#Gunplay - Feedback

1 messages · Page 4 of 1

haughty ember
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It’s important to have the right amount of tedium in the game

inner pine
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but well we got bigger fish to fry, seems like a non issue

haughty ember
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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)

dapper shard
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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 🤷‍♂️ ???

haughty ember
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What more punishment do you need in a game with instant death?

dapper shard
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You shouldn't be able to pickup the mag while the reload is still going, I'll stand by that lol

haughty ember
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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

inner pine
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support feeling even more sucky than it already does

dapper shard
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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)

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And it affects more than support

ancient meteor
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its so odd to jump on someone for giving feedback in a feedback thread

haughty ember
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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

inner pine
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it affects support primarely boi

dapper shard
haughty ember
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I live long enough to run out of mags to drop and then rarely burn through all 4 pistol mags

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At which point I regret my decisions for about 2 seconds before dying and go agane

dapper shard
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Talking lmgs here

inner pine
dapper shard
# inner pine i am already in the back line as a support my guy

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.

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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

haughty ember
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Probably because of the understanding that between fights it’s already bandage/heal+reload

dapper shard
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Short term gain and all that

haughty ember
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The same reason we don’t have armor replenishment

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Because you just add onto that process

dapper shard
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If you don't go back to pickup your mags anyway why do you care lol

ancient meteor
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loki likes to argue

dapper shard
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Fair

ancient meteor
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or aggressively disagree might be more accurate

haughty ember
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Because your change makes no sense. Outside of the milsim split which needed to happen like a month ago

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It’s just weirdly harmful to a part of the game people already don’t like

inner pine
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a question
what class are you playing?

dapper shard
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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.

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I play all the classes besides sniper generally

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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

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I'll run engineer if there are tanks around

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I've got every gun unlocked, I've got 100+ hours lol. I think I've experienced reloading with every class 😂

ancient meteor
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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

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theres nothing more to it than that. thats all lost was trying to say

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and I bet they got your point anyway

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it doesnt take a genius to see the loophole there

dapper shard
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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.

dapper shard
ancient meteor
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aye. poor oki has way too much on his plate for a single dev

dapper shard
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For sure man.

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I know he reads these forums though (thanks Oki), so it's defo important to mention this kind of stuff

distant tapir
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I mean it's still a valid point in the feedback thread

hearty goblet
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where would you put your favourite/least favourite guns on this chart?

dapper shard
hearty goblet
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maybe i was a bit harsh on it

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feel free to make your own chart!

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I'm just a scrub

dapper shard
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Too much effort to make a chart

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I kind of hate that chart the more I look at it 😂

haughty ember
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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?

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would make sense then

hearty goblet
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chart;s a bit crowded

haughty ember
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goobie chart correct, vector slightly further right, rest of smg's off screen to left

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🙂

distant tapir
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Honestly it would be clearer as "overtuned/undertuned" than more or less balanced

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Because guns can be less balanced on both ends of effectiveness

random wing
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tbh i feel like AK5C gets a lot of bad rep simply because it's not the UMP/groza

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it's a really solid gun, it's just not overtuned

haughty ember
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i never use it, too high level. always prestige before i remember it exists

dapper shard
inner pine
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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

dapper shard
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Honestly, the axis are just badly named on the graph lol

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Technically the scorpion is brainless af. You just drag down up close

inner pine
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that aswell xD

inner pine
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i like the funny br br deng gun (can't use it rn i prestiged kittenCry)

swift thicket
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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

dapper shard
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The ak and m4 are brainless technically too

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You start with them, no recoil basically, ez guns

haughty ember
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lost count of how many deaths because spamming weapon swap but still had medkit clicked healing myself or someone else

inner pine
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nah not really, low recoil yeah sure but really not braindead, the ump is (groza aswell but it's better "balanced" anyway)

haughty ember
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ump is so broken i finally caved and started using it. tired of dying to the other sweatballs that been abusing it and groza

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looking forward to ump nerf so i can play fun guns again

swift thicket
haughty ember
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yep. domination 99% of the time now. 127 frontline was fun before the server desync issues made me wanna uninstall

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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)

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but i get sick of dying instantly to some rat headglitching with groza/ump

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i can play that game too

swift thicket
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Yeah domination is groza, fal, ump hk show

haughty ember
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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)

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my friend is a real chad. he plays assault/engi with dmr's but only whichever ones aren't considered meta

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still frags as well as i do

inner pine
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fal got recoil and isn't a hypermobile crutch, hk is just a more limited but better in its own rights m4 imo

haughty ember
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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

swift thicket
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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

haughty ember
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scar/ak15 could use something to differentiate themselves from the fal

inner pine
random wing
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yeah, the movement speed it shows you is very misleading

haughty ember
swift thicket
distant tapir
# haughty ember but i get sick of dying instantly to some rat headglitching with groza/ump

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

haughty ember
inner pine
haughty ember
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vector misses cutoff for 6 hit kill by 0.06 repeating on .75 exo lol

swift thicket
haughty ember
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that's still an improvement of 1 shot tho

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i'll take it

haughty ember
inner pine
swift thicket
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Damn, I thought I was gonna be a race car

distant tapir
# haughty ember that's still an improvement of 1 shot tho

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

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Hmmm, maybe the numbers are a bit wonky, but the idea stands

haughty ember
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current ump would get nuked with the percent numbers, i'm still down

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wait maybe not?

distant tapir
haughty ember
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it's too early for this

distant tapir
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34 to 29

inner pine
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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

haughty ember
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4 hit kill on exo

distant tapir
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Yeah

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Hmmm

haughty ember
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fal is actually .05 faster than ak15/scar baseline

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which is fine, prolly would bump it's vertical recoil slightly

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ak15/scar can have something else, one of them could be the low recoil 3 hit train with lower fire rate

distant tapir
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Having a fal as a primarily close quarters gun just feels bizzare

haughty ember
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yeah but then they're just even more the same

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ak15/scar are functionally identical (only diff's are fire rate and aim down time advantage for ak15)

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same recoil values and everything

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i get what you mean like, realistically, the fal is not a close range weapon

distant tapir
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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

haughty ember
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horizontal is just a pointless recoil mechanic rn with lean

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you can still beam with fal

dapper shard
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I like the recoil being a balancing method. I feel that damage drop off could be used to greater effect though

dapper shard
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What does lean do for it?

haughty ember
haughty ember
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so you don't have to fight the side-to-side

dapper shard
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I don't think that's how it works

haughty ember
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can screen share to prove it

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too lazy to record

dapper shard
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I'll try it out a little later

distant tapir
dapper shard
distant tapir
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It's also much less annoying on mid range scopes, and it lets you actually see your red dots at work

dapper shard
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I think some cool procedural recoil might be neat

distant tapir
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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

dapper shard
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Oh you mean like match visual recoil to the sight?

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I believe bullets go where the sight goes in this game

inner pine
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yeah but we'd need bullets coming out our barrel aswell

inner pine
distant tapir
distant tapir
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Muzzle climb as opposed to camera climb

ancient meteor
hearty goblet
ancient meteor
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it still hardly holds a candle to the L96

dapper shard
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That's true. That's pretty unbalanced

dapper shard
ancient meteor
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slower reload, slower walkspeed, less ammo, literally 1 less damage???, one of the last guns you fucking unlock

dapper shard
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Have you considered, the msr is cooler

ancient meteor
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the only reason the MSR isnt one of the biggest jokes in the game is because practically no-one uses it anyway

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oh yeah its 100% cooler

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but that doesnt make it any less frustrating

dapper shard
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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

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Or not honestly. I feel that balancing based on the name the gun falls under may be too limiting

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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

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Idk, just more fun niches

blazing pond
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That would be fun.

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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

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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.

lunar root
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Generally brainless = low vertical recoil + good weapon

distant tapir
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Stuff that excessively rewards hyperaggressiveness, ignoring teamplay, not giving positioning and fortifying any consideration, and overall just pointing at the enemy and holding W

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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

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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

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I'd give it like... low 8 out of ten on the brainless scale

lunar root
distant tapir
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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

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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

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You can't really have brainless playing and tactical playing at the same time, inevitably one drowns out the other

haughty ember
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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

lunar root
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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

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Game is fast paced. If fast paced = brainless then I disagree with the definition of brainless.

haughty ember
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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

distant tapir
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ADHD, forever making randomass things a pain
Tho being honest It never really Impaired me on that end

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Still, feel ya

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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

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I am suffer

dense warren
swift frigate
# distant tapir I feel like making armor become multiplier(or damage reduction) based instead of...

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

distant tapir
haughty ember
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11 damage vector 🤮

mortal coral
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Moral of the thread fuckin yeet armor

uncut kayak
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No lol how is that what you got from this

mortal coral
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Yeet armor

haughty ember
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facts, yeet armor

dawn plaza
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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

granite pivot
lunar root
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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

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A % reduction equivalent to the current HP boost the armour pieces give you would be a significant nerf to armour

inner pine
mortal coral
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just remove armor smh

lunar root
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Though I think I may have misinterpreted them a bit

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They are correct that those two options are the same, I misunderstood and thought they were comparing them to the current system

swift frigate
spark sapphire
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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)

inner pine
dense warren
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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".

haughty ember
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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.

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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.

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and that wouldn't happen if everyone was just running flanks all game

distant tapir
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I'm tired boss

haughty ember
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same

midnight tinsel
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Mid level flank medics get culled by high level flank medics

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there's a battlebit eco system

haughty ember
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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

distant tapir
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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

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It's definitely not "a few disgruntled milsimmers" wanting the thing they've been teased with the earlier versions of the game

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There's a lot of people wanting anything from a slight movement tech taming to a full on milsim

uncut kayak
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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.

distant tapir
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Definitely, your average battlefield player come to battlebit generally doesn't enjoy having their enemies teleport faster than the bullets take to reach them

haughty ember
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i really don't even think the movement is that much.

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you die pretty much instantly to begin with and if you're using movement speed to dodge you're not even shooting back

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like, how much easier do you need kills to be?

uncut kayak
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eyes almost rolling out of their sockets rn

haughty ember
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it's not like we have sliding/slide canceling. most players aren't snaking behind cover.

distant tapir
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I mean, sure it could be worse, but that's not exactly a good point

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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

haughty ember
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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

distant tapir
haughty ember
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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)

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soooo

distant tapir
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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

haughty ember
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2 seconds slower than usain bolt, in a perfect world with a setup you and nobody else is actually using

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so even slower than that in actual gameplay

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also, it's a video game with massive maps

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let's go the opposite end, csgo run speed with no sprint. i'm sure that'd be a blast

distant tapir
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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

haughty ember
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it's disliked because the other classes (read: support/recon) are fucking slow

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which i agree is a problem, they should be faster

distant tapir
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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?

haughty ember
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"most people who are on discord and reddit, a small % of the total gaming space, dislike movement speed" yes i agree with that statement

distant tapir
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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

haughty ember
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"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

distant tapir
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You can totally think that, doesn't make people agree with you by default

haughty ember
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sure. and you are welcome to disagree and think it's too fast. but that doesn't make you the majority opinion either

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hence why there is still discourse

uncut kayak
haughty ember
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based on, again, a small % of the total community. and even better, it's complaints targeted at a small % of the community

distant tapir
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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

uncut kayak
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I also hear a lot of complaints about movement in game chat

distant tapir
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That too

haughty ember
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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

distant tapir
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Have you considered

uncut kayak
distant tapir
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That the majority of people just don't agree with you?

haughty ember
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have you considered, that they are welcome to disagree, and they can still be subjectively wrong? opinions are allowed

distant tapir
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They are, but to say most people agree and then complain when you mention people not agreeing is weird

uncut kayak
dapper shard
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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.

haughty ember
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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)

uncut kayak
distant tapir
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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"?

dapper shard
haughty ember
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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.

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which is what people are discovering in the wake of the janitor updating the game

distant tapir
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There's good shooters that did different things to cater to different prople
Battlebit has never and was never supposed to be titanfall

uncut kayak
distant tapir
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Yes that too

midnight tinsel
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Just double ttk

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Shrimple

haughty ember
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double move speed HyperXD

distant tapir
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🤮

dapper shard
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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)?

haughty ember
distant tapir
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(Insert motion sickness joke)

midnight tinsel
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Anyone who wants to slow movespeed hasn't run across the map as exo support trying to cap an objective

haughty ember
dapper shard
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Also there's a difference between movement speed and preventing the mid air flailing people complain about

distant tapir
haughty ember
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^

distant tapir
haughty ember
haughty ember
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please do not be that delusional

distant tapir
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I never cared for cod

uncut kayak
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Call of duty changed in a way I don't like. Thank god I obviously represent the majority so I get to complain.

haughty ember
distant tapir
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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

uncut kayak
distant tapir
#

Casual players don't exist wdym

haughty ember
midnight tinsel
haughty ember
#

it's real unfortunate when those casuals dictate game design/balance when they put nowhere near the time/effort into a game

midnight tinsel
#

I'm not inclined to balance for the casual majority that asks for shotguns, mortars and jets

haughty ember
#

not talking about any of you either

haughty ember
midnight tinsel
#

Now the question is do you follow the casual route of making everything like the rpg

distant tapir
#

God I need to slip back into alcoholism

midnight tinsel
#

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?

inner pine
#

current shmovement funny, but can be frustrating af
(we need milsim mode (badly))
fix bipod and bring scorpion to assault.

distant tapir
#

Add Jack Daniel's to the games devs I need some badly

distant tapir
#

It does funny things to my ADHD medication

inner pine
distant tapir
#

Refer to the adhd meds joke

inner pine
midnight tinsel
# inner pine *no*

Then I'm not inclined to listen to a majority solely because they're a majority

haughty ember
# distant tapir This sentence is amazing Legitimately thank you for writing it, it clears so muc...

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

midnight tinsel
#

It's more casual

#

Doesn't mean it's good

haughty ember
#

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

inner pine
#

(loki on his way to shleep 2023 colorized)

haughty ember
#

lol

#

fix bipod, give assault scorpion, make support and recon great again

#

and then put a gun in my mouth

#

i'm over it

inner pine
dense warren
haughty ember
#

you okay?

uncut kayak
dense warren
midnight tinsel
#

I hate the community

#

Quote me on that

distant tapir
#

It literally just feels like regular movement in most fps'
What are you on about

midnight tinsel
#

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

distant tapir
#

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

midnight tinsel
#

I love taking 4 minutes to eat to an objective

#

Nah bro

#

Shits garbage

distant tapir
#

How

#

Are you taking 4 minutes

#

There are vehicles everywhere
There are tons of spawn options

#

The game literally accounts for that

midnight tinsel
#

Your argument is relying on spawns

#

So you admit the armor is too slow

distant tapir
#

And the conveniently spread arou- no?

midnight tinsel
#

And you need to compensate

dense warren
#

And your argument is relying on footing your way across an XL size 127x127 player map

distant tapir
#

Yea

dense warren
#

The entire premise is completely ridiculous

midnight tinsel
#

Ur right

distant tapir
#

"Lemme run 5k real quick"

midnight tinsel
#

I should rely on shit vehicles and a broken spawn system

#

The same broken spawn system that makes defending impossible

dense warren
#

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?

haughty ember
#

conquest is the only game mode.

distant tapir
#

The best too

dense warren
#

Frontline is much more tightly packed and there is also infantry conquest, you know

haughty ember
midnight tinsel
#

Go outrun a humvee

#

Or a helicopter

#

Sine medic is too fast

haughty ember
#

the quad got suspension like a skateboard

dense warren
#

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

midnight tinsel
#

Seems like we're fine where game is at

dense warren
#

If I wanted to play a game with only one move I'd go play checkers or something

midnight tinsel
#

You said it yourself, exo armor movespeed is fine

distant tapir
#

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"

midnight tinsel
#

So run that

distant tapir
#

I do

haughty ember
#

but it's not the only move? cause the majority of people aren't just giga sprinting flanks

random wing
#

what "large portions of the game" and "core features" does having high movement speed devalue or mess up?

midnight tinsel
dense warren
midnight tinsel
#

Go play community servers

#

👍

haughty ember
#

community servers are bangin tbh

#

240 hz feels so gud

distant tapir
random wing
#

transport vehicles are anything but devalued. good luck walking to any objective on sandy, even if you're a 1.10 speed medic

distant tapir
#

But I do?

random wing
#

i mean, have fun wasting actual minutes of your life? lol

midnight tinsel
random wing
#

"i choose to waste my time and ignore vehicles, that means vehicles are devalued"

distant tapir
midnight tinsel
#

Yet those were the reasons you just claimed exo armor was ok

#

So you remove spawn anywhere, exo is worse

distant tapir
midnight tinsel
#

Like jesus

distant tapir
#

I am talking to a wall

midnight tinsel
#

Feeling is mutual

distant tapir
#

I will succumb to disinthery

midnight tinsel
#

Medic isn't crossing objectives in seconds

random wing
#

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

inner pine
#

all this bs boils down to
"milsim when?"
and fix armor, bipod, scorpion not being on assault
smh

midnight tinsel
#

Milsim never, game is arcade but Oki won't admit it

haughty ember
#

i'm looking forward to playing 127vs127 on a 32vs32 map

#

peak arcade someday soon

inner pine
#

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

haughty ember
#

i'm rooting for the milsim guys for the split. so i don't have to play vs their fortnite bases anymore

inner pine
#

they don't even do that (probaly) they just die, leave, evaporate
either you adapt to this turbo overkill lookin' movement or you suck...

haughty ember
#

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

inner pine
#

pov i framed by old aug xD

haughty ember
#

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

midnight tinsel
#

.28

haughty ember
#

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

inner pine
#

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 HyperXD

haughty ember
#

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

hollow hare
haughty ember
#

😦

#

bad bipod 😦

swift frigate
#

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.

mortal coral
#

Balls

#

I see another movement argument

lunar root
#

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

haughty ember
lunar root
#

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?

haughty ember
#

I’ve gotten kills after turning away and going behind cover

#

It’s definitely desync’d

lunar root
#

What would be desynced here

haughty ember
#

I’ve stopped shooting at a person within 10m to reposition around a pillar and they died while I’m sprinting

lunar root
#

That doesn’t sound like a desync thing

#

Though I guess it’s a bit blurry

haughty ember
#

I mean, 60 ms shouldn’t be that bad

lunar root
#

Your enemy has ping too, you can effectively add that. Might be on average there’s about twice that

haughty ember
#

Enemy in that specific case gets like 17-20

random wing
#

60 ms for the packet to travel to you, and 60 ms for the packet to travel back

haughty ember
#

See but that’s why it’s weird right?

lunar root
#

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

haughty ember
#

Even calling it 120 round trip, in practice it feeeeels closer to 200

lunar root
#

I need to get some actual decent evidence on this though as I may not be reliable at assessing this just from experience

haughty ember
#

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

spark sapphire
#

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.

strong jasper
#

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

granite pivot
#

🤨

granite pivot
mortal coral
#

Aint no way

ancient meteor
#

big way. you hate to see it

strong jasper
#

like i can barely drop 30 kills a game with a 6 kd but these sweats can easily go 300+... how is this possible !?

ancient meteor
#

300???

#

the fuck video game are you playing? this is the BBR discord, homie

dawn plaza
#

Maximum I see is about 110

strong jasper
#

yeah like those ether and gromp cheaters

dawn plaza
#

And that was on a small map

ancient meteor
#

unless youve stumbled into the literal comp league for BBR, 300 is total bullshit and you know it

strong jasper
ancient meteor
#

like, we are talking kills, in a match, right?

strong jasper
#

i am a casual recon sniper and my favorite optic is the FLIR

strong jasper
#

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?

ancient meteor
#

the lack of 24/7 frontline servers in NA nowadays saddens me immensely

strong jasper
#

^ miss this one though

#

turbofarmed it in the short time it lived

ancient meteor
#

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

strong jasper
#

there are a FEW 24/7 frontlines

#

but most are dead bar one

ancient meteor
#

aye. And the E-Girl Heaven on is the only one ive seen recently for 127, and even then its not always up

strong jasper
#

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

ancient meteor
#

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

strong jasper
#

and feels good (240hz)

swift thicket
#

Reverse order in which combining mags works so that the right ones, that are next in line to be used, are refilled first

spark sapphire
#

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

strong jasper
#

^???

summer path
#

My guy please break up your point so we can understand what you're saying

inner pine
#

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

swift thicket
#

there's no matchmaking lol wtf u want
enjoy the chaos

inner pine
#

getting meat grinded or speedrunning isn't chaos, i mean it is but it isn't enjoyable

swift thicket
#

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

spark sapphire
#

that means some gamemodes should be fixed

  1. 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.

  2. 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

  3. 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.

  1. 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.
#
  1. 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
ancient meteor
#

i feel like this guys points would probably be amazing if there wasnt such a large language barrier here

mortal coral
#

I feel like i aint reading all that

#

Mainly because its not my job Clueless

#

Also off topoic much

exotic timber
#

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

swift thicket
#

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?

spark sapphire
spark sapphire
# exotic timber so many times I want to switch guns and the input just doesn't register

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.

dapper shard
#

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.

dapper shard
wild canyon
#

iirc you can pickup like around 20 mag? or something few or more

mortal coral
#

Same amount as firing range

#

Also it has to be exact same mag EurekaConvultion

nocturne delta
#

damage and/or hitmarkers feels really inconsistent

#

in close range a gun that 3 taps sometimes doesnt, but i dont see armor hitmarkers

dapper shard
#

Next update might fix that

ancient meteor
# nocturne delta damage and/or hitmarkers feels really inconsistent

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

raven chasm
#

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.

random wing
#

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

lunar root
#

Yeah that would just be weird

ancient meteor
#

sounds weird. smells weird. tastes weird

#

would definitely be weird

hearty goblet
#

yeah don't do a csgo please

#

just make it take longer to ads when sprinting if anything

swift thicket
#

Dont slow the game down

blazing pond
#

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:

raven chasm
# blazing pond Just having big/semi-random sway while moving like many games should be more tha...

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

blazing pond
dapper shard
#

I really hope OKI actually looks at these threads man

#

y'all have been cooking lately

raven chasm
#

They say he does, just have to wait

dapper shard
#

Oki, if you read these channels do give us a boop in here once.

#

It'll encourage our 'tism even further

mortal coral
#

considering no ones been hammered for going off topic its safe to say no one reads these

midnight tinsel
#

Would the devs really care if a thread goes off topic tho

#

Maybe a mod

#

And an uptight one

mortal coral
dapper shard
#

The mods don't care, but I know they look from time to time

ancient meteor
#

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

dapper shard
#

Free development boys 😎😎😎

exotic timber
#

I'd be interested to know if the packet prioritization helps with 1-frame deaths

inner pine
inner pine
#

hey what does control do?
this has been a question for months now...

dapper shard
dapper shard
#

Or both

ancient meteor
inner pine
ancient meteor
inner pine
ancient meteor
#

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"

weak minnow
#

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)

strong jasper
ancient meteor
ornate schooner
#

you are probably using medium scopes with night goggles, those doesnt work together, only the close range sights work with night goggles

weak minnow
ornate schooner
#

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

opaque shore
#

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.
opaque shore
#

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.
lunar root
opaque shore
#

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.

opaque shore
#

I'm hoping so god damn bad that Oki sees this.

#

Oki if you see this, I'm begging you to ping me.

proper shale
hoary cairn
#

i aint reading allat 💯

opaque shore
# hoary cairn 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.

hoary cairn
#

its probably a good suggestion i dont feel like reading it tho

opaque shore
#

it's pretty interesting tho so if you have time it might be nice

lunar root
#

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

opaque shore
lunar root
#

Additionally every non-bullet attack does not work this way. So I’d assume consistency

lunar root
opaque shore
lunar root
#

I’ve seen that happen so many times
That is… weird

wild canyon
#

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

opaque shore
lunar root
# opaque shore > 2 - A full proof method that has been proven to work in multiple shooters: Mak...

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

wild canyon
opaque shore
#

ALSO

#

THATS NOT HOW THIS WORKS

#

KILL TRADING IS GAME DESIGN NOT NETCODE

lunar root
#

Well… it’s both?

opaque shore
#

It has NOTHING to do with netcode

lunar root
#

Everything that happens between players is related to netcode

wild canyon
#

no

#

this game by design doesnt have one

opaque shore
#

Also the second part of your message is straight up wrong

lunar root
wild canyon
#

what

lunar root
#

It could just deny hits that were fired while the player was dead rather than checking if the player is currently alive

wild canyon
#

have you not played an fps where trade isnt a thing

lunar root
lunar root
wild canyon
#

bruh

opaque shore
wild canyon
#

have you not even played pubg

#

pubg doesnt ahve trade

lunar root
lunar root
opaque shore
#

if you deny hits when a player is dead: no trades
Checking if the player is currently alive: NO TRADES

lunar root
#

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

opaque shore
#

You're either lying or you're stupid

lunar root
#

I read it but I don’t know what the point of re-reading it was supposed to be for

opaque shore
#

To make you realise that you're literally fighting with yourself

lunar root
#

Idk. It just looks like I responded to a statement you made

lunar root
opaque shore
#

i wanted to write 1 more thing but i ran out of characters 💀

lunar root
#

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

opaque shore
#

did you just

hearty goblet
#

hit reg at close range is so inconsistent

#

is it just me

opaque shore
hearty goblet
#

oh i thought that went live

#

nice

opaque shore
#

trust me i noticed this the very first day the bug was live

#

i was having fucking nightmare theorycrafting why this bug happened

ornate schooner
hearty goblet
#

i probably would have too but i was busy with work patchy

opaque shore
#

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

hearty goblet
#

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

hearty goblet
opaque shore
ornate schooner
hearty goblet
#

high velocity would be the main factor i think

hearty goblet
#

because it depends on when the packets arrive

ornate schooner
#

is that why some slower firerate weapons feel more consistent?

opaque shore
hearty goblet
opaque shore
hearty goblet
#

550 hp helmet seems about right

ornate schooner
#

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

hearty goblet
#

it was only for the past like 3 days

#

since the netcode update

opaque shore
ornate schooner
#

hmmm

#

so ive been worse for 3 days

#

great

spark sapphire
#

============

  • 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)

  • 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.

  • 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

============

dapper shard
hoary cairn
#

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

ancient meteor
#

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

distant tapir
#

But yeah, it makes sense why it's not something trivial to add

mortal coral
#

Probs never added

tight pecan
#

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.

hoary cairn
#

I think oki said pip was impossible cause an engine limitation or something idfk but it's not gonna be added anyways

mortal coral
#

probably optimization

#

def not unity limitation

viscid bluff
#

What he said, granted I don’t know noffin about unity. But other games using unity have pip so 🤷‍♂️

mortal coral
#

unturned pip Condemned

midnight tinsel
#

smthn about an experimental render pipeline iirc

#

no clue what that means

dapper shard
#

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

rustic swallow
#

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.

dapper shard
mortal coral
#

Even the mods Clueless

pulsar flint
#

seriously could we get a game mode without recon class? similar to like maps without vehicles?

finite wind
#

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

swift thicket
strong jasper
pulsar flint
#

could we get a limit like this on public servers?

#

I got sniped flying helicopter

dapper shard
pulsar flint
#

it was at full speed

finite wind
#

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

strong jasper
#

too bad they died anyway (gna04 on weekdays)

#

you just never searched for them but they have existed for a while

finite wind
strong jasper
#

too bad those were the only farmable lobbies too

finite wind
#

I didnt play during community server era prior to a few days ago

strong jasper
#

all the clueless milsimmer blobs went back to official server conquest or quit

finite wind
strong jasper
#

locked gamemodes that arent conq are a blessing

#

if only they were alive

dapper shard
#

I don't like limiting classes, that's just me tho

tight pecan
#

yeah limits are for pussies, we dont want people to be unable to do anything they want
128v128 all helicopters

finite wind
#

Fuck helicopters

#

127v127 inf only without snipers and rpg

dapper shard
#

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

strong jasper
viscid bluff
dapper shard
#

Maybe? Could just call it Frontline invasion for sure.

strong jasper
naive monolith
#

based on qm which based on players which is based on updates

mortal coral
#

Nah need defibs but we don't have them Clueless

tight pecan
strong jasper
#

as they should be doing

lunar root
#

Tanks should always be long range oriented but not where the enemy has no realistic chance of beating them

hearty goblet
lunar root
#

True

#

Rally points would be way more used if you needed them to spawn on the front line

hearty goblet
#

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

spark sapphire
#

====

  1. 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
dapper shard
#

A "please spawn on me" button would be nice

spark sapphire
pulsar flint
#

I dunno if this is just me but snipers make this game not fun any more

lunar root
dawn plaza
#

Snipers have always been annoying in every game they show up in, so that's fair

pulsar flint
#

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.

lunar root
#

that would not be an issue with hit detection.

#

that would be an issue with either skill or cheaters

dapper robin
#

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?

bitter ginkgo
#

guns already kills stupid fast

dapper robin
#

SG550 and the AK47 def dont KEKW

kind nebula
#

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.

ornate schooner
#

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

lunar root
#

about 333 and 293 with armour considered

ornate schooner
#

but all the weapons suffer from armour dont they?

#

you would really feel the TTK once you are out of armour

lunar root
#

depends on damage and headshot multiplier

ornate schooner
#

👍

lunar root
#

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)

hoary cairn
#

thats a lot

dapper shard
#

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

haughty ember
#

i think it becomes a nightmare because the map floods with recons staring into the open areas but that's just my experience

bitter ginkgo
ornate schooner
#

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

kind nebula
#

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.

dapper shard
#

I'm saying I think it should be less realistic so making it a bit slower

kind nebula
#

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.

dapper shard
#

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

mortal coral
#

could try pseudo hitscan but that would probably be goofy as all hell

dapper shard
#

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

ornate schooner
#

Let's make ALL bullets 100m/s kurukuru_seseren

#

So it would take 1s for you to react

kind nebula
somber jolt
#

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.

dreamy parcel
#

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?

pulsar mist
finite wind
#

out of all the things you quit because of audio

inner pine
#

skill issue ngl

finite wind
#

like just disable sound and play with music bro

inner pine
#

i use the sound HyperXD

finite wind
#

i only have them as background noise from speakers while playing

haughty ember
#

i just had one of my best games looping one song louder than the actual game

#

the tism goes hard

covert tiger
#

idk if this belongs here but we desperately need at least a barebones penetration mechanic

viscid bluff
#

armor system discourages headshots, pls fix

#

makes gunplay meh

dawn plaza
#

The F2k and Ultimax disagree with your statement

haughty ember
#

snipers wouldnt be disgusting if the maps werent dogshit

#

js

ancient meteor
jolly plover
#

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

lunar root
lunar root
#

Personally it really annoys me in a load of games where some unrelated animation just undoes your reloading

#

because, why

jolly plover
jolly plover
# inner pine ew i'm smelling arcade bs

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

jolly plover
covert tiger
#

again we need penetration

jolly plover
#

good one chud

lunar root
#

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

jolly plover
lunar root
#

It sounds like the animation would have to be disproportionately faster than any other animations in the game for it to work like that.

indigo leaf
#

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?

jolly plover
inner pine
#

"lemme just teleport my mag back into the gun"
skill issue.