#Gunplay - Feedback

1 messages · Page 1 of 1 (latest)

serene bay
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Please keep it on topic, and civil, we want serious feedback

  • No gifs
  • No 'skill issue'
  • No video's - (Testing video's in the Polygon are fine)
tight pecan
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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

wild imp
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^ as an audio person myself a lot of the guns have little to no high end which lessens the oomph

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Especially the sniper rifles

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When it comes to recoil, etc. the guns feel great, we just need that good audio to sweeten out the touch

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that being said the audio for the killsound is super satisfying

tight pecan
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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

finite wind
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hip fire is super annoying

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shooting should have input priority over shoot obstructing movements like sprint

granite pivot
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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

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Mk14 ebr sounds like a nerf gun

finite wind
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switching to gadget/secondary should stop reload process so that it wont be continued when i switch back to main gun

finite wind
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probably is but i personally dislike it

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feels counter intuitive that shooting isnt the highest priority

granite pivot
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Basically one of the milsim aspects of the game

summer chasm
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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

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This probably only affects us toggle ads users

finite wind
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switching to pistol should be quicker

summer chasm
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it is but if u are ads and u try to switch to pistol it does not switch until you come out of ads

wild imp
granite pivot
finite wind
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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

granite pivot
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Ehhhh cone of fire mechanics kinda suck

finite wind
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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

cobalt warren
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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.

summer chasm
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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

cobalt warren
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This would be a great QoL addition and make weapons feel better to shoot when spamming M1, most notably on DMRs and pistols.

summer chasm
frosty idol
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You can get the milsim flavour without the effectiveness by using the current Support

summer chasm
frosty idol
cobalt warren
frosty idol
cobalt warren
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Hell, even the Subata felt better to use after the change

frosty idol
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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.

cobalt warren
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Also there is another QoL change that I want to see added

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Please dont make ADS affect walking speed while reloading

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Go into the firing range right now

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And reload while sprinting (without ADS)

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Now try it with ADS

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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

tight pecan
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so you want to stay in ads, reload while running at regular speed and then immediately be back in ads?

cobalt warren
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well reloading would automatically kick you out of ADS

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to get into ads again you need to click or hold down your aim button

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also if youre reloading while sprinting, try switching between ads and non ads mid reload

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youll see the problem

tight pecan
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I'm almost positive ive remained in ADS while reloading before, I'll have to try it

bitter ginkgo
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sounds are my only complaint the just need to be redone

frosty idol
wild canyon
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and pretty sure you reload slower too

tight pecan
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Yeah thats what ive noticed I didnt know what this dude was on about

fading bison
solar wave
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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

cobalt warren
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ill try and record it if i can when i get back

faint furnace
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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.

cobalt warren
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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.

cobalt zealot
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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.

trail plover
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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

blazing burrow
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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

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Related, but disabling head bobbing would be extremely welcome, this affects gunplay, but more importantly, leads to some players feeling motion sickness(myself included).

hallow totem
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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

wild imp
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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.

hallow totem
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  1. 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
silver latch
stray canyon
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this seemed like the most relevant topic. add inertia to player movement to prevent flailing around or nerf top speeds of movement

hallow totem
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ofc im can outplay whole server with pistol but why would im want to

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and this "want" is much more important than "can"

silver latch
hallow totem
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somehow im didnt!

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unimaginable

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and other 60k peeps probably too

silver latch
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Rn we have m4, better m4, worse m4, op smgs and... assault dmrs

hallow totem
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except they cant outplay, but thats again why it doesnt matter shit

wild imp
# hallow totem 1. its ok to powercreep when game is such undercreep like ours, where guns have ...

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.

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When you balance a game naturally you will have to impliment both buffs and nerfs depending on the situation

hallow totem
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"other games in its genre"

wild imp
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Sometimes you also need to perform reworks that impliment both.

hallow totem
wild imp
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This is a feedback forum, not a place where you are supposed to troll

hallow totem
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keep up the pace

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👍

wild imp
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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.

hallow totem
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trolling - is thinking that this game doesnt need big balance changes, and im aint seeing suggestions in that way from you, only preventions

cobalt warren
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Playercounts will naturally decrease overtime, it cannot be avoided

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The game only released in EA aswell

wild imp
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people do this over every single game I've ever played it's dumb

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ah yes a game does not have 100k players it is dying or a dead game

hallow totem
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battlebit community takes is still on its lvl

tight pecan
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world of tanks has over a million monthly active users
under 3k players in steamcharts

dead game

hallow totem
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im so proud

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random guy casually came in and gived example about game with its own launcher

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what a gamer

tight pecan
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bad data is bad data

hallow totem
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there is no bad data only bad data gathering guy

cobalt warren
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Stay in topic

blazing burrow
tight pecan
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also more than half the weapons are locked behind supply drops / loot boxes

silver latch
tight pecan
# silver latch 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

silver latch
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I thought you've been talking about old cods like bo3

tight pecan
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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

silver latch
wild imp
exotic timber
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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

blazing burrow
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suppression will absolutely NOT improve gunplay, and will actively make it worse. Suppression is never a good gunplay mechanic.

tight pecan
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people generally dont like having to go another way or wait for your drum to run dry

blazing burrow
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one thing that could absolutely improve the game is removing the "jump" that happens when you swap guns

exotic timber
tight pecan
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you should get them to remove that

blazing burrow
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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.

cobalt warren
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Lack of input buffering kittenCry

blazing burrow
nocturne delta
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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.

exotic timber
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or cancel a reload

granite pivot
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Lack of reload canceling is likely intentional given how the game borrows milsim mechanics

dense umbra
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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)

turbid plank
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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

sly marsh
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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

tight pecan
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no he's right, we need more instantly dying from unknown shooters not less

wise musk
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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.

wise musk
faint furnace
blazing burrow
faint furnace
blazing burrow
inner pine
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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

faint furnace
dense umbra
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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.

faint furnace
inner pine
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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

inner pine
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maybe it's also just because the shots come from your sight/camera when ads which spawns the tracers right in your eyes :/

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but even still the tracers at night bloom like a fucking christmas tree

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seriously how tf am i gonna see my target?

lunar root
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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

fading bison
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Thoughts on the implementation of horizontal recoil? I feel like it adds way too much randomness to shooting at medium range.

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Its basically RNG inaccuracy

granite pivot
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it's fine imo

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you shouldn't be able to beam people out at 100m with automatics anyway

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and there are guns that have very good hor recoil already that you can use in full auto out to reasonable distances

fading bison
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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

granite pivot
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well the FAL is one of those guns that has such insane TTK

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that the effective range at full auto has to be limited

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the better the player is, the more they can extend the full auto range

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so it's an interesting gun

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i don't think it's worse at M4 at most ranges, simply because it hits so hard

lunar root
ancient meteor
wild imp
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There is a lack of high ends in a lot of the guns

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The reason why it does not have punch is in fact because of the lack of high ends, not low ends

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When you remove high ends it causes things to sound muffled

wise musk
ancient meteor
# fading bison Its basically RNG inaccuracy

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

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i wasnt saying to remove high end. just that most guns lack low end

wild imp
wild imp
wise musk
cobalt warren
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no

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low end for the guns are fine for now

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theyre lacking body and tail

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some sounds decay too fast, some just dont have enough tail (or the reverb end)

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it makes the gun sound small

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obv these are unity asset audio files so theyre not the best quality

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iirc theyre hiring a team of professionals to rerecord the sounds in game

wild imp
wild imp
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the regular is the default sound I found randomly on YT

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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

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And then my ideal I added a slight EQ adjustments + compression, and I think compression is really what you wanted

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I'm no sfx artist though, I generally work with music

cobalt warren
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ive sound designed and composed for a couple of uni projects in the past

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compression defo helps with making the gun sound punchy/snappy

wild imp
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Now, this sound still would not be very usable in game

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mostly because it has its own reverb

cobalt warren
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we still havent taken into account the sound direction

wise musk
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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

cobalt warren
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do the devs want the game sound more arcadey, realistic, etc.

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ill give more of my opinion when i get back to my pc

wild imp
wise musk
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Except they've not done that

wild imp
# wise musk Except they've not done that

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
——————————————...

▶ Play video
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SSG69 is good example, time stamped in video

wise musk
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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.

wild imp
cobalt warren
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Let me show you guys a video

wild imp
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And I'm fairly fairly certain that they put a low pass on the SSG

cobalt warren
wise musk
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I doubt they (the devs) actually did that
Much more likely the sound was already like that.

wild imp
cobalt warren
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they dont have any

wild canyon
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the gun sounds are fine idk about you guys they did the sounds with limited tools they have

wild imp
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The sfx artist that made the sound

wild canyon
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theyll revamping the sounds soon

wild imp
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even if it wasn't the devs someone did

wild canyon
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they said theyre planning to hire a sound expert whatever they are called

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to make the gun sounds and stuff

wise musk
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So really any of our sound complaints may as well wait til we hear something about that or until after they're done

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And yeah, I think the gun sounds are largely fine

wild imp
wild canyon
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doesnt matter if they sound pea shooters

wise musk
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what does a "pea shooter" even sound like?

cobalt warren
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its being reworked so any of our complaints here are moot

wild imp
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wait wrong reply

wise musk
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Nah, you got it

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he asked

wild imp
wild canyon
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current gun sfx are fine

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they just need to fix other sounds

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cuz ALOT OF PEOPLE

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dont hear footsteps

cobalt warren
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i do hear them actually

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theyre pretty audible compared to other games

wise musk
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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

cobalt warren
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didnt they made sounds more directional recently

wise musk
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In regards to footsteps, I haven't noticed
In regards to gunshots, I've noticed

wild canyon
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i can hear them too

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but from what i can see from running towards people inside building most of the time they dont

wild imp
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I haven't payed attention to the footsteps in the game but that's also cause I almost exlusively play recon

wild canyon
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if i remember correctly most of the gun sounds are made with home made tools or something

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like cant rememeber if it was larry or oki that asked chat what tool he used for making <X> gun lmao

wise musk
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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.

lunar root
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bro is spamming 💀

granite pivot
wise musk
granite pivot
wise musk
midnight tinsel
wise musk
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atm you're gonna kind of just have to "trust me bro" but I will make a spread sheet about it at some point

midnight tinsel
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also why not compare AK 15/glock w/ mg36/glock

wise musk
midnight tinsel
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I'll ask oki if there is some hidden thing but ngl I've got a hard time believing he coded seperate base speeds

wise musk
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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

granite pivot
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I've heard from other people testing that it's the opposite

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So who's right?

wise musk
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That was is the opposite?

granite pivot
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As in you run at the same speed with primary or secondary out

wise musk
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You don't

granite pivot
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If you're getting different speeds that doesn't sound right

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▶ Play video
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Decimal actually posted video evidence

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So I'm inclined to believe him

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But if you have video evidence, you should post it

wise musk
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That is old information then.
I do not have video evidence, I have the data from my tests.

granite pivot
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This was posted three weeks ago, so still pretty recent

wise musk
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There was literally an update for this like a week ago, I highly encourage you to look at the recent updates

granite pivot
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No shit sherlock

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It was focused on attachments

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But if you think there are fundamental issues with movement speed coming out of the patch

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Post video evidence

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Otherwise it's your word against decimals

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Shouldn't take more than five minutes to record a clip

wise musk
granite pivot
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How do we know that?

dapper robin
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He literally tested it

granite pivot
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We can only know for sure if you post a clip

wise musk
# granite pivot How do we know that?

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||

granite pivot
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I'm open minded about this, but I just need to see evidence

granite pivot
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And you're making the claim, so that's why I'm asking you

cobalt warren
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Who can test it in game rn

wise musk
wise musk
granite pivot
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When you post it be sure to show your armor, helmet, primary and secondary too

wise musk
granite pivot
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Showing support with the same theoretical run speed as medic

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Without a clip, it's hard to verify your test results

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Even if you post them

dapper robin
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You can do it yourself

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to verify

granite pivot
wise musk
dapper robin
granite pivot
wise musk
dapper robin
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Because you're lazy and don't want to prof that yourself?

granite pivot
# wise musk You're a troll

My man, I'm literally asking for the most basic and verifiable form of evidence and you're calling me a troll over that?

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Who's the troll here if you can't post the most basic evidence besides "trust me bro"

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In the time you spent arguing with me, you could've recorded and posted the clip already HyperXD

dapper robin
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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

fossil stump
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I can verify it, I read it, and yeah, Support is just inherently slow. I'm playing Support right now

granite pivot
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Wait you know me? HyperXD

dapper robin
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No, garble.

granite pivot
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OK, well I don't

fossil stump
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Good

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Keep it that way

dapper robin
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I don't trust his word on a lot, but I trust him on these especially in practice and from experience

granite pivot
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Like I've said repeatedly, I'm totally open minded about this

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But I can't verify the methodology unless he spends five min posting a clip

vapid fox
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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.

granite pivot
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Otherwise it's his word against decimal, who actually posted a clip

dapper robin
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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.

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Youtubers get shit wrong all the time

fossil stump
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He's explained his methodology, including margin of errors possible

dapper robin
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youtubers literally thought the SG550 was ass and the worst AR in the game

granite pivot
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Otherwise sure

dapper robin
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then wait until later to bounce back in LMAO

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They also thought the FAL was gonna run the meta

granite pivot
fossil stump
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But he did

#

And there's a guy backing him up too

wise musk
granite pivot
#

Without a video, which is all I'm asking for

granite pivot
#

I just need to be able to double check your approach

dapper robin
#

And you have 2 mfs here who always manifest his downfall and hope hes wrong telling you he's right HyperXD

granite pivot
#

Holy shit you mfers are taking it so personally

#

Over something so simple

fossil stump
#

You're asking for video evidence for something you can do yourself any time of the week

granite pivot
wise musk
fossil stump
#

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

granite pivot
#

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 👍

midnight tinsel
#

It got reduced with the 50% fix

#

Since it was out for like 4 days nobody really has footage

granite pivot
#

Is oki counting pistols and armor as attachments or something 🤔

granite pivot
midnight tinsel
#

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

granite pivot
#

But couldn't be arsed to post footage

midnight tinsel
#

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

midnight tinsel
#

yea

granite pivot
#

Do you know how armor factors into this?

midnight tinsel
#

TBH I can't tell if you're faster than before with pistols or just same speed as original and everything else is slower

granite pivot
#

Is it just a multiplier to your currently drawn weapon+

midnight tinsel
#

people say it's the latter

midnight tinsel
fossil stump
granite pivot
#

Might be something for ui feedback

fossil stump
granite pivot
#

Just a single stat representing your current movement speed

midnight tinsel
#

so

fossil stump
#

HUH?

granite pivot
#

Welp I'll just wait for the dust to settle on this

fossil stump
#

Probably a good idea, bud

midnight tinsel
#

The only class you can compare to support is Engi

#

Because that is the only class with big backpack

#

and normal armor

#

and AK15

fossil stump
#

Wait, why AK15?

midnight tinsel
#

that or scar H since they're the AR with 0.95 runspeed

fossil stump
#

Support doesn't get AK15 though

midnight tinsel
#

Supports mg36 has 0.95 runspeed

#

they're identical in theory

wise musk
midnight tinsel
wise musk
#

And because the math is some level of multiplicative, the difference in the run speeds, does make a difference, albeit very slight

midnight tinsel
wise musk
midnight tinsel
#

heavy backpack/heavy armor would also be a compareable situation

wise musk
#

I know FOR SURE that recon with IDENTICAL STATS IS FASTER than support.

midnight tinsel
#

and attachments we saw are 50% less effective than base weapon stat

fossil stump
#

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)

wise musk
midnight tinsel
#

the class with heavier weapons than support

wise musk
midnight tinsel
fossil stump
#

Please expand on that one, cause even I got confused

midnight tinsel
#

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

wise musk
spiral forgeBOT
#

@wise musk has earned the Tier I Member role!

midnight tinsel
#

this should've been the first test you did

#

but w/e

wise musk
fossil stump
#

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

midnight tinsel
#

I've been testing with videos that suggest different but across a shorter time span

fossil stump
#

Uh huh. But not in the game, right?

midnight tinsel
#

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 :/

wise musk
#

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.

midnight tinsel
#

11.85 vs 11.84

#

0.0009% difference

dapper robin
#

Do the 1000m run with the same setup

midnight tinsel
#

modifying it a bit so it'll stay more consistent and easy to measure

#

ok so first of all

blazing burrow
midnight tinsel
#

but I'm also getting a video just for u 3 @wise musk @dapper robin @fossil stump

wise musk
# midnight tinsel

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

dapper robin
#

Yeah this isn't the first "account specific" bug

blazing burrow
midnight tinsel
#

but hey maybe it really is account specific

wise musk
midnight tinsel
#

there's your data

wise musk
# midnight tinsel

Can confirm this is accurate
So then where the heck are the numbers getting messed up!?

wise musk
#

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

midnight tinsel
#

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

wise musk
# midnight tinsel Oh that's weiiiiird

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.

cobalt warren
#

now here's what i want to know

#

do gadgets affect run speed

#

@wise musk

wise musk
cobalt warren
spiral forgeBOT
#

@cobalt warren has earned the Tier I Member role!

cobalt warren
#

oh nice

#

im a no life here

#

anyway

wise musk
#

congrats

cobalt warren
#

either that or bandages

wise musk
#

BUt so what do you mean exactly, like just having it equipped or in your hands?

cobalt warren
#

ye

#

i wanna know the run speed

wise musk
#

okay which

cobalt warren
#

lets start with bandages first ig

#

since all classes have em

wise musk
#

I assume you mean, how does it affect run speed while in your hands

cobalt warren
#

yep

wise musk
#

Okay, I will test

wise musk
#

I think bandages have a run speed of 1.0

cobalt warren
#

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

mint nova
#

why are vehicles banned in some game modes? helicopters are the best part of the game

mint nova
wild canyon
#

some maps have tanks

#

some have dont

#

there are modes that only transport vehicles are allowed

#

there are modes thats literally no vehicles

mint nova
#

yeah, why would you want that?

lunar root
#

I would say the existence of vehicles, especially for newer players, is more likely to disadvantage them than advantage them

wild canyon
wise musk
granite pivot
#

Now we just need knives to maximize run speed HyperXD

fading bison
#

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

blazing burrow
fading bison
lunar root
wise musk
inner pine
#

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

silver latch
inner pine
silver latch
#

It takes 5 sec to draw it

#

While i can even ads with empty hands

inner pine
#

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

silver latch
inner pine
#

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

silver latch
#

Firerate always was a common problem for online shooters, so we might just have to cope

inner pine
dark field
#

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

lunar root
#

but I'll bet it isn't

dark field
#

its still more information than than just longest distance

#

longest distance kill isn't too useful

lunar root
#

it would be nicer if it just stored the ranges of all your kills / deaths and could give you an accurate value from that

dark field
#

honestly ya, especially if you can export to a csv file

#

and have it also show map / gun / game mode / etc

lunar root
#

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

dark field
#

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

turbid plank
#

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?

stuck verge
#

I don't know if it's considered gunplay, but please let us have an option to turn off head bobbing.

lunar root
sly marsh
#

yes to a point

#

there is a maximum number of kills per mag

#

and better players get more kills so yes

turbid plank
lunar root
#

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?

dapper robin
#

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.

lunar root
#

what does it have to do with FAL

dapper robin
#

Which is why I personally think extend mags are hit as hard as they are atm in regards to how they affect stats

lunar root
#

ah

#

FAL is kinda average in regard to kill potential per mag

blazing burrow
dense warren
#

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.

sly marsh
dense warren
#

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.

sly marsh
#

Ty

#

I experienced this with m110 now that i think about it when forced into cqc

blazing burrow
# sly marsh Sorry my smooth brain didnt understand

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.

finite wind
#

Is this for real

#

💀

#

Also is once a sec a real value or just for the sake of example simplicity?

tight pecan
dense warren
#

Nothing when you hit it during the retire delay

blazing burrow
fading bison
tight pecan
#

if you say so

lunar root
#

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

exotic timber
#

A buffer would help for all other actions too. Reloading, switching weapons, interacting...

lunar root
#

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

blazing burrow
#

I'm annoyed by it immensely and I'm not a new player at all

faint furnace
#

300+ hours and I still haven't gotten used to it

spiral forgeBOT
#

@faint furnace has earned the Tier I Member role!

tight pecan
#

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

lunar root
#

decelleration makes sense but also makes recoil way harder to control, acceleration would just be weird though, that should happen faster than human perception

tight pecan
#

~_^

blazing burrow
winter dawn
#

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.

wild canyon
sly marsh
#

Ah yes buff everything good - definitely balances game

sly marsh
cobalt warren
sly marsh
#

Its already unbalanced and this guy wants to buff already good things

cobalt warren
#

SMGs needs a nerf for effective range, ARs should be left untouched

wild canyon
sly marsh
#

No the other smgs need a nerf lmao

wild canyon
#

I said buff or nerf

#

I guess buffs are the only thing you read

inner pine
#

the ump is already pretty good, it just lasers idk how but apparently people are pretty effective with it

wild canyon
#

i feel ump just needs that little tiny 1 damage buff and needs to adjust that quick mag kill count

#

needs 500 kills

#

lmao

wild canyon
#

i think out off all attachment that ump has the most number of kills needed

hallow totem
#

**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**

inner pine
#

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

hallow totem
#

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

inner pine
#

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

hallow totem
#

and im now even will begin explaining how trash your take is

#

and how unhelpful and empty arguments are

inner pine
#

'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

hallow totem
#

keep being useless, im will try to save our beloved game even if yall will disturb me, cya before another 30% loss

inner pine
#

BBClown 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 ^^

wild canyon
wild canyon
#

bruh thinks just couple of codes can bring thousands back

lunar root
#

The balancing is fine. It’s one of the game’s lesser issues

#

And any game is going to loose popularity after release.

hallow totem
wild canyon
hallow totem
lunar root
#

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

hallow totem
#

those games died in half of the year

wild canyon
#

like what?

lunar root
#

Not really. They can keep going for many years

wild canyon
#

name and shame the game

hallow totem
#

yea, playing only in prime time

#

with 10min queues

lunar root
#

Battlebit is riskier because it requires more than most to have active servers

wild canyon
#

dont have to queue

lunar root
#

But it’s well received so I can’t see it dying any time soon

wild canyon
#

theres litearlly a server browser HyperXD

#

i dont even queue for the game

hallow totem
#

you have a potential

hallow totem
lunar root
#

Also, do you think you’re better at balancing than the devs are
Because your takes on the current balance are pretty weird

hallow totem
#

lets cope together instead of doing something

wild canyon
#

balancing wont bring back players

lunar root
#

I cannot predict when that will be.

hallow totem
#

at 5k daily peak

wild canyon
#

thats still a lot for a game 5k daily

hallow totem
lunar root
#

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

wild canyon
#

bruh thinks he is better

inner pine
#

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 HyperXD

wild canyon
#

when he cant even make his own game]

lunar root
wild canyon
inner pine
hallow totem
inner pine
#

and those two bullshit guns yeah

lunar root
lunar root
hallow totem
#

takes 2 braincells to understand that something is wrong with them

inner pine
hallow totem
#

not even by playing just in numbers

lunar root
#

Everyone understands that

#

It just isn’t a priority

hallow totem
#

except main dev

lunar root
#

Because one pistol outclassing another doesn’t ruin the game experience

hallow totem
wild canyon
#

bruh

hallow totem
#

because if its not balance balance and balance, then yes

wild canyon
#

bruh community servers are comming they can do their own balancing

lunar root
# hallow totem priority is dying?

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

inner pine
# hallow totem priority is dying?

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 HyperXD

inner pine
hallow totem
inner pine
#

oh sry i thought we were comparing bad aaa companies

hallow totem
#

because another fact, players waiting for balance and balance only

#

even if players themselfs dont understand that

wild canyon
#

LMAO

#

pretty sure

lunar root
wild canyon
#

nvm

hallow totem
#

i do

inner pine
hallow totem
#

i have facts

#

yall have copium

lunar root
hallow totem
#

we are different

inner pine
#

lil bro's projecting his copium HyperXD

lunar root
hallow totem
hallow totem
lunar root
#

Wdym

wild canyon
#

LMAO

hallow totem
wild canyon
#

im just here talking to coping clown tbh

hallow totem
#

+0.1 -0.1 isnt balance that will save battlebit

lunar root
# hallow totem first post

Your first post was so incredibly unspecific that there is virtually nothing there the devs could use even if they wanted to

wild canyon
#

im just gona react clown on every comment he says BBClown

hallow totem
inner pine
lunar root
wild canyon
#

lmao

lunar root
#

So major changes aren’t needed

wild canyon
#

we arent even dooming

hallow totem
inner pine
#

he needs to play doom am i right

inner pine
hallow totem
#

pay and im will, i kinda can tho

lunar root
wild canyon
#

bruh thinks we are dooming when he literally dooming over player count

lunar root
#

Like your post is just “balance better i want more balancing”

hallow totem
#

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

lunar root
#

Mind enlightening us

hallow totem
#

first oki should change his focus

#

from useless patches to balance

#

because game is nearly ready in everything thats not balance

lunar root
#

I think the upcoming updates are a bit more than useless patches. But what kind of balancing do you think is important?

inner pine
hallow totem
#

and probably after what ive seen, he must purely focus on balance and forgot about everything else

lunar root
#

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

hallow totem
#

if you dont trust me like im said, lets watch together what will happen if he wont

#

🤭

wild canyon
inner pine
lunar root
#

God that’s a bad argument

wild canyon
#

trust someone who is dooming oh ill trust that guy 100% surely

lunar root
#

Player count is going to decline for some time regardless of whether okidoki listened to your unspecific ranting about balancing

inner pine
lunar root
hallow totem
#

you have 2 choices guys im not deciding for you

#

😵‍💫

wild canyon
#

yeah we decide

#

you clown

lunar root
#

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!

hallow totem
#

game have only 2 ways, balance or death

#

chose your hero!

wild canyon
#

OMG MY GUN IMBALANCE I CANT PLAY GAME CUZ I KEEP GETTING REKT

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OMG

hallow totem
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nice try

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idk....

wild canyon
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omg balancing the guns surely that will bring player back

hallow totem
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no it surely wont bro lmao

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keep updating maps

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and adding more trash guns

lunar root
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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

hallow totem
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game wont die trust me

lunar root
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Big numbers will save battlebit

hallow totem
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im random bozo with 3 games played experience

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in my life

wild canyon
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we need battlebit to stop being a blocky game and needs that graphics update

inner pine
# hallow totem yall can ignore me if you want your game to die, im dont like battlebit that muc...

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

hallow totem
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too many words

inner pine
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too little brain space to comprehend easy logical conclusions that you seem to like so much

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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

hallow totem
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i want to quote one wise man

wild canyon
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i like how he said 0.01 balancing

inner pine
hallow totem
wild canyon
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wise ,01 guy bruv

inner pine
# hallow totem

bro please don't go down the path of the pseudo intellectual kafkatrap

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and to the 0.01 balancing, it was atleast 40m and 4 boolets taken from the vector

wild canyon
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we already know this guy just exageratting and panics lmao

inner pine
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yeah ofc he does

wild canyon
inner pine
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anyways 40m of effective range and 4 bullets less is a lot more than that

hallow totem
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vector was the only balancing, but in the wrong way

inner pine
hallow totem
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no nerfs

inner pine
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oh imma go get my lasagne

hallow totem
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lasagne died

wild canyon
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i can already see he is a vector main

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no wonder man

hallow totem
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where is the cheat code to get a vector on support

wild canyon
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yoo wheres the patchnotes

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didnt you say you gonna make one

inner pine
lunar root
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By making the ttk of this game even lower, of course!

hallow totem
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0.300 ttk on most of the guns is surely low lmao

wild canyon
hallow totem
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on payday

wild canyon
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bruh cant even contribute either

hallow totem
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balancing some guns is pointless, this game needs like balance overhaul

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takes time bro

wild canyon
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contributes by dooming

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didnt even contribute by actually giving balancing advice on everygun

hallow totem
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says contributes by nothing

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not even nothing, contributes by preventing to do something

wild canyon
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im not preventing anyone

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lmao

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bruh thinks im preventing something

hallow totem
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no you obv aint

wild canyon
hallow totem
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because you wont able to

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but you are trying idk for what

serene bay
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Right, keep it on topic & civil

finite wind
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gib quicker switching to pistol pls

inner pine
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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

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or make bullets come out of your gun barrel all the time regardless of ads or hipfire

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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

nocturne delta
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this game seems to have a very inconsistent hit register sometimes.

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that or the tracers are wildly inaccurate from an actual shot.

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I think I notice this with the LMGs more than anything else

inner pine
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happens a ton with the glock, vector and scorpion aswell

timber widget
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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.

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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.

inner pine
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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

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(we need milsim mode)

timber widget
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Doesnt matter what speed you are moving at youre not beating a bullet going at 300-700m/s at 10-20m.

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Even on my video where the target is basically sliding relatively slow, I have to lead my shots quite ahead at that range

lunar root
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What does that change

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Well, what does it even mean would be a good start

timber widget
wild canyon
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this game isnt hitscan tho

lunar root
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Hitscan and ballistics are not mutually exclusive concepts

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But I don’t know why you’d do that, really

timber widget
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Yeah they can work together

wild canyon
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but CoD does both

lunar root
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Like why does this gun arbitrarily get 70m of hitscan

timber widget
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Insurgency does it better

lunar root
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That means the difference in lead between 140m and 210m is double despite being 50% longer travel time

timber widget
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Because ballistics in games are always bad at close to medium range

lunar root
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It just seems less intuitive.

timber widget
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no

timber widget
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outside of the first 0.1s

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ballistics are normal

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and calculated with the first 0.1s in mind

lunar root
lunar root
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You still haven’t explained.

timber widget
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because 0.1s is a reasonable timeframe

lunar root
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Why do you want the first 0.1 seconds to be squished into being instant

wild canyon
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its more of a make the gun consistent on close range with the velocity

timber widget
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because 0.5s would be stupid on some guns

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0.1s is a very good number

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0.2s you would get 140m hitscan on a rifle

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There wouldnt be any changes to long range I dont think you are getting what im trying to say

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If ballistic is a graph youre just cutting off the first 0.1s of it to make it consistent for close range

lunar root
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You’re still ignoring the question

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Why should this time squish exist at all

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What’s the benefit

timber widget
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Its not a time squish

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Balance to pistols

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close range guns

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pistols are piss poor and weak right now

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aside from being low dmg semi auto

lunar root
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The first 0.1 seconds are simulated as though they were hitscan. So the 0.1 seconds has been squished to 0 seconds.

timber widget
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you gotta lead shots at 10-20m

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no its def not

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most games run into the same problem

lunar root
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You can’t have hitscan in relation to time because time is not a variable for it

timber widget
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Im not saying to time

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so in 0.1s

lunar root
timber widget
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how much can your bullet travel

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will determine the range that ur gun can hitscan in

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No the velocity is correct with pistols compared to their real life counterparts

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Did you watch my video ?

lunar root
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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?

lunar root
timber widget
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There's no way you need to lead for a bullet that goes 300m/s

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on a target

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going less than 10km/h

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leading is fine ofc

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but that much ?

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even off target too

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and with the way people move in this game too

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good luck finding a good spot for pistols in general

lunar root
timber widget
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10km per hour

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not seconds

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the bullet goes 300m per second

lunar root
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I did not change the units

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ms^-1 is a far more convenient speed measure and it happens to be obtained by dividing kmh^-1 by 3.6

lunar root
timber widget
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so you're still moving around 3m/s

lunar root
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Yes. Which is fairly fast

timber widget
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which is

wild canyon
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are you proposing to make guns all hitscan+normal bullet projectile?

timber widget
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yes

wild canyon
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whatever they call the projectile stuff

timber widget
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because netcode wont register ur shots fast enough

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to make it feel like your bullets are fast at close range

lunar root
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If your bullets are slow they’re slow at all ranges

timber widget
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also why do i need to lead my shots 40cm

lunar root
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Because you’re shooting a moving target

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With a travel time of 0.15 seconds

timber widget
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are you shooting him with a sling ?

wild canyon
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cuz like they do that

lunar root
wild canyon
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hitscan <x> amount of time for that distance until it reaches that it becomes a projectile

lunar root
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Sorry

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So about 19cm

lunar root
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Hitscan is instant

timber widget
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Youre not getting the point

wild canyon
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its kinda not

timber widget
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Uh

lunar root
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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

timber widget
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He does not mean time

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but distance

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yes

wild canyon
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yeah

lunar root
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Just reduces the importance of muzzle velocity

wild canyon
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not really basically the velocity tells you that

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where the gun hitscan properties is no?

timber widget
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No it wouldnt affect velocity outside of the initial hitscan range

lunar root
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That is the whole point

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The initial hitscan range extends the minimum range that bullet velocity matters at, thus lessening its importance

timber widget
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Its simple just pick up where the hitscan left off

wild canyon
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^

timber widget
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its not lessening the importance at all

wild canyon
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i think he just doesnt get it since he hasnt played games that has both

timber widget
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I doubt any server can handle calculating thousands of projectiles at once

lunar root
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You seemed annoyed that velocity was a factor at all ranges

timber widget
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no

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im annoyed that I have to lead my shots so much

lunar root
timber widget
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at close range

wild canyon
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tho interesting take i just think what the guns right now are fine. interesting take tho

lunar root
timber widget
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same with an AR

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I lead the same amount

lunar root
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They tend to have about twice the velocity so you need to lead about half as much.

timber widget
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Calculating yeah seems fine

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then you got packets to send

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tell them they hit their shots

lunar root
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The clients determine if they hit their shots or not

wild canyon
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i mean pubg had this problem lmao

lunar root
wild canyon
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cuz game isnt hit scan right and it was a big problem back then

timber widget
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I mean

wild canyon
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and making the gun hitscan for x distance or time kinda solves some of the hits not registering

timber widget
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if you look at my video

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and you dont see that as a problem

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idk what to tell you

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Im leading an entire head's worth of length to hit that target at 20m

wild canyon
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you should like make a video comparing different gun velocity

wild canyon
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i dont see that a problem too

lunar root
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Is it just because you’re used to something else so you don’t like this or something

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Since you’ve been saying it should be like other games

timber widget
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No im fine with this

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Im proposing this since pistols are weak and at times very inconsistent to hit

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Snipers feel absolutely fine

wild canyon
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tho the hitscan might solve the hits not registering

timber widget
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^

lunar root
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This game doesn’t seem to have hit reg issues outside of heavy packet loss

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I haven’t seen any evidence of it occurring otherwise

wild canyon
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oh brother it has you can literally see people complain about it even on reddit

timber widget
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it most def does

wild canyon
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i think your just looking at this on your own experience but thats fair

timber widget
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I think the hitscan would def help pistols

wild canyon
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i mean i can see people complain in reddit a lot especially on snipers

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LUL

timber widget
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and make it more consistent for other guns too

wild canyon
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you wont actually feel it on full auto guns its probably more on snipers i guess

timber widget
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well right now there's incentive to use DMRs or semi auto

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they outright sucks

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@lunar root also you dont need to lead 20cm

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well techically yes the target moves 20cm

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but youre shooting from 20m away

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20cm is literally a size of an ant from that far away

lunar root
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20cm is an upper bound

timber widget
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for the target

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20cm

lunar root
timber widget
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yeah it doesnt

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but

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for you

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the shooter

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its different

lunar root
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Meaning what

timber widget
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Okay

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lets say

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youre aiming a target at 500m

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and the target moves 10m

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do you move your aim 10m ?

lunar root
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You should do if you want to hit the same place.

timber widget
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uh no

lunar root
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?

timber widget
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so do you move ur sniper rifle 10meters when you shoot at someone at 500m and they run away for 10m ?

lunar root
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You move your aim point 10m.

timber widget
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or you just rotate ur sniper for prob 20-40cm

lunar root
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Those are the same thing

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But using distance to measure rotation doesn’t make sense

timber widget
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Im not using it to measure rotations

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distance doesnt change yes

lunar root
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“rotate”
“20-40cm”

timber widget
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but from the shooter's perspective

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you are barely moving

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20cm relatively to 20m

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is very small