call of duty with no advertising.
which is what people are discovering in the wake of the janitor updating the game
There's good shooters that did different things to cater to different prople
Battlebit has never and was never supposed to be titanfall
that is literally just your opinion. There is nothing objective about it whatsoever.
Yes that too
double move speed 
🤮
I don't think movement speed and such are an issue in the game. If everyone was as slow as support I think it'd be rough. Preventing people from jumping around like crazy to avoid getting shot is more so a question of do we want to punish people for being out of position, or for making risky plays? And do we want some skill expression in movement (at little as moving the mouse around and jumping is)?
and call of duty was never meant to be a tactical shooter and look where it's at now. all thanks to the reddit hivemind that has no idea what it actually wants
(Insert motion sickness joke)
Anyone who wants to slow movespeed hasn't run across the map as exo support trying to cap an objective
and then you finally get there, die, and have to do it again
Also there's a difference between movement speed and preventing the mid air flailing people complain about
- bunch of people want something from game
- game delivers
- it's not what I like
- "God I hate the hivemind"
^
I have, the lower end of movespeed is fine, the higher end isnt
you're not really going to defend the direction call of duty has gone at the behest of the vocal minority....
Die
please do not be that delusional
I never cared for cod
Call of duty changed in a way I don't like. Thank god I obviously represent the majority so I get to complain.
when the majority of the good players are quitting and trashing the direction the game has gone for the past decade, yeah... i not only get to complain that a game series i enjoyed is now a vague resemblence to what it was but is also just a shitty marketing scheme for skins and battlepasses yeah...
But look at squad
They recently made the game much more tactical and teamplay focused
A small amount of people that were into dropshotting folks and abusing the games balancing got pissed because the game changed to reflect what the players wanted to do from the start
95% of the playerbase liked the update, mostly casual players and long time fans
The 5% of people that complain about the changes think they are the majority
right, I forgot the good players are the majority lmao
Casual players don't exist wdym
yeah, you're right, the casuals who need a built in aim bot that gets stronger every year are the majority. and that's a damn shame for a game
Casual players sure stuck around for Battlebit
it's real unfortunate when those casuals dictate game design/balance when they put nowhere near the time/effort into a game
I'm not inclined to balance for the casual majority that asks for shotguns, mortars and jets
not talking about any of you either
this right here. though tbf we already have shotguns, it's called an RPG
Now the question is do you follow the casual route of making everything like the rpg
This sentence is amazing
Legitimately thank you for writing it, it clears so much up

God I need to slip back into alcoholism
Casual playerbase alr showed they'll take literally anything you give them no matter how garbage for balance it is
Is FIFA a good game?
current shmovement funny, but can be frustrating af
(we need milsim mode (badly))
fix bipod and bring scorpion to assault.
Add Jack Daniel's to the games devs I need some badly
no
It does funny things to my ADHD medication
what about medic meth?
Refer to the adhd meds joke
to fast, just like you la.......
Then I'm not inclined to listen to a majority solely because they're a majority
mate, you don't have to like or care about call of duty to look at the game and see how it has become awful to play if you want to put any effort into it. casual players try game and get smoked by people putting in hours. "too hard to shoot them too much movement", movement gets nerfed. "tracking is too hard vs pc players who aim with whole arm", crank up aim assist. "people who are moving are killing me too fast", sprint to fire, ads speed, ads speed after jumping all nerfed. what's left to do in that game? what is the point of improving or playing anything when any effort you put in is just the next nerf for people who are gonna quit in another 40 hours? milsim/arcade split will be better for basically all involved than trying to force both sides to capitulate to one design
no i meant Fifa sux
And yet FIFA sells more copies
It's more casual
Doesn't mean it's good
you're welcome to disagree, you're welcome to dislike my opinion, you're welcome to dislike the movement speed in the game, you're welcome to think whatever you want man. but i'm so tired of watching fun games get watered down into nothing
just so fucking tired
(loki on his way to shleep 2023 colorized)
lol
fix bipod, give assault scorpion, make support and recon great again
and then put a gun in my mouth
i'm over it
hell yeah brother
i like putting gun barrels in peoples mouths 🥵
Remind me again, titanfall 2 is the game where the vast majority of the youtubers are aruging for removal of titans from the game?
?? that's already a game mode called pilot v pilot. that's been in titanfall since the og release
you okay?
I think that was one guy and he wasn’t actually advocating for that, he was just saying it would technically be more balanced.
exo support movement speed is fine for the rest of this game, quake movespeed and jumping isn't
It literally just feels like regular movement in most fps'
What are you on about
It's slower than most fps movement
Wtf do you mean
Maybe if you're playing squad
Or arma
That's about how fast exo armor is
It isn't?
You're still doing a good 18-20kph
I swear I feel like the lack of ground details and stuff is making people hallucinate
How
Are you taking 4 minutes
There are vehicles everywhere
There are tons of spawn options
The game literally accounts for that
And the conveniently spread arou- no?
And you need to compensate
And your argument is relying on footing your way across an XL size 127x127 player map
Yea
The entire premise is completely ridiculous
Ur right
"Lemme run 5k real quick"
I should rely on shit vehicles and a broken spawn system
The same broken spawn system that makes defending impossible
If you can just move around the map on foot with zero difficulty or time investment, why do transport vehicles even exist in the game?
conquest is the only game mode.
The best too
Frontline is much more tightly packed and there is also infantry conquest, you know
To do it 5x faster?
Like
they might as well not exist with how bad they handle any terrain
the quad got suspension like a skateboard
Sure, but the solution is fixing them, not removing every feature that is even moderately inconvenient
Cause by that logic we should remove pretty much everything other than smg medic from the game
And all the smgs that aren't currently best are redundant too, remove them as well
Then don't remove top end movement bc it's too hard for you to shoot
Seems like we're fine where game is at
The problem is not being "too hard to shoot", the problem is the entire movement dynamic devaluing large portions of the game and leading to prevalence of cheese tactics
If I wanted to play a game with only one move I'd go play checkers or something
You said it yourself, exo armor movespeed is fine
Game:
- so we'll have big maps
- transport and combat vehicles
- gun ballistics
- fortifications and teamplay
"Yeah make the movement severely fuck the balance and severely tilt the game's intended flow, messing up the usability of a bunch of core features because haha movement shooter"
So run that
I do
but it's not the only move? cause the majority of people aren't just giga sprinting flanks
what "large portions of the game" and "core features" does having high movement speed devalue or mess up?
Lol, the maps that are largely called trash, fortifications that nobody uses because you can spawn anywhere and the worst vehicles in the gaming industry according to vehicle feedback threads
Can I force run it on every player on the server? No? Then stop insulting your own intelligence
Yes
Go play community servers
👍
Fortifications get hit real bad by pushes, transport vehicles get very devalued because of it, ballistics are a pain when people change direction faster than your bullets take to reach them
transport vehicles are anything but devalued. good luck walking to any objective on sandy, even if you're a 1.10 speed medic
But I do?
i mean, have fun wasting actual minutes of your life? lol
Fortifications also get hit real bad by spawn anywhere mechanics, and transport vehicles are more devalued by C4 and tandem RPG than some medic
"i choose to waste my time and ignore vehicles, that means vehicles are devalued"
That's true, also needs fixing

Yet those were the reasons you just claimed exo armor was ok
So you remove spawn anywhere, exo is worse
It is OK, because the point is you really don't need to run across a 256 person map in seconds GOD
Seconds? Or FUCKING MINUTES
Like jesus
I am talking to a wall
Feeling is mutual
I will succumb to disinthery
Medic isn't crossing objectives in seconds
lowering the movement speed would detract from the pace of the game. and for what? so it can be easier for you to lead your shots? it just lowers the skill ceiling of the game substantially
all this bs boils down to
"milsim when?"
and fix armor, bipod, scorpion not being on assault
smh
Milsim never, game is arcade but Oki won't admit it
advertisement
"casual milsim fps"
actual gayme
"arcade, even more coke addicted than cod (when movement was still very prevelent)
now we'll never see "milsim" mode ever ig
i'm rooting for the milsim guys for the split. so i don't have to play vs their fortnite bases anymore
they don't even do that (probaly) they just die, leave, evaporate
either you adapt to this turbo overkill lookin' movement or you suck...
someday there'll be a central us server and i'll get to experience this game to the fullest. i've been getting 1 bulleted by supports still moving at their max sprint speed. they stop moving to shoot me after they have already killed me on my screen
it's honestly just kinda funny when it happens
pov i framed by old aug xD
what's the f2k's ttk? cause i get 1 framed by that shit alllll the time
and i've only heard it's decent but not great
.28
brooooo what?
what is the desync lmfao
.28 and sometimes my hitmarkers don't even result in me actually dealing damage to them
god i love this game
i like getting 3 hitmarkers with the m110, one hit and then another with the kill one coming in close after xD
or that one time i did hit, headshot, hit, hit with a g3 on a dude without armor not killing him and he then beaming me after apperantly reloading his aug 
so the server i play in is typically full of sweats that use the ump, i started using the ump following prestige #3 (with the stipulation that i have to use iron sights only, i'm not a total rat, just mostly a rat). i've gotten up to 9 unarmored hits on someone in succession
my 3 hit kill rat weapon, 9 hits, the math ain't mathin dawg
i've also seen 2 hs 2 body hits (all unarmored) and then 1 banged by f2k
Bipod gets ignored as always sadly
mid take
APCs are slow as shit and can die in a single hit, so you see 90% of the people using them getting blown up within a minute of hopping on one. Skill ceiling there is not about going ADADADAD while spinning your mouse around, but about map knowledge, awareness and timing.
So, just different skillsets.
that would be latency / packet loss, not desync
I do wonder why latency for the purposes of hit reg has been so pronounced recently though
It might just be a visual thing effectively
60 ms 0 packet loss
Based on that one time an undersea cable went down and I was on a super unstable connection +300 ping, when you shot people you often wouldn’t see hit markers until a short while later
so perhaps hit markers used to require server confirmation to show and now they don’t?
I’ve gotten kills after turning away and going behind cover
It’s definitely desync’d
What would be desynced here
I’ve stopped shooting at a person within 10m to reposition around a pillar and they died while I’m sprinting
I mean, 60 ms shouldn’t be that bad
Your enemy has ping too, you can effectively add that. Might be on average there’s about twice that
Enemy in that specific case gets like 17-20
ping is often misleading because it's actually twice the displayed amount
60 ms for the packet to travel to you, and 60 ms for the packet to travel back
See but that’s why it’s weird right?
The thing is, I have a ping of like ~17ms in this game. But I still notice the hit denial thing more than it feels like I should
Even calling it 120 round trip, in practice it feeeeels closer to 200
I need to get some actual decent evidence on this though as I may not be reliable at assessing this just from experience
And by feels I mean I got used to classic wows 400 ms batching (all actions occur on a 400 ms server tick)
So the latency in this game is very pronounced
Feels very similar to that
which is weird because when i would find the rare server with 30 ms before, it was like a whole different world
4 hit kills being 4 hit kills
idk, i keep hoping it'll get better
Would be great to add textures to/for indestructable walls. It could be 3 textures for choose - concrete, stones or metal. Its not about "nice look", its about camouflage. You're invisible not while you behind the bush, you're invisible where bush is behind you.
recoil is incredibly hard in this game, waiting for guns like the m4 to become easier to control
idk how sweaty vector users always kill me with that insane recoil
🤨
mfer using 👆 on his own message
Aint no way
big way. you hate to see it
like i can barely drop 30 kills a game with a 6 kd but these sweats can easily go 300+... how is this possible !?
Maximum I see is about 110
yeah like those ether and gromp cheaters
And that was on a small map
unless youve stumbled into the literal comp league for BBR, 300 is total bullshit and you know it
182 my pb 💀
like, we are talking kills, in a match, right?
i am a casual recon sniper and my favorite optic is the FLIR
yes i was joking
no one hit a 300 when the neighborhood 24/7 frontline was up unfortunately
it was ddosed and now the closest we have is the pair of vanguard servers
however. i still think the snipers should be buffed
i do not die to them enough and they have so much drop why not make them hitscan?
the lack of 24/7 frontline servers in NA nowadays saddens me immensely
there are 24/7 servers
^ miss this one though
turbofarmed it in the short time it lived
i havent seen a 24/7 Frontline server up in the North America region for more than a day or so at a time in weeks on 127v127
24/7 dom is the closest we have
there are a FEW 24/7 frontlines
but most are dead bar one
aye. And the E-Girl Heaven on is the only one ive seen recently for 127, and even then its not always up
that one has issues
it queues conquest half the time
i wonder if they fixed it this week but it gets boring
i got 180 kills on the vanguard server... last weekend? idk
but it is a very stable server despite being 64v64
doesn't need much seeding
yeah. frontline is the only gamemode I can play over and over again. Conquest having vehicles is nice for 127v127, but its chaotic and always a mess
and feels good (240hz)
Reverse order in which combining mags works so that the right ones, that are next in line to be used, are refilled first
PLEASE, do something with WIN conditions, i mean the reason of play is GAME, not WIN. If counter round of assault we destroy more points, its not required to initiate mapvote that forces 60 seconds of timeout, we timeouted 1 minute ago... really
^???
what mean
My guy please break up your point so we can understand what you're saying
ig i'm not going to trust hitmarkes anymore
a scorpion getting 4 hit markes, one of which was a hs, yet it still doesn't kill just baffles me
aswell as wtf is wrong with the one sidedness of matches
sometimes you get lobbies where you farm people and sometimes i get the biggest brainlets on my team + sweats on the enemy team
idfk what is wrong rn
there's no matchmaking lol wtf u want
enjoy the chaos
getting meat grinded or speedrunning isn't chaos, i mean it is but it isn't enjoyable
unless you want matchmaking implemented its gonna be this way
I dont want mm, hopping into a game without waiting works great and if unbalanced matches are the price to pay so be it
that means some gamemodes should be fixed
-
assault - always play all points, even on small server (where only one bomb place by some reason and only one stage), on second round SHOULD NOT end game with WIN if the team destroys 1 more point, game continues until END, then win-screen shows result with WIN. Sometimes at first round team destroy NO points, in second round - team destroy 1 point, and that forces game end in 2 minutes. Tournament clan-war mode should end game, public game should not.
-
some maps end on time limit, that is low time to time. if the game counts 1 hour - is a GOOD game, instead the game max in 15 minutes seems like "server optimization" forces to reload server more often. It gives no gameplay sense, but without known battlefield (slowly increasing volume) music that helps you understand game becomes to end - this restarts and unexpected end games every 10 minutes makes me cryyyyyyyyyyyyying
-
forbidden area on frontline and assault - instead of killing people who stay in forbidden area - should display NOTIFICATION to "redislocation" with hotkey.
ENOUGH = red screen / forbidden spawn on enemy territory / big note "you're on enemy territory" / (and, i remember you) you're always visible on enemy map
USELESS = Forbidden fire / forbid healing / dealing damage after 10 seconds / 10 seconds kill-counter. This things is created in Battlefield as gameplay solution for invisible map edges, that makes imagination that the map is infinite. Instead in battlebit we still have invisible edges, borders, and so much stuff that kills you even if you dont want to.
If main idea is possible spawn camping/killing about good team lives on enemy territory, i remember, here is SPAWN protection mechanic, that by some reason auto-disables once you move... That behavior should only be applied on DEATHMATCH mode, where you spawn anywhere anytime, there's no enemy or your territory. instead, in other gamemodes, it should work full time (3 or what the heck seconds) while you on your territory, 3 seconds of god protection gives you safely respawn WHILE you on your territory, you can move, shoot and any actions, and god protection still enabled until timer ticks. If enemy wants to be on your territory with red screen and big note - ok, he want to spent his time as he want.
Player should decide to get out from enemy territory, not the game should kill him for his decision by gamemode reasons. Game HELPS you to decide correct, game should not FORCE you to play in given edges.
- would be great to allow spawning on empty servers, play without stats count, all works same just stats left untouched like on modded servers. You can spawn even 1v1, fight if you want to, but once more people is connected, game resets, your progress resets also to moment you connecting. Otherwise i saw the readyroom idea - if you join server - you spawn on non-combat room where you can walk, talk or select team you wanna play with hotkeys or just getting specific team area. Readyroom idea gives uncountable community boost effect.
- frontline mode points should be positioned as LINE instead of spread.
Idea was - you win one point, then you go to next point, thats ok.
Some maps is good, but other ones is bad cause of next point positioned in 500 meters from previous point... and also respawn point (main base) of team (that had just lost point), on some maps located in kilometer from previous point...
Or that stuff: captured point positioned much close to enemy territory (second main base) than captured point from next point , so, whole allied team moves to next point, but enemy just spawns on previous point immediate and you dont have time to even reach position, you forced to go back with damn timer that kills you, or forbid your firing, or deals you damage, or forbid healing, or all these effects in same time.
i mean - next point path should change direction to max 90 degrees from previous point. Also respawn points should work ONLY on your points, should not to be any second main bases
As a result, if we connect all the points with a line (btw on the map this lines would be great to be visible) - the total image should be LINE or LINE with few CROSSES, instead of letters like Z or multipoligonal hexagons.
Good example is in game Heroes & Generals, there's much less gamemodes, that's well designed - frontline, deathmatch and point control. So point control is spread points, frontline is lines/crosses, it could be tree oriented, like play two-three directions in same time prevents mega fight 100vs100 on certain point, half of team defends south, half of team - north.
0 - empty points
1,2 - team points on game start
2
|
1---0---0---2
| |
1---0---0
|
1---0---2
i feel like this guys points would probably be amazing if there wasnt such a large language barrier here
I feel like i aint reading all that
Mainly because its not my job 
Also off topoic much
There needs to be input buffering for more than just single-shot guns
so many times I want to switch guns and the input just doesn't register
Gameplay is smooth until you switch weapons / gadgets
For some reason placing a sandbag also introduces a delay where you cant start bandaging
Lost count of times this got me killed
Option to ditch primary gun for some ms to run around with a secondary / melee?
you're right, english is not native for me, so i'll be glad to get questions instead of mems...
guess its about animation, and yes, input buffering would be great for many things.
even keymap could realize this feature globally allows user to define "key_condition" like "keydown, keyup, hold, double-tap". For example - jump better works on space release instead of space press. You can hold space while in the air and do the jump immediate you release key (touch the ground) or maybe you get ground platform ending.
and yes, its a priority feature, like you can stop bandaging and get less hitpoints if you need your gun immediate.
im sorry 😭
Coming back again with my awesome takes
Once again, please make it so you can't pick up a mag you drop while reloading. It removes most of the downsides of choosing to drop your mag to reload. Ideally dropping your mag and picking it up shouldn't be faster on average than doing the tactical. It should be an option for hectic situations, a purposeful option you choose
If you don't know what I'm talking about, take the ak74 out for a spin. Do the fast reload then crouch/prone and hold pickup while reloading
It's astronomically faster feeling than the long reload.
Meaning, there's 0 point in doing the long reload unless you're on the run - which even then it's sometimes faster and safer to just reload and prone in cover for half a second then continue rubbing
Plz fix, game unplayable
Oh. Quick tip I never knew
You can pickup mags for the same gun that other players drop. Never knew that until I went back to the ak74.
same gun and same mag type
Yea, it was just cool to realize I could do it
iirc you can pickup like around 20 mag? or something few or more
damage and/or hitmarkers feels really inconsistent
in close range a gun that 3 taps sometimes doesnt, but i dont see armor hitmarkers
Next update might fix that
The new hitreg system as a whole is kinda just really crappy feeling. Dig through the game bugs channel a couple days back, you'll see a clip of mine where a no-armour headshot with the SSG69 just gets outright ignored. Same thing happens quite a lot when unloading a full-auto gun
There needs to be movement penalty to using Snipers or any gun accurately. As it stands Accuracy just allows the bullets to shoot direct center of the screen (minus point shooting) even while moving (in tap fire, rapid fire falls under control stats as well). Take sniping, when using a sniper no matter the movement that you would be doing the bullets shoot directly center of the screen with bullet drop only being affected, with movement such as strafing left/right and leaning (with scope sway going all over) the bullets shoot dead center of the screen allowing for unimpressive gameplay overall.
nah
you have to compensate for your movement with your aim. it's a risk/reward thing, you're harder to hit, but it's harder for you to hit your shoots than if you were standing still
no need for a shitty mechanic like forced inaccuracy when moving
Yeah that would just be weird
yeah don't do a csgo please
just make it take longer to ads when sprinting if anything
Dont slow the game down
I doubt CoF (cone of fire) will be added, so y'all probably don't need to worry.
Just having big/semi-random sway while moving like many games should be more than enough
and depending how it's implemented it could be compensated for. imo the ideal is not entirely predictable movement sway but not entirely random. Kinda like horizontal recoil c:
Aim sway does not affect where the bullets go, all of you have missed the point of what I would be saying for the most part. If you look at the attached pictures that would be from using a monitor that would have a aim training dot built in (edited to include where the dot would have been on the screen) shows where the bullet went. The bullet shot directly center of the screen no matter where the scope sway would be. Less a suggestion and more of this needs to be changed
In the pictures/clips I was lean juggling and strafing left/right
For transparency you can watch the clip where this was taken from (I am not the best aimer but I was using the dot direct center to aim and take shots only based on that alone)
Oh fuck I forgot about this effect
I really hope OKI actually looks at these threads man
y'all have been cooking lately
They say he does, just have to wait
Oki, if you read these channels do give us a boop in here once.
It'll encourage our 'tism even further
considering no ones been hammered for going off topic its safe to say no one reads these
Would the devs really care if a thread goes off topic tho
Maybe a mod
And an uptight one

The mods don't care, but I know they look from time to time
the way i see it, discussion encourages thinking, and that is what these feedback threads are for. going way off topic is one thing, but i think it would be silly to iron-fist the "stay on topic" rule, since there are plenty of times that minor deviations have lead to good ideas
Free development boys 😎😎😎
I'd be interested to know if the packet prioritization helps with 1-frame deaths
idk but it seems like it, scorpion's finally usable aswell (:
hey what does control do?
this has been a question for months now...
I do feel like I've been able to escape 1-frames a bit better from faster fire rate guns
It's scope sway I'm pretty sure. Or the time it takes a scope to return to center. One of the two lol
Or both
wdym. i dont think the scorp got changed?
the hitreg update makes my bullets no longer enter the 69th dimension when shooting somebody
so this new hitreg fix is actually a fix?
for me? yes absolutely!
nova
finally, i wont get unequally punished for my unbelieveably shit aim. now its just "my aim is shit", and not "my aim is shit and the game punishes me EVEN MORE as a result"
fr 
the sway from hip fire is still there when i ads i feel like it shouldn't i think it should be locked to to the center of your screen just as much as a normal sight because then i would use this as a cool mechanic (only when ads)
bullets shoot from barrel 👀
not exactly. on your side it sure looks like it, but headglitching is pretty cheesy in this game
you are not ads'ing with night goggles... it also says on screen that you cannot use the main sights (ADS) with night goggles
you are probably using medium scopes with night goggles, those doesnt work together, only the close range sights work with night goggles
k well i mean like i should be getting the benifits from ads because im pushing the rifle into my shoulder
at this point and beyond its pointless for me to continue, i already stated why and the counter measure
if someone agrees to your point, great, because i dont
So there's this know issue with sniper vs sniper duels where both snipers shoot at the same time, both get headshot hitmarkers, but only one person dies. In a scenario like that, the expected result is that both snipers die because the bullets were in the air at the same time and both bullets landed on the intended target.
The result you would expect from this scenario would be both snipers dying because they very obviously took their shot before dying.
I'm assuming that this is partially caused by the fact that hitmarkers are currently calculated by the client and not the server.
Here's what I'm assuming is happening:
- Both snipers take a shot that WILL cause a headshot kill at each other at the same time;
- The server receives the shot packets and transfers them to the players for them to display the tracers;
- Both snipers get hitmarkers at the same time and send hitmarker data to the server;
- The server receives the hitmarker data from the player with the least latency and applies the damage to the other player and now considers him as being dead;
- The server receives the hitmarker data from the player with the most latency and ignores it because, now this is an assumption but, I'm assuming that the server is programmed in a way to think "This player is currently dead and SHOULD NOT be able to hit people".
Here's where the problem lies:
The player with the least latency sees this:
- He aims and takes a shot at the enemy.
- Very shortly after, he sees the enemy take a shot at him.
- He gets a headshot hitmarker.
- A kill message appears on his screen.
- The enemy's bullet either misses him by a few millimeters or seems to go straight through him.
The player with the most latency sees this:
- He aims and takes a shot at the enemy.
- Very shortly after, he sees the enemy take a shot at him.
- He gets a headshot hitmarker.
- He gets hit by the enemy AFTER the hitmarker on his screen and dies.
- Confusion ensues.
Here's my suggested solutions to this problem:
1 - Only for Sniper Rifles, DMRs and other long-range slow firing guns, remove the check where the server checks if a player is alive to apply damage. This alone would fix the problem but it would bring considerable issues with clients that have irregular ping.
To fix those problems, you could make it so the server would only ignore damage if a player has been dead for too long. For example, if the player has been dead for more than 100ms, ignore the shot.
Now this solution solves the problem where both snipers take the shot at the same time.
There are still edge cases and here's an example of one:
- Both players are 2000m away from each other and are both using the SV-98 (This is just an example. I chose the SV-98 because it has 1000 velocity and it makes this easier to think about.).
- Player 1 takes a shot at the other player that WILL land.
- Player 2 takes a shot 1 second later, when Player 1's bullet still has 1s of travel time (It has only traveled 1000m out of 2000m.).
- Player 1 lands his shot and gets the kill.
- Player 2's shot is currently 1 second away from Player 1 when Player 2 dies.
- 1 second passes and the server goes through the whole death timer and determines that Player 2 should now be unable to deal damage.
- 1 second passes and Player 2's shot lands, causing a hitmarker but no damage.
In this situation, Player 2 should have rightfully gotten a kill as he OBVIOUSLY took his shot WAY before he died.
To fix this, we only need to tweak the system a little bit.
- The server should determine if shots are invalid when they are shot, not when they hit the target.
I don’t think you have to be alive for the server to register hits.
You just need to have fired the bullet while you were still alive
2 - A full proof method that has been proven to work in multiple shooters: Make the server do the hit calculations instead of the client.
This would mean to rewrite a chunk of how hit detection is done in the game BUT it would work with every single gun in the game flawlessly and with no compromise.
So that would work like this:
- The player takes a shot and sends data about the direction and velocity of the bullets to the server.
- The server sends this data to all other players to make the tracer show up on their screen. (This is already in the game.)
- The server follows the bullet and determines if the bullet hit an enemy. (Currently, I'm assuming the client does this.)
- If the bullet hit a target, the server sends the shooter hitmarker data at the same time as the damage data is sent to the target.
- The client receives the data and ONLY THEN does it show a hitmarker on the screen of the shooter.
Here are the things it would change:
- Currently, the system makes the hitmarkers show up instantly when a client knows that a shot has landed. This makes the hit registration system feel crisp and responsive.
This is a double-edged sword for players with high ping. On their screen, they have clearly dealt more than lethal damage to a target. I mean, the heard the hitmarkers, why is nothing happening?
- This proposed system would add a very slight delay to hitmarkers that would be equal to the shooter's ping.
This is how most shooters do it and it's the least intrusive method there is for such a system. It's easy to understand and is very intuitive.
- The server would have to do more calculations than with the current system because (I assume that) it currently relies on the shooters telling it who they so all the calculations are done by the clients.
Because of how the server already sends tracer info to the players, it already knows what bullets are where. The only thing left for it to do is to remember who shot them.
If you're dead, your shot does not count even when it hits.
I'm hoping so god damn bad that Oki sees this.
Oki if you see this, I'm begging you to ping me.
usually when i hit a Headshot with a sniper the exact moment i die i get my custom Headshot hitmarker but it does no dmg at all, i am sure that if u die ur sniper shots do no dmg, only gun which does dmg while ur dead its the RPG afaik.
i aint reading allat 💯
TLDR:
1- Shots fired before dying don't count when they hit when you're dead. Solution: tweak that so that it counts.
2- Game's hit registration system is really weirdly done. Here are some possible tweaks.
its probably a good suggestion i dont feel like reading it tho
oh yeah i agree with that
it's pretty interesting tho so if you have time it might be nice
Then how is it that two players can kill each other?
Because they can and it happens a lot
If the bullets did not do damage once the shooter was dead this would not be possible
Have you played the game.
Additionally every non-bullet attack does not work this way. So I’d assume consistency
Elaborate?
two people can't trade kills. it was literally confirmed by oki
I’ve seen that happen so many times
That is… weird
yep you cant trade kills unless its a grenade thats on the ground funny enough
somehow grenade go poof if its in the air or in your hand getting thrown
but if its on the ground it still there
grenade, RPG, exploding vehicle, tank shell. Basically any explosive damage
This does mean you will often hit people and not do damage though, which personally I really do not like the idea of. In fact on high ping it will be virtually impossible to hit anyone as you’d have to aim at somewhere they’re not. You do not need serverside hit reg to make hit markers accurate, as you can wait for server confirmation to show hit markers - I believe this is how it used to work several updates ago.
As far as I know virtually every game has its hitreg clientside because server side only works if you can guarantee very low ping on both players ends. And it’s more responsive. I can’t actually think of any reason why you’d do server side hitreg
ive seen rpg go poof or do nothing on trade
yes. have you not read what i wrote
ALSO
THATS NOT HOW THIS WORKS
KILL TRADING IS GAME DESIGN NOT NETCODE
Well… it’s both?
It has NOTHING to do with netcode
Everything that happens between players is related to netcode
Also the second part of your message is straight up wrong
Wasn’t that the point you were making? That it doesn’t happen because the server denies hits from dead players? That is very much a netcode thing
what
go reread it
It could just deny hits that were fired while the player was dead rather than checking if the player is currently alive
have you not played an fps where trade isnt a thing
I did; I don’t know what you’re expecting me to find.
Apparently battlebit
bruh
Those two things are literally equivalent
No they’re not? One allows hit trades and one doesn’t
No, but how’s that related to the discussion?
if you deny hits when a player is dead: no trades
Checking if the player is currently alive: NO TRADES
No, if you deny hits that were fired when the player was dead. Not if they’re dead at the time of impact
Right now apparently it checks if the player is dead at the time of impact
Rather than if they were dead at the time the shot was fired
go read the ENTIRE thing I wrote and get back to me afterwards. I dont wanna argue with you right now
You're either lying or you're stupid
I read it but I don’t know what the point of re-reading it was supposed to be for
To make you realise that you're literally fighting with yourself
Idk. It just looks like I responded to a statement you made
I just disagreed with that bit, since it seems to ignore most of the implications of server side hitreg
trust me ive been thinking about this shit for three days straight I've taken almost everything into consideration
i wanted to write 1 more thing but i ran out of characters 💀
cool, but if a major problem is omitted from your argument I don’t think you can really expect other people to know it should be there :p
known bug getting fixed today
trust me i noticed this the very first day the bug was live
i was having fucking nightmare theorycrafting why this bug happened
never thought about that until it was mentioned
i probably would have too but i was busy with work 
but yeah me and oki and JM got in a vc for two hours and hunted the shit out of the bug and we found it so
but yeah hearing four or five hitmarkers while using a gun that deals 34 damage and then getting credited with having landed only one shot lmao
god bless thank you for your service
the confirmed record denied damage from this bug so far is 660
so, if a weapon has a higher firerate, it would be more likely to happen?
high velocity would be the main factor i think
36 Views. Watch Help 4 and millions of other BattleBit Remastered videos on Medal, the #1 Game Clip Platform.
because it depends on when the packets arrive
is that why some slower firerate weapons feel more consistent?
velocity is what matters but the bug mostly happens in <5m engagements so it really happens on all guns
damn armour must have got buffed 
i counted those and that was 660 damage
550 hp helmet seems about right
its alright

maybe me swearing myself all this time for being bad wasnt actually me being bad
maybe im just a lil bad
but not that bad
the bug has been live for 72h
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battlefield uses interesting effect once you prone/crounch after run, you gain speed bonus for 1 second to get cover once you getting prone. so you wont prone RIGHT THERE, you can little bit change your position. its a kind of "evasion" that originally designed in Unreal Tournament, where you double-top A/D to make small side jump (cus of you can RUN to the side, only walk)
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tarkov designed different in-scope behavior, you and weapon there is not a single instance, that allow developers to remove speed nerf when you using scope. if you strafe or moving with scope - you just view your weapon shakes harder and you must wait until weapon getting center after the movement. battlebit uses simple behavior - your face is being clued to the weapon and you get speed nerf, like in... i dont know even the game, who designed that idiotic standard.
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would be great to create melee attack that just push enemy away from you, i dont imagine about BF style melee, too hard i guess
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ey, nice bruh. Excellent bullet point usage
im pretty sure oki mentioned that picture in picture (which is needed for the 2nd bullet point to work) either wont work with the game or is really hard to implement
i believe even Squad only very recently got PiP scopes. to my knowledge (which isnt saying much), its pretty damn taxing on performance, which might contribute to it being hard to implement
Yeah, it's sad but PiP basically requires your game to render 2 screens at once, and that makes it very hard on the machine
I'm surprised it'd be an issue here, considering the game feels very smooth even on my 7 year old 1050 lol
But yeah, it makes sense why it's not something trivial to add
Probs never added
pip scopes are another one of those really dumb features asked for by people that have never used a scope XD
the best implentation ive seen is they downscale your current screen into the scope/zoom it without rending the gun to give the illusion its doing something, then when you transition you reverse it, blurring out the outside world and showing the actual zoomed in view through the scope, but then people immediately start trying to remove the effects outside the view.
its a ton of work for something that people are going to expoit out of the game as soon as they get what they asked for
tarkov is also a clasically bad example because all of its mechanics pushed a huge portion of the playerbase into exploits/cheats/not playing as intended. I mean there's hundreds if not thousands of yout videos on how to tweak your settings to see in the dark alone where the devs are in a constant war of attrition with players to make some things dark without implementing zero space rendering.
I think oki said pip was impossible cause an engine limitation or something idfk but it's not gonna be added anyways
What he said, granted I don’t know noffin about unity. But other games using unity have pip so 🤷♂️
unturned pip 
Suggestion for some guns
Give them more bullet drop but more bullet speed
Might be a fun way to balance some snipers or heavy hitting guns
Suggestion QoL - Should be an option in the settings so you have priority to be squad lead for random squads. Lot's of coms who have no idea that they're com.
Sorry thought this one was for gameplay, misread it.
don't worry, no one cares 😎 👍
Even the mods 
seriously could we get a game mode without recon class? similar to like maps without vehicles?
Server owners should just host without snipers/harsh sniper limit
Annoying that they arent. I played a bit after a couple months of inactivity and all of the community hosted servers i tried felt like regular servers, with the exception of higher tickrate and possibly locked gamemode
Wasted potential and money
The ones I play have respawn timer halved down to 5 seconds which is a huge deal
Really wish they'd do the same on official servers
(there are community hosted servers with recon limit)
Fly faster
it was at full speed
True, need harsher limits though
I found one that limited snipers to 2 per squad
Better than nothing, but at 254p we have atleast 15-20(?) potential squads to play in
there are servers with 0 recons
too bad they died anyway (gna04 on weekdays)
you just never searched for them but they have existed for a while

too bad those were the only farmable lobbies too
I didnt play during community server era prior to a few days ago
all the clueless milsimmer blobs went back to official server conquest or quit

I don't like limiting classes, that's just me tho
yeah limits are for pussies, we dont want people to be unable to do anything they want
128v128 all helicopters
I like vehicles
I want more modes to have vehicles. The sandbox for the game needs work bruh
You wanna know why Frontline and such don't have vehicles? I bet they couldn't figure out a way to let not let you basically get obliterated when the zones change
this is called gna servers and they have life issues
@naive monolith
Maybe the new mode they talked about in devcast will have vehicles. I believe it’s invasion, so basically 1 way frontline.
Maybe? Could just call it Frontline invasion for sure.
sounds pretty based ngl
nothin i can do abt that
you could revive it (battlebit medic reference)
no lol
based on qm which based on players which is based on updates
revive it
Nah need defibs but we don't have them 
the issue is there's very little way to get vehicles to play like vehicles right now so they all just sit back and snipe
as they should be doing
APCs need to somehow be more focused on transporting (perhaps some more durability and a bit less firepower), and tanks need to be more durable but also not able to camp at spawn imo.
Tanks should always be long range oriented but not where the enemy has no realistic chance of beating them
There's no incentive to use APCS when you can just spawn inside the rectum of a squad member
True
Rally points would be way more used if you needed them to spawn on the front line
Even on full 127v127 servers, piloting a fast transport helicopter, I struggle to get more than 3 people at once in my Heli
After the beginning of the game
====
- dying cries request. Once your squad is attacking from the rear you dont know allies dying until you personally get a bullet. Great cries sounds was in "cnc tiberian dawn" old-school strategy. Should be different sound for RU/US to separate ally cries
A "please spawn on me" button would be nice
Hiding in the Mud
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I dunno if this is just me but snipers make this game not fun any more
Well, snipers just got nerfed somewhat, so that’s lovely for you
Snipers have always been annoying in every game they show up in, so that's fair
Agreed, however I think there is some issue with the hit detection in battle bit. I get sniped from great distances, in impossible situations like running, jumping, driving cars, flying helicopters, way too frequently.
that would not be an issue with hit detection.
that would be an issue with either skill or cheaters
Moving in a predictable line isn't a good idea tbh
I hardly ever have issues with snipers anymore, especially if I've already died to them and know their position. Just don't let yourself be a easy target or use smokes.
Also idk if this has already been discussed, but can we add the damage heavy barrels are supposed to give to the weapons that needed it to be more viable/consistent?
seeing as no weopon barrels give damage anymore i dont think that it should have a damage increase
guns already kills stupid fast
SG550 and the AK47 def dont 
Add an additional “Reload Scheme”:
< Hold: check magazine - Tap once: Tactical reload - Tap twice: Drop magazine >
This same scheme is used on Insurgency Sandstorm and it's very comfy, not requiring a second key to check your magazine.
Streamlining controls in ways like this would make the game easier for everyone, especially the non-tech savvy that don't tweak settings all that much.
257ms and 222ms TTK
to think that hitting all shots with all machine guns kills below .3s it is very fast overall
overall the one to start shooting first wins the duel
the nerf on the vector was very hard because is much easier to control compared to the EVO which has the same 1200 firerate
about 333 and 293 with armour considered
but all the weapons suffer from armour dont they?
you would really feel the TTK once you are out of armour
yes, but differently
depends on damage and headshot multiplier
👍
t h e c h a r t
(left grey columns = gun damage, right columns = average ttk increase from armour against intact targets when fired by average player)
thats a lot
They really do have to slow down the bullet speed a bit
bullet velocity is really what makes this game feel like you die instantly from everywhere all the time
barely having to aim ahead of peeps with ARs and such makes it so easy to shoot at people from across the map. It's probably why when a map becomes more open with holes everywhere it becomes a nightmare to play
i think it becomes a nightmare because the map floods with recons staring into the open areas but that's just my experience
its already annoying to hit people moving full speed this would make it even worse
tbh, only snipers can somewhat be able to shoot at long distances
if you think about it, 1000m/s bullets takes 0,5s to reach 500m, and at that situation you would have high chances of surviving if you spot a sniper before it shoots at you, like very high
high chances tho doesnt mean zero chances of dying, just low chances
99.999% of engagements are under 150 meters, so this makes no sense. The bullet velocity is correct and you'll feel it a lot when shooting long range.
What you might not enjoy is the constant spam from every direction, which is due to map design and very high player numbers. You can mitigate it in 32vs32 matches, as the amount of bullets flying around is much lower.
I'm saying I think it should be less realistic so making it a bit slower
The effective range of rifles is already about 150 to 200 meters and hardly more due to the existing bullet travel time, bullet drop and recoil control, so...
I'm glad weapons here don't have significant damage and bullet drop in the order of two digits of meters unlike some triple A games, they feel responsive and believable.
I don't mind them feeling the way they do, they just mostly feel like lasers at most ranges you'd fight at is all
could try pseudo hitscan but that would probably be goofy as all hell
I just want to feel like I'm not getting lasered from every direction from 100+ meters tbh. But it's just how the game is
Play in the smaller lobbies and wear helmet.
I would love an option to have an empty primary weapon, with the tradeoff of more secondary mags. The pistol challenge made me fall in love with m9 with a silencer, running around john wick style, but there's no good way to increase secondary mag capacity currently. The primary slot could either be empty, or have a fist melee.
The Cantedsights keep on glitching the gun when im near a wall while aiming with them. is there anything in the menu i could do to prevent it?
out of all the things you quit because of audio
skill issue ngl
i use the sound 
i only have them as background noise from speakers while playing
i just had one of my best games looping one song louder than the actual game
the tism goes hard
idk if this belongs here but we desperately need at least a barebones penetration mechanic
The F2k and Ultimax disagree with your statement
Just shittin
Can we please add the ability to cancel reloads? I've tried just about every way to cancel a reload and none seem to work unless I'm just smooth brained. Changing weapons doesn't cancel the animation so regardless of when you swap back to the weapon you last actioned a reload, it will automatically continue the reload without the ability to stop it
if you've already taken a mag out of the gun it makes no sense that you'd be able to just undo it
ew i'm smelling arcade bs
Personally it really annoys me in a load of games where some unrelated animation just undoes your reloading
because, why
If your magazine is not empty and a bullet is still chambered, then there is no reason why you shouldn't be able to put the same mag back in the gun. If you're mid reload and hear someone coming, then I want the ability to cancel a reload so I can use the remaining bullets I have.
Yeah cus the air strafing spam and movement in this game is very realistic huh? This is not an unrealistic ability that is possible irl. If you have a gun jam, you often have to release the magazine in order to fix the jam then load the same magazine back into the weapon
Then it doesn't need to be a weapon swap or something "unrelated." They could add a cancel reload button to throw the same mag back in the gun
again we need penetration
good one chud
Fair enough, that would make sense assuming you didn’t mag drop
As something that could well be slower than just finishing the reload it seems a bit odd to want it implemented like that but I don’t really see a downside
A reload cancel would be way faster than a mag drop or finishing the reload. The scenario I am imagining is you've just started a reload and have an "oh shit" moment and throw the same mag back into the gun. In general, I just don't like the fact that you can start a reload and swap to something else, wait 10m, then swap back and the animation will still be going.
It sounds like the animation would have to be disproportionately faster than any other animations in the game for it to work like that.
Been searching for a feedback area on reload cancels, can't find one. But I see it's discussed here so....
The big problem for me with not being able to cancel a reload, is that reloading prevents you from doing other actions like throwing grenades.
My primary is empty so I switch to sidearm. I switch back to primary to reload but get an unexpected enemy, I can't throw any grenades until I've reloaded my weapon. Why?
That's my main issue as well. It's a forced animation with no way to prevent it.
"lemme just teleport my mag back into the gun"
skill issue.




