#Gunplay - Feedback
1 messages · Page 1 of 1 (latest)
many of the gun sounds are pretty pathetic sounding, I'm looking at you desert eagle.
recoil movement is a bit jarring and could be smoothed out a little to reduce motion sickness
I wish there was a way to blind fire at like -500% accuracy but I like dumping ammo XD
I'd like to see a little more play with flashlights and such, seems the side slot is just rangefinder or nothing for 95% of people
^ as an audio person myself a lot of the guns have little to no high end which lessens the oomph
Especially the sniper rifles
When it comes to recoil, etc. the guns feel great, we just need that good audio to sweeten out the touch
that being said the audio for the killsound is super satisfying
if you want to talk about sounds, payday 2 had absolutely the best sounds, before they removed the sound system because it was too much work with all the DLC's
What they did was add a ton of umph and reverb if you were outside, you would hear the shots echoing down streets, if you were inside, it would be more fighting in a box sounding, it was /awesome/
loud guns are more fun lol
hip fire is super annoying
shooting should have input priority over shoot obstructing movements like sprint
I think they plan on redoing the games audio at some point, but it'd be good to have improved gun audio for certain guns in the interim
Mk14 ebr sounds like a nerf gun
switching to gadget/secondary should stop reload process so that it wont be continued when i switch back to main gun
I think this is intentional
probably is but i personally dislike it
feels counter intuitive that shooting isnt the highest priority
Basically one of the milsim aspects of the game
You should be able to switch to secondary while ADS as right now u can shoot a full mag and spam 2 and not be able to switch to your secondary as you are still ADS'd
This probably only affects us toggle ads users
switching to pistol should be quicker
it is but if u are ads and u try to switch to pistol it does not switch until you come out of ads
you should hear some of the sniper rifles they sound like pea shooters
It's a common issue unfortunately
spray should have some degree of inaccuracy to reward bursting. this would also even out the playing field between the meta dominating smgs and other guns
Ehhhh cone of fire mechanics kinda suck
fair enough. its rng but on the other hand it discourages cod tier spray n pray tactics. and id imagine this would serve as an indirect buff for AR's while nerfing smg's
I suggested this topic earlier so now we have a thread for this discussion.
One thing that I want to see being added to the gunplay is an Input Buffer system.
Currently, if you try to spam M1 with a pistol such as the M9 or any of the DMRs as fast as possible, you will notice that some shots will not register because you are inputting M1 faster than the RoF of the weapons.
Adding input buffer simply allows the game to store all your inputs and then buffered later to be executed. An example can be seen in the Souls series, where if you keep spamming attack even after you stopped pressing the attack button, some of your attacks will still be executed as they have been buffered. This system is also seen in some FPS games, but a more recent example is Deep Rock Galactic (input buffer was only added recently in Season 4), which makes firing semi automatic weapons more consistent and reliable.
Depends what people actually want from the game tbh do they want old school mw2 style fast placed fun gameplay or boring ass mil sim overly realistic slow paced camping with lmg gameplay
This would be a great QoL addition and make weapons feel better to shoot when spamming M1, most notably on DMRs and pistols.
Second one doesn't exist atm
It's closer to it after the movement change from attachment bug fixes come through tho still far off
You can get the milsim flavour without the effectiveness by using the current Support
You're not wrong my bad on the example but rifles are a lot slower now and makes me not want to play them
DRG take on QoL with Hipster was a brilliant workaround since it removed the need to specifically 'git gud' with timing shots and removed the clunkiness
The RoF of the hipster was also slightly nerfed to compensate for the QoL change but it felt 200% better to use
Would take that QoL over the old gun easily
Hell, even the Subata felt better to use after the change
Currently any high RoF weapon with the exception of PP2000 performs too well especially with how snappy they are in CQC and mid-range and melt everything like a heated knife through warm butter.
Also there is another QoL change that I want to see added
Please dont make ADS affect walking speed while reloading
Go into the firing range right now
And reload while sprinting (without ADS)
Now try it with ADS
even though the character is visibly not ADS, if you are technically still in ADS, your running speed will be reduced to ADS walkimg speed
so you want to stay in ads, reload while running at regular speed and then immediately be back in ads?
well reloading would automatically kick you out of ADS
to get into ads again you need to click or hold down your aim button
also if youre reloading while sprinting, try switching between ads and non ads mid reload
youll see the problem
I'm almost positive ive remained in ADS while reloading before, I'll have to try it
sounds are my only complaint the just need to be redone
Some guns allow reloading while ADS. Some take you out of it.
you can reload while in ads on most guns
and pretty sure you reload slower too
Yeah thats what ive noticed I didnt know what this dude was on about
This buffer system is basically standard in every fps game. This game not having it is just incredibly strange to me. I do hope the lack of a buffer system is merely a developer oversight and not part of their vision for the game.
Shooting is S tier. I wouldn’t change much at all. I wish the SMGs had more recoil but faster ADS walking speed. It would balance them and also make them a blast to play in CQC
there is a weird interaction with the movement speed while ur doing ads while reloading
ill try and record it if i can when i get back
Add input buffering for certain actions like reload and weapon swapping so you don't have that awkward pause waiting for your guy to get his block hands perfectly situated on the weapon before they reload.
After some testing, you can see that being in ADS will reduce your running speed, even though your character isn't even physically aiming down the gun's sights. My previous assumption is that this was the case for all weapons, but it seems to be a problem for handguns only (every other weapon type has a dedicated animation/stance for reloading while staying in ADS). Even so, this is a pretty weird interaction and should be fixed.
I think the rest I of the SMGs should have similar fall off to what the vector received. It’s almost with any smg you get lazered from a decent distance with very little recoil. I do think they rest should be balanced out to meet the vector. Just doesn’t feel right that a smg can out preform many rifles at range.
Satisfying since the flinch nerf, although some underperforming weapons need alot of love.
Weapon sound should be improved, at least having each gun feel unique or sounding like its a hard hitting weapon
After aim punch changes, gunplay is excellent. Could use a small adjustment on the large damage weapons, especially the ak15, scar, and fal aim punch too much.
Otherwise, the only other complaint is a bug - on any elevation change, your screen will shake / jump, as if you fell from a large height. However this also happens on uneven ground, there should be a minimum distance of falling required for this animation /shake to occur, slightly less than the height your character jumps should keep it in the game(to prevent abuse) while fixing it occurring while you are walking up terrain or standing on certain objects
Related, but disabling head bobbing would be extremely welcome, this affects gunplay, but more importantly, leads to some players feeling motion sickness(myself included).
Oki must choose aggressive balance way , not doing +0.1 -0.1 bullshit to couple of guns, currently 85% of guns in this game is on tier from bruh to complete joke, ton of fun and content cockblocked by that, otherwise game will continue losing players insanely fast, may be yall dont care about playercount for now, but when you will care there is gonna be too late ||(game already lost almost 2/3 out of daily peak playercount number in just a month)||
Nerfs must be completely forgotten, only buffing guns way, like devs did to classes, instead of listening bozos and nerfing medic they buffed other, simple and better
Treat this as "do or die" take, or obviously you can test your luck and patience of audience oki, lets watch together how much they got if you want
It's normal for a game to drop in players after release like that. Buffing classes can lead to powercreep and shouldn't be exclusively what is done, that's bad game design.
- its ok to powercreep when game is such undercreep like ours, where guns have insane recoils, unaccurate, and drop dmg past 5 meters, its called switching to successful design not bad design, dont talk about game design if you understand less
- yea its normal, for games that died in a 1 year LMAO, for else its "rare" at best, and im aint seeing it stopping.
- yet im aint asked for powercreep, you can try balancing every gun to the point of m4 or vector, good luck doing that with current design where every gun is almost same
True. Im not a big fan of cods especially recent entries but they're doing balance almost right.
You can outplay everyone with any gun you have in game. And it doesnt matter if they have recent meta weapons or smth old.
While in BBR major part of weapons "have it's niche" if you know what i mean
this seemed like the most relevant topic. add inertia to player movement to prevent flailing around or nerf top speeds of movement
guns is not only about outplaying, playing with trash gun can hmmmmm can simply be unfun? and when its ton of them it can back away players from the game? 99% of ppl somehow forgetting that basic truth
ofc im can outplay whole server with pistol but why would im want to
and this "want" is much more important than "can"
That's basically what i said. If you can outplay anyone with anything without much struggling you'll have a great time.
Rn we have m4, better m4, worse m4, op smgs and... assault dmrs
except they cant outplay, but thats again why it doesnt matter shit
This game does not suffer from undercreep. An actual example of undercreep is something like Overwatch. Compared to other games in its genre battlebit is still the most popular game. I play many indie games, and they would all dream of having this many people playing the game. Indie games can in fact, thrive with even 1k players. This game still has a larger playerbase than squad, hell let loose, all the battlefield games, etc. I know you probably did not intend to ask for powercreep but if you buff every gun all the time that is the natural result that you will get.
When you balance a game naturally you will have to impliment both buffs and nerfs depending on the situation
"other games in its genre"
Sometimes you also need to perform reworks that impliment both.

This is a feedback forum, not a place where you are supposed to troll
im still doesnt know from which ass you took the powercreep but ok bro
keep up the pace
👍
Eh fair enough it's obvious you are just here to be rude and demeaning to other people, time for the block. Not going to interact with someone like that, have a good day.
trolling - is thinking that this game doesnt need big balance changes, and im aint seeing suggestions in that way from you, only preventions
What in the hell is this doompost
Playercounts will naturally decrease overtime, it cannot be avoided
The game only released in EA aswell
idk probably a battlefield 2042 fanboy
people do this over every single game I've ever played it's dumb
ah yes a game does not have 100k players it is dying or a dead game
battlebit community takes is still on its lvl
world of tanks has over a million monthly active users
under 3k players in steamcharts
dead game
im so proud
random guy casually came in and gived example about game with its own launcher
what a gamer
bad data is bad data
there is no bad data only bad data gathering guy
Stay in topic
One of the things that cod players never stop complaining about is balance; isn't that game notorious for overbuffing new weapons to extremes to sell skins and then nerfing them after a month of horrible, boring gameplay where everyone is using the same OP weapon and other weapons are effectively trash?
also more than half the weapons are locked behind supply drops / loot boxes
P2w controversy is thriving in cod community but it's not that big of a deal (as always in such games). But I've been playing recent cod from launch to the end of spring and they actually did a great job with balancing. For a few exceptions but nothing criminal.
As i initially stated - you can be fine with any weapon you have in game, everything else is "git gud"
lol what?
iirc, like half of weapons are supply drop locked which you have to unlock in dmz
dmz is heavily pay to win last I tried it
Oh, i know shit 'bout dmz, so i guess you're not wrong)
I thought you've been talking about old cods like bo3
iirc the way it works now is they have a matchmaking system that figures out your preferred weapons then purposely matches you against better players with the same guns that have special skins so you're tempted to associate better player with that skin = better
Yeah, sbmm and shady shadow ban systems are wild there rn. Stopped playing because im tired of tryharding when the game thinks it's ok to tamper with my ping and hit reg
Yes they do that, and it's pretty blatant as well how bad it gets
The 'gunplay' for LMGs is bad. The 'gunplay' for smgs is good. I do a lot better zipping around with an MP5 as a medic or engineer, because it's much easier and faster to aim, control recoil, etc. With an lmg, I have a much more difficult time doing everything. The lmg experience is a lot less fun. We need suppression mechanics and a bipod that works, so that it can be fun to use the weapons as they are meant to be used
suppression will absolutely NOT improve gunplay, and will actively make it worse. Suppression is never a good gunplay mechanic.
people generally dont like having to go another way or wait for your drum to run dry
one thing that could absolutely improve the game is removing the "jump" that happens when you swap guns
I don't like getting shot and killed, but it's still a necessary and important mechanic of the game that is part of the overall 'fun' for everyone involved.
you should get them to remove that
Another thing that affects gunplay - lacking action queueing. This causes inputs to be ignored in some cases(clicking slightly faster than a semi auto guns max fire rate will cause missed input).
There's also a few actions which are really awkward if you use toggle ADS - for example, using the grappling gun doesn't auto un-ads after you fire it, so your movespeed is very slow. Swapping guns will automatically go back into ADS, while you are moving at ADS speed the entire time, even while not ADS. For actions which force leaving ADS, you should have to click again to ADS, instead of being in a weird state where you are moving at ADS speed, but not ADSed while another animation plays. Another example is bolt actions, you can be un-ads, but stuck in ADS toggle.
Thats the point that myself and some people have brought up
Lack of input buffering 
yep that's another term for the same thing.
It was one of the first threads I made in the discord, long before the game went live lol
You should be able to start a reload in the middle of a magazine check.
-Press H. Oh my gun has only 10 shots left.
-Press R, character puts mag away instead of back in gun. Or drops it if holding R.
Also in terms of how guns work I think its weird how this game feels tactical and has non-arcady magazines, but you dont keep track of if a bullet is chambered. The way a game like R6S lets you have 1 shot at the ready if you reload from a non empty magazine.
or cancel a reload
Lack of reload canceling is likely intentional given how the game borrows milsim mechanics
Reduce the amount of tracers in the mag for everything except snipers to a tracer every five rounds. Firing a constant beam of light on night maps makes any kind of flash hider or suppressor useless. (preferably have the last 5 rounds all be tracers to have not only an audio but also a visual que the you're about to run dry)
tracers should be removed, or just 1 per every 5 shots or something. Squad has tracerless for rifles, tracers per every 10 shots for MGs and the last few shots were basically full tracer. this allows people to flank more efficiently and stealth-ily
The problem is 5 rounds is enough to kill with one gun and without the tracer its almost impossible to locate snipers on night maps who use med scope
no he's right, we need more instantly dying from unknown shooters not less
Does Sound Spread even do anything?
Do guns have different sound ranges or are they all identical like their stats would suggest?
I'm not sure I believe that a suppressor makes all guns equally quiet, whether it's the m200 or the mp 443.
they do have sound ranges
Correct.
According to their stats, every single gun has a sound spread of 600.
In the attachment thread I said that suppressors should remove tracers except the 5th round to promote stealth
that would be awful, there are simply to many players on the field at one time. Maybe at night mode, every other or every third bullet(excepting DMRS/Snipers) would be ok. But not in regular day light gameplay. You need the tracers to get adequate info with how hectic the game is
I feel like the entire reason a player would use a suppressor is to stay as hidden as possible. There's no reason to pick that attachment because everyone knows where you are the second you shoot.
The suppressor actually helps a ton with this due to the reduced sound. You can easily kill players in the backline with no one knowing, but it does require being smarter about target choices and not letting them shoot back. It's also really potent on some of the snipers, you can be a few feet away from them and barely hear it. As long as you hit your headshots, you can stay hidden very well
idk if this would belong in here but some better bullet impact sounds would be greatly appreciated, rn it sounds kinda like a fart went of accompanied by a little pouf of smoke, it should sound more threatening imo, akin to tarkov where the bullet impact sound really makes you second guess your decisions, ofc it's generally more tense but rn the sound design in generall just feels meh, better sound design could greatly benefit immersion and gunplay imo
I hear suppressed shooters and snipers from a distance all the time. I think it's player dependent since some people like to listen to music and won't hear footsteps or guns in general.
If the sound spread stat is in m then 210m is a huge distance. Personally i can hear suppressed guns from ages away and just like with rally points it gets me to instantly snap to the direction to see where is came from.
Exactly! It's so distinct and clear!
but the reduced traces would be a live saver, i can't see shit when i shoot enemys and i just have a blooming wall of yellow in front of me, the is especially bad at night
maybe it's also just because the shots come from your sight/camera when ads which spawns the tracers right in your eyes :/
but even still the tracers at night bloom like a fucking christmas tree
seriously how tf am i gonna see my target?
The only complaint I have about the gun play is that I would much rather that shooting took priority over sprinting rather than the other way around.
This could be described as a skill issue, but I often loose hip fire engagements purely because I accidentally sprint while trying to fire and it overwrites me trying to shoot
Thoughts on the implementation of horizontal recoil? I feel like it adds way too much randomness to shooting at medium range.
Its basically RNG inaccuracy
it's fine imo
you shouldn't be able to beam people out at 100m with automatics anyway
and there are guns that have very good hor recoil already that you can use in full auto out to reasonable distances
I can see that. It does kind of create a dynamic of something like the FAL being better at close and long range but the M4 is better at medium range since it can full auto reliably while the fal its complete rng even if you control recoil
well the FAL is one of those guns that has such insane TTK
that the effective range at full auto has to be limited
the better the player is, the more they can extend the full auto range
so it's an interesting gun
i don't think it's worse at M4 at most ranges, simply because it hits so hard
Just need a gun that doesn’t have especially high recoil and that is fully possible
im of the opposite opinion. most of the guns feel like theyre lacking a lot of low end punch. guns are really thumpy irl, and especially with earmuffs as you would wear in the military you notice the punch from the bass way more than the high-end. the r700 and Rsh are great examples
I recommend you try to send the audio through a frequency wave form visualizer or an EQ
There is a lack of high ends in a lot of the guns
The reason why it does not have punch is in fact because of the lack of high ends, not low ends
When you remove high ends it causes things to sound muffled
too much and it sounds tinny
Or makes your ears bleed
i mean, thats generally how it goes. you wont find a gun (probably) that has up and down kick when you shoot, but the side to side kick is generally random as far as a human can tell
i wasnt saying to remove high end. just that most guns lack low end
oh of course but well, the problem is a lot of them don't have really any high ends at all
I know. What I was saying is it's not that they lack low end, they have low end. Actually they only have low end, that's the problem
even so, right now, I'd rather have some bassier guns instead of higher pitched ones
no
low end for the guns are fine for now
theyre lacking body and tail
some sounds decay too fast, some just dont have enough tail (or the reverb end)
it makes the gun sound small
obv these are unity asset audio files so theyre not the best quality
iirc theyre hiring a team of professionals to rerecord the sounds in game
yes a large portion is bad origional file
Here's an example of what I'm talking about
the regular is the default sound I found randomly on YT
remove high ends removes all the highs which is what we see in some of the battlebit guns, although I made it much more extreme
And then my ideal I added a slight EQ adjustments + compression, and I think compression is really what you wanted
I'm no sfx artist though, I generally work with music
ive sound designed and composed for a couple of uni projects in the past
compression defo helps with making the gun sound punchy/snappy
It's cause of the large dynamic differences. The compression works well cause you basically do the same thing you do with drums
Now, this sound still would not be very usable in game
mostly because it has its own reverb
we still havent taken into account the sound direction
Idk why you're removing highs, don't know what you're trying to show with that.
And between the regular and your ideal, I'll take the regular
do the devs want the game sound more arcadey, realistic, etc.
ill give more of my opinion when i get back to my pc
removing the highs is supposed to be representative of the problem that exists in some of battlebit's guns
Except they've not done that
https://youtu.be/xyqFbAMi8SM?t=1256
Yes they have
THANKS FOR WATCHING
——————————————
0:00 M4A1
0:36 AK-74
1:10 SCAR-H
1:44 AK15
2:20 HK419
2:50 AUGA3
3:21 ACR
3:55 FAL
4:23 G36C
4:56 FAMAS
5:24 SG550
5:52 SVD
6:21 MK20
6:55 MK14 EBR
7:26 M110
7:58 AS VAL
8:26 HONEY BADGER
8:57 GROZA
——————————————
9:34 P90
10:06 MP5
10:48 UMP45
11:16 MP7
11:48 KRISS VECTOR
12:17 PP19
12:44 PP2000
——————————————...
SSG69 is good example, time stamped in video
Yeah no
They didn't remove highs, that sound just doesn't have a lot.
Asking for more is fine, saying they made it worse is a bit different though.
I don't have the means to recreate specifically record a gun sound effect that does not have highs. The best I could do was recreate it by showing it with an EQ
Let me show you guys a video
And I'm fairly fairly certain that they put a low pass on the SSG
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Patreon: https:/...
I doubt they (the devs) actually did that
Much more likely the sound was already like that.
when I refer to they I'm referring to the sfx artist.
they dont have any
the gun sounds are fine idk about you guys they did the sounds with limited tools they have
The sfx artist that made the sound
theyll revamping the sounds soon
even if it wasn't the devs someone did
they said theyre planning to hire a sound expert whatever they are called
to make the gun sounds and stuff
So really any of our sound complaints may as well wait til we hear something about that or until after they're done
And yeah, I think the gun sounds are largely fine
the current ones sound like pea shooters
doesnt matter if they sound pea shooters
what does a "pea shooter" even sound like?
its being reworked so any of our complaints here are moot
it's an expression
wait wrong reply
yes I was just providing specific feedback as to what I think the largest downside was to the current sfx
current gun sfx are fine
they just need to fix other sounds
cuz ALOT OF PEOPLE
dont hear footsteps
I hear footsteps, kind of hard to tell where from
but I hear them
and the voices in my walls, those are pretty clear though
didnt they made sounds more directional recently
In regards to footsteps, I haven't noticed
In regards to gunshots, I've noticed
i can hear them too
but from what i can see from running towards people inside building most of the time they dont
I haven't payed attention to the footsteps in the game but that's also cause I almost exlusively play recon
if i remember correctly most of the gun sounds are made with home made tools or something
like cant rememeber if it was larry or oki that asked chat what tool he used for making <X> gun lmao
All classes should have the same base move speed.
Any increases or decreases in move speed should be reflected in their equipment and not as hidden stats.
bro is spamming 💀
That's how it is currently...
It actually is not
Engi and medic move about 10% faster than assault/recon/leader
and support moves about 10% slower
First time hearing of this. Source?
I tested it.
#1138399550210576466 message
I have more runs that I tested with the other classes but I have yet to post them anywhere.
did you include backpacks in your tests
Yes, they're not all listed but I was taking them into account
atm you're gonna kind of just have to "trust me bro" but I will make a spread sheet about it at some point
also why not compare AK 15/glock w/ mg36/glock
I will add it to the list
I'll ask oki if there is some hidden thing but ngl I've got a hard time believing he coded seperate base speeds
But just to let you know, the gun's run speed stat doesn't matter that much.
And it just uses the one in your hands
That was is the opposite?
As in you run at the same speed with primary or secondary out
You don't
If you're getting different speeds that doesn't sound right
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Decimal actually posted video evidence
So I'm inclined to believe him
But if you have video evidence, you should post it
That is old information then.
I do not have video evidence, I have the data from my tests.
This was posted three weeks ago, so still pretty recent
There was literally an update for this like a week ago, I highly encourage you to look at the recent updates
No shit sherlock
It was focused on attachments
But if you think there are fundamental issues with movement speed coming out of the patch
Post video evidence
Otherwise it's your word against decimals
Shouldn't take more than five minutes to record a clip
That's an outdated video.
The information in that video is NOT ACCURATE ANYMORE
How do we know that?
He literally tested it
We can only know for sure if you post a clip
Go into the training room
Equip a heavy gun and a run fast pistol
Run with heavy gun
then run with fast pistol
TELL ME THEY RUN THEY SAME
||They do not||
I'm open minded about this, but I just need to see evidence
I can't rn
And you're making the claim, so that's why I'm asking you
Who can test it in game rn
And you expect me to make a video right now?
I already did.
#1138399550210576466 message
I didn't say now lol, when you have time
When you post it be sure to show your armor, helmet, primary and secondary too
Yeah nah, I'm not gonna make a dozen videos for this when I can make a spread sheet with the data on it.
You can do it yourself and double check the results
You can literally just make a single clip
Showing support with the same theoretical run speed as medic
Without a clip, it's hard to verify your test results
Even if you post them
I'm asking because a) idc and b) I can't even if I wanted to
It literally isn't.
I explained what I did in the beginning of this post. You can do it yourself.
#1138399550210576466 message
So if you don't care then why are you arguing it? 
Your post is a mess, I don't even know how you timed it. For all I know, you could be making up numbers. That's why I'm saying you should simply post a clip and everyone will know for sure.
Take a guess
You're a troll
Because you're lazy and don't want to prof that yourself?
My man, I'm literally asking for the most basic and verifiable form of evidence and you're calling me a troll over that?
Who's the troll here if you can't post the most basic evidence besides "trust me bro"
In the time you spent arguing with me, you could've recorded and posted the clip already 
I know this mf, he is the most nitpicky mf when it comes to mechanics in ANY game and will go out of his way to test shit all the time
I can verify it, I read it, and yeah, Support is just inherently slow. I'm playing Support right now
Wait you know me? 
No, garble.
OK, well I don't
I don't trust his word on a lot, but I trust him on these especially in practice and from experience
Like I've said repeatedly, I'm totally open minded about this
But I can't verify the methodology unless he spends five min posting a clip
I would like to see the accuracy stat removed and have all guns be 100% accurate where the sights are pointed. It feels unnecessarily punishing for support weapons to have such low accuracy and be so weak over range when SMG's can beat a support player due to the support's weapons being so inaccurate. SMGs are more accurate and have less recoil, LMGs need something in order to be competitive.
Otherwise it's his word against decimal, who actually posted a clip
If you were open minded you'd shut up and test it yourself if you get time, and if he's wrong then cool. If he's not then accept that.
Youtubers get shit wrong all the time
He's explained his methodology, including margin of errors possible
youtubers literally thought the SG550 was ass and the worst AR in the game
I already said I can't test right now lmao.
Otherwise sure
then wait until later to bounce back in LMAO
They also thought the FAL was gonna run the meta
I'm not the one making the claim, the onus is on him to back up his words
I did
Why would I lie about this?
Without a video, which is all I'm asking for
I'm not saying you lied
I just need to be able to double check your approach
And you have 2 mfs here who always manifest his downfall and hope hes wrong telling you he's right 
You're asking for video evidence for something you can do yourself any time of the week
Again, why would I. I'm not the one making the claim.
He seemed to figure it out.
I don't know why it's so hard for you.
If you're gonna shoot it down because of lack of video evidence, then explain why people get banned or reported without video evidence
Same logic, imo
OK no video clip it is.
I'm not going to waste anymore time on this
Was literally trying to make it easier for this guy to present his claim in a verifiable and accessible fashion
But that's cool 👍
this was changed with the attachment update
It got reduced with the 50% fix
Since it was out for like 4 days nobody really has footage
The patch notes said the impact of attachments on movement speed was reduced
Is oki counting pistols and armor as attachments or something 🤔
Yes exactly, that's why I was asking for footage since somebody went out of their fucking way to post a wall of text and spam five feedback channels
So what the update did was uncouple your total runspeed from your weapons
Instead of your whole gearset influencing your movementspeed, it's now currently equipped
But couldn't be arsed to post footage
So you run faster than before with a pistol because it has a 1.10 movespeed
and slower with an ak15 bc of the runspeed
Interesting
yea
Do you know how armor factors into this?
TBH I can't tell if you're faster than before with pistols or just same speed as original and everything else is slower
Is it just a multiplier to your currently drawn weapon+
people say it's the latter
believe so but it is some funky math oki won't give
Same speed as original, albeit slightly slower for some classes
Damn
Might be something for ui feedback
Someone did do the math 👀 In the chat. Earlier
Just a single stat representing your current movement speed
you literally said in your post that the math doesn't make sense
so
Huh?
HUH?
Welp I'll just wait for the dust to settle on this
Probably a good idea, bud
The only class you can compare to support is Engi
Because that is the only class with big backpack
and normal armor
and AK15
Wait, why AK15?
that or scar H since they're the AR with 0.95 runspeed
Support doesn't get AK15 though
Literally false
The name of equipment doesn't matter
They all have their own stats for each class.
The only one that can line up 1:1 with support for stats is Recon.
Everyone else can get close with armor and backpack (.95+.95 vs .925+.975)
Normal backpack on support is bugged meaning big or heavy backpack are the only comparable ones, while the normal armor support has the same modifiers
And because the math is some level of multiplicative, the difference in the run speeds, does make a difference, albeit very slight
I wasn't using normal backpack
so you were using normal armor big backpack engineer and still found it faster than support with same gear
I believe the answer to your question is "yes" but I'm not sure if I've tested that specific scenario yet.
I would have to look at what I all tested and I don't have that in front of me at this second.
heavy backpack/heavy armor would also be a compareable situation
I know FOR SURE that recon with IDENTICAL STATS IS FASTER than support.
but you can't match that bc recon doesn't have a weapon with 0.95 runspeed
and attachments we saw are 50% less effective than base weapon stat
So either A. there's errors in how the game does its movement speed calculation that's unacocunted for, B. we're not getting the full stats, or C. there's just an inherent passive that makes certain classes slower or faster than others, regardless of gear (which overlaps a lil' with B)
It doesn't matter that much. With tests the actual run speed difference on a class with a different gun with wildly different run speed stats in only a couple seconds at most over the 1000m run.
do the math authentically dawg you've got the tools IDK why you're bringing recon into this
the class with heavier weapons than support
You're literally telling me to base it on run speed stats of guns
And I did
You literally have a kit on a supposedly 33% faster class to compare directly 1-1
Huh?
Please expand on that one, cause even I got confused
naked engineer, but assault should still be able to match without a 14.5% speed increase if both classes run AK15/mg36 untouched, normal armor, normal helmet and heavy backpack
or engineer with big backpack and double normal
I have not tested those specific combinations so I can not say FOR SURE
However, I suspect that engineer is still faster.
I WILL TEST THIS SCENARIO LATER
@wise musk has earned the Tier I Member role!
I literally just stumbled upon this.
I never intended to be testing this shit in the first place.
I found that this is the case
And have to do more testing.
Man's stumbled upon this before he deliberately started testing, kinda hard to have him go back in a time machine and make it deliberate
I've been testing with videos that suggest different but across a shorter time span
Uh huh. But not in the game, right?
yea in the game I'm looking through my clips right now
I forgot to label my gear
I'll record it rn
oh awesome it broke my clip in 2 :/
Now, you're testing this correctly, but I would say that depending on the kits you and the distance you're running
The difference in speed might not be as apparent
If you run to the 1000m target dummy that should be plenty long enough for you to see the differences in speed. Though it will take a lot longer to test different set ups.
Do the 1000m run with the same setup
modifying it a bit so it'll stay more consistent and easy to measure
ok so first of all
I'm not 100% sure, but it does feel like it. ARs/SMGs feel like they have different movespeeds, and recon feels slower even when wearing gear that shouldn't be slower.
Could be incorrect perception, I don't have hard data.
but I'm also getting a video just for u 3 @wise musk @dapper robin @fossil stump
Based
I believe you, but if that is the case, then this is a weirdly specific bug that me and at least one other person also had
Yeah this isn't the first "account specific" bug
He's right; the patch literally fixed long-standing bugs with movespeed, so movespeed vids from prior to the patch are out of date
me personally I think you doing it at 1000meters fucked w/ your data by basically not being able to go in a straight line accurately and/or your gear was out of sync
but hey maybe it really is account specific
I lined up before I ran with a medium sight and took my hand off the mouse and only held W
I ran in a straight line
Can confirm this is accurate
So then where the heck are the numbers getting messed up!?
OKAY
@granite pivot @cobalt warren @dapper robin @fossil stump @midnight tinsel
So
I was wrong AND my data was messed up
But I know why now
So initially I thought that the classes had more or less inherent move speed. I was wrong
The classes have the same base move speed.
But I know how the movespeed actually works now.
Armor/backpack/helmets has a run speed stat, I couldn't get perfect matches with everyone but I was able to get close enough to guesstimate what the results should be and the results were within expected values.
I redid all my 1000m runs in the shooting range.
What I found was actually this:
Your armor has the biggest impact on your run speed.
Then BOTH of your guns. Your primary AND your secondary.
Then I think this is the funky part.
Your gun in hand with its attachments matters
But only the base run speed of your holstered gun.
The attachments on your holstered gun have no seeming impact on your run speed
So you could have a drum mag mg36 holstered and you would run the same speed as if you had the normal mag mg36 holstered instead.
Also I made an ass of myself making an issue about the classes having different move speeds when I was just wrong
and I really don't know where I messed up in my initial testing but after retesting everything I can pretty safely say I was in fact wrong
Oh that's weiiiiird
But that also lines up with what I've been feeling
Which means Glock extended mag is meta again
The both guns thing is how it used to be so ig this stacks on top and deagle is still a worse pick
Yeah.
I almost think it's dumber than the classes actually just having different move speeds.
But go ahead and run drum mags or extended mags for your holstered weapon for running.
I do not believe so, but is there a specific gadget you would like me to test?
honestly, just any of em
@cobalt warren has earned the Tier I Member role!
congrats
either that or bandages
BUt so what do you mean exactly, like just having it equipped or in your hands?
okay which
I assume you mean, how does it affect run speed while in your hands
yep
Okay, I will test
I think bandages have a run speed of 1.0
ah
interesting
so depending on how heavy ur primary is, you can either run with the secondary or bandages i assume
hmm
after reading the wiki a bit
it seems like most pistols have 1.1 run speed
so its probably just better to run out with secondaries
why are vehicles banned in some game modes? helicopters are the best part of the game
game modes or maps?
Im not sure if vehicle spawning is tied to map or game mode, but regardless I think helicopters should never be turned off in a match
both]
some maps have tanks
some have dont
there are modes that only transport vehicles are allowed
there are modes thats literally no vehicles
yeah, why would you want that?
Because some people don’t like the existence of vehicles
I would say the existence of vehicles, especially for newer players, is more likely to disadvantage them than advantage them
cuz not everyone has the same cup of tea
Yes unless you have a heavy caliber or an extended mag.
Thanks for looking into this further, interesting findings
Now we just need knives to maximize run speed 
I also found that the move speed stat of your upholstered gun isnt accurate any more. I found that the 1.1 move speed mp7 was faster than the 1.15 move speed of a short mag fal. Might have to do with that move speed update or maybe each weapon category has a different base speed?
But I also found the mp7 was faster than a short mag mp5 as well. The mp7 just had the higher base speed with no attachments
Actually I might have to double check since your holstered weapon changes move speed but not its attachments
ya I was saying that earlier, pretty sure weapon categories are different base move speeds, but I don't have evidence to back it up.
That might be why it feels like it was class based, since I was thinking medic/supp/recon, but ofc they all have diff weap archetypes
Its just weird that the short mag mp5 with 1.13 move speed was slower than the 1.10 move speed mp7. I dont think its weapon based
you mean plushies
Only base weapon movement speeds count when the gun is not in your hand
They do not have different base movement speeds by weapon class.
Just their base run speed stat.
i've been playing a few rounds with the evo and it appears hits often just don't register, you can dump 1/3 of your mag into someone point blank and it doesn't count, 1-3 hits not like the 7 or more you actually hit
Something awful happened to netcode. Like problems with pistol draw time which feels like a server related issue more than client side
ouch, so it's not just me and "skill issue"?
Yeah, i've stopped playing with deagle because of it
It takes 5 sec to draw it
While i can even ads with empty hands
idk deagle just feels very random and unreliable, hit or miss nothing in between
i use the glock but that has a high firerate aswell so that thing might also be fucked
It feels like very very last resort. Portable hand cannon to end someone. But now it's useless because of said problems
i just mag dump the glock in such instances
but high firerate guns feel pretty yucky with them not hitting shit even though they should
Firerate always was a common problem for online shooters, so we might just have to cope

it would be nice to get average and standard deviation for kill distance
right now, we can check the farthest kill distance for each gun
that information isnt really useful
but with average and standard deviation, you'd be able to say "70% of my kills with this gun happen between 30 meters to 70 meters"
this is useful because as an extreme example, if most of your guns tell you "90% of your kills happen below 20 meters" then close combat weapons such as the vector (even post nerf) are a good pick
but if its like "90% of your kills happen between 50 meters to 100 meters" then perhaps you should avoid using the vector
assuming it's symmetrical, of course
but I'll bet it isn't
its still more information than than just longest distance
longest distance kill isn't too useful
it would be nicer if it just stored the ranges of all your kills / deaths and could give you an accurate value from that
honestly ya, especially if you can export to a csv file
and have it also show map / gun / game mode / etc
I estimate that for just range values it would take about a $10 hard drive to store every player's info
so it should be totally doable
you probably dont even need that, just store past 1000 kills only while giving players the option to export the data
like a table that shows 1000 rows, each row corresponding to a kill:
gun | range | map | gamemode
If the Devs have a way of tracking detailed stats, we could correlate a players K/D ratio to the average number of kills per magazine for each gun. Then rank each gun accordingly. With this Dataset you can ask questions like...
In the hands of 1.0 K/D player, do we think this gun is chaining too many or too few kills per magazine? Is there a linear or exponential increase of chain kills for the same gun at a 2.0 K/D ratio? Do we think one gun type should be outperforming another types chain kill potential this way? Are there any obvious outliers?
I don't know if it's considered gunplay, but please let us have an option to turn off head bobbing.
Is there reason to assume that the ratios of kills per mag between guns will vary with player skill?
yes to a point
there is a maximum number of kills per mag
and better players get more kills so yes
Yes, a player with a higher K/D ratio will make more of his guns ammo capacity / economy than a player with a lower K/D can on average. As he will be more accurate, precise, and controlled in using the gun.
Yes, but I’m talking with respect to the other guns.
If a gun kills 3 players per mag and another kills 6. What reason is there to suspect a better player will kill more or less than twice as many per mag with gun #2 than gun #1?
This is kinda why I think the FAL is overblown tbh
I can get like 3-5 kills per mag, I can get 4-5 consistently with the SG550 or G36C if I hit my headshots which are easier to do and more consistent than the FAL.
elaborate?
what does it have to do with FAL
As a example. Better players will be more likely to use the weapon that gives them the most potential to do more and not so much the upfront damage it offers.
Which is why I personally think extend mags are hit as hard as they are atm in regards to how they affect stats
this would be a great addition.
Beating the dead horse by now but all semi-automatic weapons need a buffer to resolve issues with rate of fire caused by supersampling mouse clicks.
Sorry my smooth brain didnt understand
If you click too fast and your click interval does not align with the weapon's refire delay, some of your clicks will "not register" and cause an overall lower fire rate.
action queueing. Atm here's what happens: a gun can shoot once per second. You can click faster, let's say, once every 750ms.
In other games, clicking once every 750ms will shoot your gun at it's max fire rate, once every second. But without action queueing, every other click is ignored, because the gun isn't ready to shoot yet and your action isn't queued. Instead, by clicking faster, you will lose 50% of your guns fire rate as well as having really awkward aim because sometimes when you click it doesn't respond at all, so trying to control for recoil etc when the gun itself doesn't shoot/kick can throw off your shot. You would have to click every 1001 ms in order to get your gun to shoot when you want it, any faster and you will have your input ignored.
This applies to every action in the game, not just shooting, which is why sometimes there are missed inputs and you're sitting here thinking "I know I clicked the button" but nothing happened, whatever it was.
Is this for real
💀
Also is once a sec a real value or just for the sake of example simplicity?
what do you think happens if you pull a trigger faster than the gun fires
Nothing when you hit it during the retire delay
Tysm
just example for simplicity
Is your argument that its realistic therefore battlebit should replicate it? That just sounds dumb considering action queueing is standard in every fps game I can think of.
if you say so
I think a buffer makes sense, from a balance standpoint
It makes balancing much easier and also means players can’t effectively cheat with a macro to perform better with the gun
Not a major issue but I think that counts for something
A buffer would help for all other actions too. Reloading, switching weapons, interacting...
Yes, especially when I was a new player I would be annoyed at actions seemingly not registering from invisible delays where I had to wait for some animation to fully finish
I'm annoyed by it immensely and I'm not a new player at all
300+ hours and I still haven't gotten used to it
@faint furnace has earned the Tier I Member role!
thought
it would be nice if the recoil had an acceleration/decelleration curve instead of just seemingly teleporting your view to the end location, its just hard on my eyes at 144hrz
something like jerks your view to the end location over a couple frames and then decelerates to the final location over the next few frames , end result being exactly the same just a little more realistic/less jarring IMO
decelleration makes sense but also makes recoil way harder to control, acceleration would just be weird though, that should happen faster than human perception
~_^
pretty sure it does, it's just very quick. But it's not instant, there's no teleportation
My take on gunplay after reaching lvl 150+ in this game: It's good, SMGs are fine, they don't need any kind of nerf. However support class/sniper need movement buffs. They are too weighed down by their kits. I understand their should be a drawback to their loadouts but the super slow speed puts them (esp. support) at a massive disadvantage and it is simply not fun to play--I tried yesterday with M249 support and didn't have fun and went back to Medic. All classes (besides medic) need a lot more bandages, maybe min 10 each.
As far as weapon recoil, that seems to be ok with most guns but ARs should probably have slightly less so they can match SMGs better. Horizontal recoil should not exist in any video game, it's a stupid concept.
Vaulting animation needs to be speed up dramatically, it hinders gunplay and cqc with its slow clunky animation.
Weapon switching speed needs to be much faster, it's too slow.
I also noticed some issues with this latest update, the network hit detection code seems to have some kind of increased latency. My friend and I both observed a significant delay in bullet hit reg and the death animation is also delayed compared to before. This is obvious for example when you shoot an opponent and then see them fall over a sec later well after they should've died. This isn't isolated to one or two situations, it's happened many times across many different servers.
There's been numerous instances of ducking behind a corner and still getting shot because of the client side hit detection algorithm. BattleNonSense did several videos about this in other games that had similar issues.
all smgs need that vector distance nerf besides that they either need some buffs or nerfs
Hoe many of those hours are on medic and how many of those hours are using smgs
Definitely wouldnt work on these type of games, especially Battlebit.
Its already unbalanced and this guy wants to buff already good things
SMGs needs a nerf for effective range, ARs should be left untouched
Well one of the smgs need buffs specifically the ump
No the other smgs need a nerf lmao
the ump is already pretty good, it just lasers idk how but apparently people are pretty effective with it
i feel ump just needs that little tiny 1 damage buff and needs to adjust that quick mag kill count
needs 500 kills
lmao
i think out off all attachment that ump has the most number of kills needed
**repeating post every 30% loss until oki understands
#1138534079499862208 message
game lost 1/3 daily peak since im written it (to below 20k from higher than 30k) and continue losing players, and it was just week ago lol
total loss is 3.3/4 daily playerbase
daily lowest is 9k, which means we are close to the point where at certain time intervals queue gonna become long/impossible/worse (high ping)
dont reply on this, im dont care what community thinks about it, yall are too unexperienced and unprofessional**
and what is he gonna do about it? force people to play the game? the game's not dead man and it's not close to dying
a lot of people just have a life and/or play other games aswell... so like what's your point, yeah longer queues but have you seen queues of some other games? this game has amazing activity
im said what he need to do and it takes only basic logic, no money no big studio no billions of effort, just logic
couple of numbers to change in code
you seem kinda entiteld to tell the devs how to make their game just saying and also don't forget this is still an early access titel so massive changes are still to be expected over i think 2 years at least
and im now even will begin explaining how trash your take is
and how unhelpful and empty arguments are
'scuse me i don't think that's an english sentence xD my man help with feedback don't be that guy being like "uhh my take better game wont survive if things not happen like i say" yes things have to change but that takes time and has to be tested, give the devs that, they are just 3 people and only 1 person codes for the game if i'm not mistaking, so if you are telling me my take is trash maybe look at yourself first and how self centered that proposal of yours was
keep being useless, im will try to save our beloved game even if yall will disturb me, cya before another 30% loss
hey i found you
you don't even have real arguments smh
i'm done here imma get myself a lasagne and i'm sure you're gonna have a wonderful day ^^
are you saying you are experienced and professional sir? woah
changing the gun stats wont bring back players
bruh thinks just couple of codes can bring thousands back
Blud thinks imperfect balance is the reason the game hasn’t maintained insane popularity
The balancing is fine. It’s one of the game’s lesser issues
And any game is going to loose popularity after release.
#1138534079499862208 message
@lunar root@wild canyon

3.3/4 total in 2 months<
Yes
It’s a game release
That’s pretty normal for any that gained a lot of popularity in a short time
I’ve seen games drop to 10% of what they had after a couple of weeks
like what?
Not really. They can keep going for many years
name and shame the game
Battlebit is riskier because it requires more than most to have active servers
dont have to queue
But it’s well received so I can’t see it dying any time soon
first thing you said that make sense
you have a potential
surely game will stop losing players right now and wont lose another 30% in just 1 week
Also, do you think you’re better at balancing than the devs are
Because your takes on the current balance are pretty weird
lets cope together instead of doing something
balancing wont bring back players
¯_(ツ)_/¯
It will stabilise as all good games do
I cannot predict when that will be.
at 5k daily peak
thats still a lot for a game 5k daily
anyone is better at balancing than a guy who making 2 same guns in his game but 1 is just worse
As it is a paid game I’m inclined to assume its potential is a bit higher than that
5k daily would limit where you can get full games though
bruh thinks he is better
there are going to be community servers, a lot more guns, maps, a milsim mode and what not how the fuck do you come up with the idea that this game is gonna die within half a year, my god titanfall 2, tf2 have both been neglected by their creators for years yet still those work with titanfall2 literally only working on a community client and community servers 
when he cant even make his own game]
Which two are you referring to, out of interest?

honeybadger and ass val
the creator of 2 revolvers, the lord oki himself
and those two bullshit guns yeah
Fair, though which of those is better is highly debatable
That is true.
takes 2 braincells to understand that something is wrong with them
honeybadger cuz it's name is cute and it's an ar soooooo imma go with that
not even by playing just in numbers
except main dev
Because one pistol outclassing another doesn’t ruin the game experience
priority is dying?
bruh
because if its not balance balance and balance, then yes
bruh community servers are comming they can do their own balancing
Priority is working on patches and content updates, including more guns. There will be more balancing but it will come in time with the rest of the updates
this is priority you clown:
there are going to be community servers, a lot more guns, maps, a milsim mode and what not how the fuck do you come up with the idea that this game is gonna die within half a year, my god titanfall 2, tf2 have both been neglected by their creators for years yet still those work with titanfall2 literally only working on a community client and community servers 
bethesda
ea sports
fun fact, game dropped much harder after content update 
oh sry i thought we were comparing bad aaa companies
because another fact, players waiting for balance and balance only
even if players themselfs dont understand that
You cannot actually be trying to insinuate that content updates are a reason people aren’t sticking with the game
nvm
i do
my ass is waiting for g3, mg3 and the other weapons coming
Nothing will change the curve of the player count. It will just increase the values it ends up settling on
we are different
lil bro's projecting his copium 
So, mr facts, what should we do to save battlebit
curve dropped harder after update, because of players was waiting for balance but seen 0 of it
first post
tell us what you'd do
There was a lot of balancing done
Wdym
im not even coping your the one literaly coping to make players comeback and coping balancing is the solution
LMAO
and all trash
+0.1 -0.1 isnt balance that will save battlebit
Your first post was so incredibly unspecific that there is virtually nothing there the devs could use even if they wanted to
im just gona react clown on every comment he says 
but you will lost your beloved game in couple of months not me bozo 🤭
my dude just fucking tell us, give us a chart or bullet points somth but not "uhm ackshally"
The difference between bad guns and good guns is minor
bruh your the one dooming here
lmao
So major changes aren’t needed
we arent even dooming
you want me to create full path note alone?
he needs to play doom am i right
yessir, i wanna read that shit
pay and im will, i kinda can tho
If you’re going to suggest ideas you really need to have some clue as to what you actually want
bruh thinks we are dooming when he literally dooming over player count
Like your post is just “balance better i want more balancing”
oki surely need create a group of someone that know shit about balance, he is so bad at it, prob worst balance guy of fps
i do
Mind enlightening us
first oki should change his focus
from useless patches to balance
because game is nearly ready in everything thats not balance
I think the upcoming updates are a bit more than useless patches. But what kind of balancing do you think is important?
oh come on, and it is i will in that context go back to fucking school dude, i'm not even out of the german equivalent of middle school and my english's better than your bullshit
and probably after what ive seen, he must purely focus on balance and forgot about everything else
We have a couple of guns like the RSH-12 that are just bad, but it’s not going to ruin the experience of the game enough to drive away players
if you dont trust me like im said, lets watch together what will happen if he wont
🤭


God that’s a bad argument
trust someone who is dooming oh ill trust that guy 100% surely
Player count is going to decline for some time regardless of whether okidoki listened to your unspecific ranting about balancing
this debate is even funnier than the medic cod player bs
If you actually see its continuation as some form of evidence for your point… just a bit sad tbh
yall can ignore me if you want your game to die, im dont like battlebit that much so not big loss for me.....
you have 2 choices guys im not deciding for you
😵💫
Oh no matoi, our saviour! Don’t abandon us in our time of need
Please, tell us! Tell us what you would have okidoki do, as so far you haven’t even suggested one balance idea!
omg balancing the guns surely that will bring player back
Yo ok we need to stop with these small balance changes. We need to change everything
Gotta get some big numbers in there my bruh
game wont die trust me
Big numbers will save battlebit
bro you intelligence denier there are other games out there and if the community of this game wants this game to live it will, there are already community servers that will keep it alive even if the devs abandon it, get your bitchy little doomer ass outta here and let people actually talk about improvements to the game, you're a waste of hardware space and electricity go outside and touch grass
too many words
too little brain space to comprehend easy logical conclusions that you seem to like so much
boi let us talk about tracers getting in the way of aiming at people when shooting at night or even better have the vignette of nvgs not block your view but just being the rest of what you see that isn't covered by nvgs
i want to quote one wise man
i like how he said 0.01 balancing
denied
wise ,01 guy bruv
bro please don't go down the path of the pseudo intellectual kafkatrap
and to the 0.01 balancing, it was atleast 40m and 4 boolets taken from the vector
we already know this guy just exageratting and panics lmao
yeah ofc he does
0.01 if thats 0.1 thats actually a alot for this game
oh ye i forgor about the numbers sry xd
anyways 40m of effective range and 4 bullets less is a lot more than that
then what is the right balancing, no tell me i want to know fr fr
no nerfs
oh imma go get my lasagne
lasagne died
where is the cheat code to get a vector on support
then how tf do you want to balance overtuned and undertuned weapons man 
By making the ttk of this game even lower, of course!
0.300 ttk on most of the guns is surely low lmao
patchnotes when sir?
on payday
bruh cant even contribute either
balancing some guns is pointless, this game needs like balance overhaul
takes time bro
contributes by dooming
didnt even contribute by actually giving balancing advice on everygun
says contributes by nothing
not even nothing, contributes by preventing to do something
balance core should be changed at best
no you obv aint
yeah then like what?
Right, keep it on topic & civil
pls make your own tracers less visible the closer they are to you, it sucks to ads at night shoot at someone and just completely loose sight of them because you got some yellow flare right in your los
or make bullets come out of your gun barrel all the time regardless of ads or hipfire
i really liked nighttime until i tried using the evo and now i can't get those tracers out of my vision anymore with any high rof weapon, it just fucks with visibility
this game seems to have a very inconsistent hit register sometimes.
that or the tracers are wildly inaccurate from an actual shot.
I think I notice this with the LMGs more than anything else
happens a ton with the glock, vector and scorpion aswell
Are you guys planning on reworking the bullet velocity at close range ? The snipers feel great. I just feel like I need to lead my shots way too much at 10-20 meters especially with pistols, 20-30m with other guns.
Here's a video just for a single pistol. This pistol has velocity of 300 so in theory a 20m shot should take 0.06s to hit its target but looking at the lead gap in the video thats pretty nuts.
If you guys do consider my feedback I would take Insurgency sandstorm's bullet velocity system as an example. The first 0.1 second is pre-calculated ( so pretty much hitscan) after that real ballistics are used.
In my opinion this would improve gunplay quite a bit at close-medium range and keep ballistics the same for long range.
Unless ofcourse there's something wrong with the netcode so that I have to shoot infront of people to actually hit them. I doubt that is the cast though.
it's just the hilarious speed people are moving at in game, like 20kg of gear and they still move with the speed of an olympic runner
(we need milsim mode)
Doesnt matter what speed you are moving at youre not beating a bullet going at 300-700m/s at 10-20m.
Even on my video where the target is basically sliding relatively slow, I have to lead my shots quite ahead at that range
What’s the point in “pre-calculating” a certain length of time?
What does that change
Well, what does it even mean would be a good start
For example The M4A1 has a velocity of 700m/s. So the first 0.1s of you firing your shot the bullet will travel 70 meters. The 70 meters is what needed to be pre-calculated. Every gun will have a different value for this distance. Inside this range your gun will hitscan, beyond it ballistics will take effect.
this game isnt hitscan tho
Hitscan and ballistics are not mutually exclusive concepts
But I don’t know why you’d do that, really
Yeah they can work together
but CoD does both
Like why does this gun arbitrarily get 70m of hitscan
Insurgency does it better
That means the difference in lead between 140m and 210m is double despite being 50% longer travel time
Because ballistics in games are always bad at close to medium range
It just seems less intuitive.
no
no changes to long range
outside of the first 0.1s
ballistics are normal
and calculated with the first 0.1s in mind
This would change long range by virtue of affecting the gradient making it no longer directly proportional to range
because 0.1s is a reasonable timeframe
Why do you want the first 0.1 seconds to be squished into being instant
its more of a make the gun consistent on close range with the velocity
because 0.5s would be stupid on some guns
0.1s is a very good number
0.2s you would get 140m hitscan on a rifle
There wouldnt be any changes to long range I dont think you are getting what im trying to say
If ballistic is a graph youre just cutting off the first 0.1s of it to make it consistent for close range
You’re still ignoring the question
Why should this time squish exist at all
What’s the benefit
Its not a time squish
Balance to pistols
close range guns
pistols are piss poor and weak right now
aside from being low dmg semi auto
The first 0.1 seconds are simulated as though they were hitscan. So the 0.1 seconds has been squished to 0 seconds.
you gotta lead shots at 10-20m
no its def not
most games run into the same problem
Explain what this means then? This seems so contradictory
You can’t have hitscan in relation to time because time is not a variable for it
If the velocity is sufficiently low then why is that an issue
Velocity is part of gun balance
how much can your bullet travel
will determine the range that ur gun can hitscan in
No the velocity is correct with pistols compared to their real life counterparts
Did you watch my video ?
Ok, I will try and reinterpret what you are saying.
If a bullet will hit its target within 0.1 seconds, it is hitscan, otherwise it is normal?
Yes
There's no way you need to lead for a bullet that goes 300m/s
on a target
going less than 10km/h
leading is fine ofc
but that much ?
even off target too
and with the way people move in this game too
good luck finding a good spot for pistols in general
At 10km/h you should need to lead by about 40cm
I did not change the units
ms^-1 is a far more convenient speed measure and it happens to be obtained by dividing kmh^-1 by 3.6
(At 20m range)
so you're still moving around 3m/s
Yes. Which is fairly fast
which is
are you proposing to make guns all hitscan+normal bullet projectile?
yes
whatever they call the projectile stuff
What does that mean
because netcode wont register ur shots fast enough
to make it feel like your bullets are fast at close range
What’s this got to do with the netcode now
If your bullets are slow they’re slow at all ranges
also why do i need to lead my shots 40cm
are you shooting him with a sling ?
No
hitscan <x> amount of time for that distance until it reaches that it becomes a projectile
Wait no, here it would be 0.067 seconds
Sorry
So about 19cm
You can’t have hitscan for an amount of time, that’s contradictory
Hitscan is instant
Youre not getting the point
its kinda not
Uh
You can hitscan up to a distance the bullet would reach were it to travel normally for a given period of time, if that’s what you mean
yeah
Just reduces the importance of muzzle velocity
not really basically the velocity tells you that
where the gun hitscan properties is no?
No it wouldnt affect velocity outside of the initial hitscan range
That is the whole point
The initial hitscan range extends the minimum range that bullet velocity matters at, thus lessening its importance
Its simple just pick up where the hitscan left off
^
its not lessening the importance at all
i think he just doesnt get it since he hasnt played games that has both
I doubt any server can handle calculating thousands of projectiles at once
I did just explain that and that’s kinda what you were demonstrating earlier as well
You seemed annoyed that velocity was a factor at all ranges
That is really simple to do
at close range
tho interesting take i just think what the guns right now are fine. interesting take tho
Then use an AR or something
They tend to have about twice the velocity so you need to lead about half as much.
Then you gotta send the packets back to the player
Calculating yeah seems fine
then you got packets to send
tell them they hit their shots
That isn’t hard either. You just need to tell them where and when the bullet was created, from which gun and its direction vector
The clients determine if they hit their shots or not
i mean pubg had this problem lmao
Of course the server denies them if they were theoretically dead when they were fired
cuz game isnt hit scan right and it was a big problem back then
I mean
and making the gun hitscan for x distance or time kinda solves some of the hits not registering
if you look at my video
and you dont see that as a problem
idk what to tell you
Im leading an entire head's worth of length to hit that target at 20m
you should like make a video comparing different gun velocity
Why is that a problem
i dont see that a problem too
Is it just because you’re used to something else so you don’t like this or something
Since you’ve been saying it should be like other games
No im fine with this
Im proposing this since pistols are weak and at times very inconsistent to hit
Snipers feel absolutely fine
tho the hitscan might solve the hits not registering
^
This game doesn’t seem to have hit reg issues outside of heavy packet loss
I haven’t seen any evidence of it occurring otherwise
oh brother it has you can literally see people complain about it even on reddit
it most def does
I haven’t
i think your just looking at this on your own experience but thats fair
I think the hitscan would def help pistols
and make it more consistent for other guns too
you wont actually feel it on full auto guns its probably more on snipers i guess
well right now there's incentive to use DMRs or semi auto
they outright sucks
@lunar root also you dont need to lead 20cm
well techically yes the target moves 20cm
but youre shooting from 20m away
20cm is literally a size of an ant from that far away
20cm is an upper bound
The size of 20cm doesn’t change with distance
Meaning what
Okay
lets say
youre aiming a target at 500m
and the target moves 10m
do you move your aim 10m ?
You should do if you want to hit the same place.
uh no
?
so do you move ur sniper rifle 10meters when you shoot at someone at 500m and they run away for 10m ?
You move your aim point 10m.
or you just rotate ur sniper for prob 20-40cm
“rotate”
“20-40cm”
