#Levelution - Feedback
1 messages · Page 1 of 1 (latest)
more shaking time before buildings are brought down will be nice, sudden collapse isn't fun
While i don't think that the levelution is perfect in this game, it definitely wouldn't be the same without it. The biggest issue is that hot spots of points, commonly C, go from tight buildings and corners into open no mans lands that everyone abandons, if the buildings didnt just completely turn to rubble but rather a more destroyed version with broken concrete paths that can still lead to higher elevation then it could be improved
id like to see ground deformation from explosives (to an extent)
its supposed to shake, but it feels really inconsistent. some buildings take forever to collapse, others happen before you can realize. i think another issue is for some buildings you dont feel the shaking if you are on the roof. i killed with no warning because a building i was on the roof of collapsed.
another issue is that the durability of buildings seems really random. i have no way of knowing when a building is reaching a collapsed state. it could have literally zero walls and still tank dozens more explosives and other times it collapses even with half the walls still standing. if cracks appeared in the floor to inform you of building durability or some other visual way to asses how close to collapse a build existed it would be much better
This is why I've always wanted supportive construction vehicles that can partially repair buildings, or maybe place buildable structures larger than infantry can build. Could create really interesting dynamics with teams repairing / reinforcing key areas after they take ground.
also, collapsing buildings has become a way for teammates to grief. its happened a few times now and im expecting it to get worse as people realize but you can easily collapse buildings with no way for people to know it was you unless they saw you placing the c4 or something. i hate when i try and fortify a building and set up sandbags and everything on the upper floors only for a huge series of explosions to happen below me and the whol thing to start shaking
id like a sandbag 3 that could snap in place to repair broken out walls smoothly
like only in pre designated spaces and you cant place it anywhere you wanted
adding to the buildings health pool
new district has a few buildings that actually maintain multiple floors after collapse. it feels a whole lot better as you can still sandbag it up and make a decently fortified spot instead of all your work being undone
Yeah it functions great on some maps but others like tensa just feel deserted
seriously, like the worst part about building destruction is how it can absolutely trash all your squad points. nothing feels worse than trying to fortify a building on a point and spending a few hundred points doing so and then a random btr decides "lol, fuck you" and completely wipes the whole building out
Salhan is another huge culprit, by the end of the match there almost isnt a single building left
Oh yeah i 100% agree, ack before the flag nullify building area change, holding B on frugis in a building on the top floor was amazing until it all came crumbling down erasing our progress and removing a huge point of interest
building durability needs looking into, some feel way too durable and other feel like the collapse from a stray breeze. i am constantly left asking "goddamn, how much c4 do i fucking need" on some buildings and yet on others it feels like they are built to collapse if you look at them wrong
also, funny enough but infantry only modes are the ones i see the most destruction in. modes with tanks are ironically often less demolished by the end of the match
Yeah because tanks just sit back and blow people in the open from 600m away
resouce management
the mere thought of
what if there is a tank and im out of c4
vs
lmao screw this dude and this building
Thats true too
i think what needs to be done is make it so there are very clear spots in buildings that when damaged enough or destroyed will send it down rather than it just being a sort of invisible health pool. if there were things like support beams that if destroyed would collapse the building but which we could fortify and defend it would feel a lot better
i have seen buildings with literally zero walls left still tanking dozens of explosives
but, if it were explained with "oh, well the support beams are still standing" it would feel more justified
The building should have multiple integral parts i agree, taking chunks out ata time rather than all or nothing makes the flow a lot nicer
Also I'm sure this is beating a dead horse, but floors and ceilings being indestructible unless the whole building goes down feels very artificial. After playing Teardown it's very unsatisfying to have no way of blowing a hole into the room above me.
Ofc if floors were breakable, maps would have to be balanced around that.
maybe unrealistic dust particles rising up from the ground to show building health?
no particles = undamaged
alot of particles = gtfo?
Even just 2d textures like cracks would be appreciated
floors being breakable would be so funky, i would love it. we would absolutely need new buildables though, something to patch holes so it doesnt become a minecraft parkour map
like being able to slap down a huge square of plywood to patch a hole, something like that
@humble heron has earned the Tier II Member role!
Yeah, I'm aware a lot of balance considerations would have to go into people being able to poke holes straight up and down everywhere. But still, the current system just feels unfinished.
i feel like its already plenty dangerous enough to hole up in a building for too long without having to worry about the floor beneath my feet detonating. Would be neat, but would probably ruin the flow of the gameplay
there are specific stracture that has some breakable floors iirc
a lot of roofs in more suburban map can be blown off but the more brick/concrete building are too rugged and only have wall destructions
i really dont think it would cause all that big of a balance problem myself. no more of an issue than a pickaze putting a tiny hole in a wall already does... which is nothing at all really imo
like the lighthouse in basra
or yknow, every building in frugis, lonovo, salhan, multu etc.
kinda weird how the stairs can be blown off but not the concrete around the stairs?
i think thats fine
less details that breaks less processing power it needs
i think the levelution of this game is fine for what graphics it has and the intention of the game being low poly. i think some levelution needs some fixing tho like... if a house collapse on a vehicle with a driver the vehicle is still intact and undamged but the driver dies
levelution on valley like reactor thingy would great wish that thing in valley actually kills you tho instead of teleporting you above it if you got squashed.
make it optional for server hosts to disable levolution if possible, or alternatively let them adjust what buildings can be taken down.
salhan especially tends to be an absolute mess in 254p since people take down everything in sight
i feel like the building hp changes ever match, first time in a while i've played basra and all of the building at D were just completely gone
is it really hp on the building that makes it collapse? cuz everytime i blow up a building i just need to blow up percentage of the walls and support to make collapse
i have absolutely trashed buildings to the point they have no walls left and they still stand
and then i have been in buildings where more than half still stand and it collapses
buildings that are collapsing have this 'sucking' in effect which kinda fucking sucks, like do the devs really want people to die in a collapsing building that much? honestly just remove that
I love how having a single pixel of your body touch the base of a collapsing building kills you
definitely not annoying at all
for big structures (the radio towers, water tank in tensatown and other stuff like that), nothing to complain honestly, looks ok, probably sucks for the snipers when someone stealth C4s their tower tho
cause they can't escape but that's their problem lmao
this is quite iffy cause I've seen some mfers just run thru it without dying, no clue how and why
Nobody can stop me from blwoing up every wind turbine i see
i think its just super janky overall
yuh
if you are inside a vehicle and under a collapsing building you die but the vehicle is still ok lmao
A lot of people have said my thoughts, so I won't regurgitate them. However, I'd be cautious on officially calling it "Levelution" as the name itself could be copyrighted or even trademarked by EA and/or Dice and... Well. It's EA.
Call it Leveling, because that is what happens to the level 
lets call it voxelution 
Name aside, something i want to see is trees actually being destroyed from enough gunfire. Fuck wakistan, the map is better without trees and i hate being the only one cutting them down with c4. Let my team passively help me from their chaotic contributions 
i see your not only commiting war crime your also commiting illegal logging.
Fuck the lorax, he gets the axe
I kinda want the bigger levelutions to sound
Better
Right now it’s a few creaking noises and then it falls
i wish you can level some building in namakk
There ya go! Something close enough to make 'em mad, but far enough they can't do a thing about it 
Biggest issue is losing staircases.
Anothe problem is that some points in rush become impossible to attack / defend, they need some cover and destroying buildings can make it impossible to get a plant or defuse off
Add ramps and ladder buildables 🤔
might ibvalidate the grapple hook though, idk. I think it would be fine anyways, the grapple costs nothing squad point wise which is a huge deal
personally I'd like to see more consistent descructability of walls and floors. Right now I can throw c4 onto a wall and it doesn't really do anything, it doesn't like, break apart part of the wall necessarily when it would be cool if it did, and for those explosions to be more fine. Same thing with the floor, floors tend to be solid, it would be nice if you can have more fine holes that break in the floor.
Grapple would still have its uses. A rolling ladder, for example, would still need someone to get up to the top.
How about a "rebuild" system?
Mark certain buildings as "rebuildable" or "fixable". Each segment could be rebuilt piece by piece, and it might take some time, but a squad working as a team could rebuild enough of the building to place down easier to build things and give some level of defense in points where cover is a must, and also solve the stair dillema.
Or... Simply add buildable foundations, stairs and floors.
Make sure the foundations, stairs and floors have some sort of limitations, otherwise it'd just be Battlebit x Fortnite
Maybe buildings could collapse in different ways? My friend likes salhan a lot but not the late game of it when a lot of buildings are blown down
On maps like valley there are those instances where things like the parts of the cooling tower will fall on top of a building/wall/fence and just clip trough it, and it looks a bit weird, would be nice if they were destroyed on the impact.
agree
I like them, no complains from me.
But I would love to see some big levelutions but the aftermath being scripted. And some that's triggered differently than just "damage building for this much HP" (for example Dawnbreaker from Battlefield 4) in certain maps where dynamic collapses would be difficult to implement (for example Namak).
While the aftermath of Valley's cooling tower isn't scripted, it is my favourite one. Because it doesn't just look cool, it actually changes the way how you attack and defend the objective drastically.
But doing the same (and keeping it fun) for a more closed map like Namak would be impossible without making the collapse scripted.
Edited for better clarification.
Honestly I would love to see bb one up bf4
Imo they already did in many ways, but one upping them in levelution would be a big cherry one a sweet sweet cake.
As others have said, would like to be able to blow holes in floors/ceiling. Some minor terrain deformation from explosives would be nice as well, assuming it's possible.
all i have to say is, whatever you do with large scale destruction, don't make scripted events and dont limit one "featured" levelution per map. if something blows up or falls down, it should be because a player did it (unless it is an act of god). if one skyscraper can collapse, it should be possible that all skyscrapers can collapse.
scripted events?
theres scripted events in battlebit?
Would like to see more destruction within the game and more buildings being destroyed. Currently the way that some of the maps are designed is that the map is essentially just a maze and there is no way for you to change the direction within it. You as a player are tunneled through certain check points and sometimes because of the way the map is designed you are just going to get spawned camp because of it.
Make engi's repair tool able to repair levolution-capable objects please
Weld the destroyed building back together
but fr no
not when they've already destroyed lol. just when it's damaged
Oh then sure
I thought you meant if they were destroyed already
I like the sandbag idea someone had above
for the building shaking before collapse there should be multiple stages to the sound effects so that players can get a better sense of how close it is to collapsing
if you can hear the structure's integrity degrading closer to a point of collapse then it will not be as much of a surprise
it should also be easier to tell which building is collapsing, like there should be a falling dust visual effect coming from the ceiling and walls inside the collapsing building.
also whenever walls and floors and stuff are destroyed i think it should spawn a pile of debris below where it was instead of having the objects completely disappear.
Tacking on to what some people said about roof destruction -- It would be cool if we could at least destroy the roof in chunks, the destruction doesn't have to be as granular as brick walls. It would make roof campers adapt more as opposed to waiting until the whole building comes down
I remember when I played battlefield 4 there was a map where it went from night time to dawn and I think that would be cool for dusty dew and sandy sunset
That feels mostly like a Frugis issue because there's so many damn unbreakable walls that it takes ages to move through a building setting up the demolition.
I don't like people telling me I should just level the buildings on Salhan with the tank so I can get a better view and have an advantage. It breaks my immersion to see colateral damage.
This applies to any map with built up cap points though. E.g. leveling all the buildings around A in District makes it massively easier to hold the point since vehicles coming from spawn can target it without risk of ambush.
If you want to talk about broken immersion, perhaps it would have to do with the fact that something deemed worth being captured remains even after everything in the area has been turned to debris. :P
Bridge on Wakistan needs to be able to be brought down in order to make the map actually function properly.
Would love to see more staged levelution where you'd break several things on a map in order to change it. Kinda like the reactive cooler thing on Valley wherre you take off bit by bit. I also like the windmills there. If there was something similar on more urban maps too , that'd be cool.
Wakistan is genuinely a better map without the trees. People should be c4ing the fuck out of them
it would be funny if you could make the tunnels in frugis collapse
Pleae 🙏
Fuck the backrooms, every time i play frugis i worry if my team will get stuck in there
it would be nice just in general for destructability to be able to break apart into smaller components than it does right now
I'd absolutely love to see those large structures being destructible. The tunnels would collapse into some kind of irregular trench and the bridge would probably make some sort of ramp allowing easier vertical traversal.
I would love for more levelution. Granted, I don't think any of us want insane, every single object can be destroyed levelution, but more would be great. Maybe have more smaller things have destructive effects, as opposed to all the big stuff.
Would love if buildings were changed from completely being destroyed to having (seeming?) randomness to their final forms.
Right kow theres kind of an uniformity to destroyed buildings, I'd love to see more versions of cover in the rubble after a building's gone down.
Something that could help a bit in places like Salhan C point is not to have the rubble completely disappear, so people spawning in could e.g. still have the collapsed roof as partial cover.
issue there is that rubble is not server side. what you see as rubble blocking a sightline might not be there at all for someone else, play long enough and youll get shot trough said rubble and debris because of this
youll probably do it too occasionally, though you frankly have no way at all of knowing youre doing it
There is a difference between the non-interactable rubble that dissapears after some time and the "modeled" rubble, which you can vault over etc.
We're talking about the last modeled stage of the buildings destruction level.
Right know all of the buildings on Salhan basically turn into platforms with maybe a round half-ball in the middle or something. Would be nice if there was more variation to give us more cover, even in the rubble
Salhan just does not work well as a 127vs127 CONQ map.
Vehicles have little space to move around and matches are often just end up feeling like I am playing a Domination match.
Rooftops on frugis HAS to be destructable.
Yes
Fuck, make the subway destructable
I used to think frugis was a fun map. Then i experienced the subway
Make the subway collapse like bf3 metro.
Though this is probably too costly for performance I'm guessing.
It would be more that it would take a lot of work to do
If the destruction is keyframed the same way as Battlefield does for giant scale destruction, it's actually pretty performance lightweight. If the road was somehow broke into randomly determined chunks with their own dynamic physics, then it would be super performance heavy.
“Randomly predetermined”
yes thats a actual thing
its called a seed
like in seeded RNG
perrenial or annual?
Collapsing tunnels and bridges would be something. Imagine waki bridge falling down
levolution that changes the way a map plays out is horrible
like siege of shanghai from bf 4
Just add more direct escape ways to the surface in the subway
how is that horrible lmao, it's interesting and switches up a map in a major way
I suppose it can suck if you prefer the map play one way and then levolution completely changes it into something you dislike
all the maps literally feel linear in one way or another, a massive actual level changing event would be good
More of them are circular than linear imo
You do see the intention to establish some clear lanes in the design of most maps, but due to the current spawn and capture system people are more encouraged to move from point to point instead of holding. So yeah, as it stands, I don't think more pronounced levelution would significantly alter map dynamics.
It would make them more interesting
Probably. I can imagine that if Waki bridge just breaks it would make things worse because you're now significantly limiting mobility across a big part of the map. But collapsing subways in Frugis would effectively expand the playable area so it definitely sounds nice there.
usually for the worse
Siege of Sanghai is better without the skyscraper (unless you like having your whole team camp on it with snipers playing TDM while the opposing team is playing Conquest).
Further more we already have a (somewhat) level changing levelution: The cooling tower in Valley.
And (IMO) the game should have more of them since it opens the game up more.
Fuck no it isnt

Shanghai is dreadful without tower
Zero visibility
Idk how people can enjoy that
😂 If you don't have eyes, then sure...
Well, it seemed to close it for me when I was trying to use vehicles in the area 😅 maybe rather than think in terms of closing or opening, focus on bringing relative shifits in the openness/closedness of different areas of the map. Otherwise people who prefer the open gameplay just rush the destruction of the structure.
I meant more in the way of map design and player possibilities rather than the literal sense of "opening up".
All though without that giant tower the capture area is pretty open, (just a lot of obstacles and rubble just outside of it) and you can see a lot further and depending how the rubble falls you get some shortcuts to the rooftops around the capture point, so it still kinda works (depending on your playstyle or what tactic you where trying to execute).
Would be funny if you could use the rubble as a ramp for vehicles though.
why bother playing on a clear city map with perfect visibility when you can collapse the tower and make map full of dust
peak gameplay
add Shanghai
👍 With the collapsable skyscarper.
i mean they couldve done that with namak
imagine namak having more interiors and collapsable building
The design purpose of the map was to explicitly constrain flanking and verticality. I think the result is not fun at all, but either way, that's what they were going for.
hell no
shanghai is much better with the skyscraper intact
Much worse*
And we already had that off-topic discussion 🙄
Going to post this in both threads, Spawn Protection doesn't protect you if your spawn is in a falling building. Full 3 seconds doesn't protect you.
Bridges in the game should be able to be demolished in some form.
Actual combat tactics in wars strategically took out bridges to prevent advancements of forces.
Even just having one side fall would be enough to turn the side of battle in a unique way.
you want to demolish the wakistan bridge? or the bridge in salhan where us team cross to get point A?
Any really to a point. Like wakistan could be partial collapse where it buckles at points.
Salhan however should be a full collapse bridge.
so you want salhan to be one sided even more
Wait
Which one is salhan
As im thinking of the one large desert one
Where there's a bridge into the central city
you can check the #1019642813576646767 for what salhan looks like
that map is pretty one sided
Sandy I mean
tho im not saying you cant win on US side
but its just youll RU side will win most of the time
But yeah that bridge shouldn't
like theres bridges in the new district which is one of the ways to capture points without going to water.
theres 3 bridges in multuisland which is the only way vehicles can enter the main island
theres not a lot of bridge like wakistan on the game tbh
i could be wrong
Yeah, which to me would be fair to make a couple or or most destroyable. salhan honestly just needs a rework to balance it more potentially if possible then allowing for the bridge to be possible to destroy.
oh frugis theres 3 bridges
but if you break them like infantry cant even cross them if they all break
And as I said they don't need to be majorly destroyed
they are forced to swim with their gun not on their hands
Think like how bridges break in earthquakes
Holes made and missing portions required for you to jump over and more
Smaller ones like the one in sandy however should be fully destroyable tho as there's alternate routes easily
i mean im up to that but like i feel like what would make most vehicles useless
to enter point <X>
Depends id wager it should at most make tanks unable to make it through. ATVs in most cases could ramp off them
And cars and such would be hit or miss
the only place that this could actually work is on wakistan but on other maps no
or most maps
wakistan and lonovo
beside that 2 all of them needs the bridges
well thats just what i think
or furgis middle bridge but i dont think its good since you are forced to swim to go to point c from point F
Idk, just depends. Personally the option just adds more diversity to the battle field which is something I love about the building destruction. But when your on some maps where your fighting and the bridge in sandy for example I've fought below it and the enemies above are going into the town with out really doing anything to impact.
Like generally these collapsed bridges wouldn't ever hamper ground troops
They'd only hanker vehicles except for the rare fully collapsing bridges
Which are like weird off shoot bridges
Which might make sense in weird situations like pushes to destroy
im all up for destruction since i blow up building in point b in furgis cuz its annoying as hell
wind turbines should destroy buildings if they fall on them
i just think that most of the bridges either makes the game pretty one sided or it will have a long stale gunfight no one is gonna capture that point
Yeah but you gotta ask yourself why people vote Waki so often, and I think it has to do with the fact that it's precisely one of the few maps where you have a lane with a clear frontline and can have exchanges that last minutes, as opposed to the frantic run and gun that rules elsewhere.
i think people just choose wakistan at this point cuz its a meme map
Personally I do like the bridge but really only when people set up a ton of barriers for advancements and more.
The only time I really don't like it is when you reach the center areas buildings as they are really awkwardly set up in my opinion inside.
Out side of that yeah I do like holding it, but I'm always up for adding more ways of destruction. As I said I wouldn't want wakistan to be unusable more that it might buckle creating new barriers
But yeah wakistan is a great tug and pool map
tho i kinda like how the make wakistan a littlebit smaller
since the middle part train thingy was so bad
like not bad in the bad way but more of a people barely cross it unless its frontlines
found the heli sweat
dude just want to farm the sky objectives

My only gripe about it is when the roof/second floor is basically gone and you are standing on the remaining concrete, you still die when the rest of the building collapses.
i would like to see more obstructions created in and alonge side destroyed buildings, there is obstructions in the middle of the buildings but some debris generated in the roads/alleys/surrounding would really top it off.
id also like to see more variation of obstructions created from debris, even just from walls and roofs/floors (as apposed to only when the whole building falls) make the floors rubble covered and unlevel with minor high spots for cover. Maybe also add some veriations where there is more of the lower parts of the structures still remaining (some are kind of bland and repetitive)
i think levolution in its current usage is amazing and can only be enhanced with time! keep up the good work.
I would like to see every bit of the building destructible. Usually those invulnerable pillars and walls are the things responsible for my APC/Tank deaths when try to back up to safety.
that could be possible but i think they did that so its gonna be heavy on performance since that was one of the goal of this game is for people who dont have high end pc
thats understandable, frugis would be taxing on performance with the density of buildings.
Personally I find indestructible walls to be more to help counter complete and utter flattening which leads to poor game play outside of performance reasons.
Like I've been on maps where entire buildings were destroyed and if there weren't areas of bumpy sections in those buildings people could shoot as a sniper from one base to the other with out leaving their spawns.
go play that shitty voxel mode to really experience what as totally flat map is like. it is fucking awful
sure, the whole idea is you are supposed to build your own shit in that mode but it is way too big and the stuff you build is way to fragile. it very quickly returns to being flat once the tanks get to your side of the map
Yep agreed
buildings kill you when you walk in them even when its stopped collapsing which is really janky imo the buildings shouldnt instakill anyone on it, it should do the same thing that crashed helicopters but only to the people on the building when it initally collapsed, not after
you often don't see, hear or feel the building collapsing on you, very annoying
??? the rumbling noise, the camera shake, bricks flying around? not enough?
TBF I have had encountered where I didnt notice a building collapsing as there was barely any smoke and the building than collapsed and killed me.
I'm thinking maybe having a prox screen shake around it could help warn people especially on the verge of full collapse to not jump onto it.
However, I do agree when your IN it you can definitely tell it's collapsing
just sometimes the smoke isn't enough especially when people have smoke grenaded the place
also building texture changes
I haven’t noticed that
idk then probably people who noticd this a lot does a lot of demolition i guess
I have died to a collapsing building before by assuming the smoke was from grenades though, easy to run into a collapsing building accidentally
or probably keep shooting they dont notice the camera shake
also your character loses balance too youll see your character move left and right
beside the camera shake
You need to be inside the building for that
yeah just saying it is incase people dont know if they are inside a collapsing building
also if your vehicle inside a collapsing building while you are inside the vehicle
you die but vehicle doesnt explode
or get damaged
it didn't happen, usually i'm one of the first people to scream at others to get tf out of there
and if you jump into a building that's collapsing but doesn't have any bricks in its structure, well you're done especially if you can't hear anything because...
uhm... big booms and gun fire everywhere all the time
Honestly all that needs to be added is a larger radius of shake from the building so people don't jump in it.
i mean the shaking doesnt matter since
since the character like bounce if you run
so you dont actually feel it
if you are inside you can 100% know it collapsing from my experience
You can definitely feel it while running. I do inside buildings.
ye but i'm talking about running into a building full speed, you don't notice.
my crosshair already bobs because of moving around, that's the problem, you don't hear, see or feel it
there isn't a crosshair unless you're ADS
seriously? this is what i mean by "buildings are freakishly durable"
there need to be more obvious indicators as to what exactly will cause a building to collapse instead of it just deciding to do so randomly from a handful of antivehicle mines or standing resolutely despite zero walls
and... idk, it just seems goofy that 2 antivehicle mines can take down a house and 15+ c4 does nothing
For being a blocky Battlefield-style game, this game's destruction is definitely not its strength. Hopefully it will be redesigned and improved before release.
Of course the physics can't be Teardown-level, but after playing that game the destruction in BBR just seems woeful for what it should be.
destruction is fine it wasnt meant to be fancy or anything since they want it to not strain anyones PC especially if the aim si for people who dont have good pc
Even with performance in mind I think they could implement support beam destruction and an improved integrity-based collapse system that weighs supports more than wall bricks, as well as a preset rubble pile after collapse instead of nothing, as well as sectional collapse for larger buildings, as well as destruction of floors / ceilings...
There are a lot of areas to improve on that don't require computationally heavy physics simulations, just more fleshed out design.
the issue i have is more that collapsing is a binary state with little to no indication as to when you can expect it to happen. yea, buildings that have lost all their walls and shit are probably closer than ones with them all standing but it doesnt really mean anything when vehicle mines can leave all the walls standing yet leave it a just barely standing such that a stiff breeze would send the whole thing to the ground
You probably already know about bugged chimney on C on District
New version, but somehow yesterday played a match where it fell in a correct way.
Stuff like that can fall in different directions depending on how they are destroyed
I tried to read most of the messages, but I'd really love to see certain capture points get detached from the rest of the map. For example, a cave in blocking an underground point, needs C4 to destroy it, or a bridge destroyed (Wakistan) that must be repaired to recross it.
Honestly I'd love to see one of the player buildables to be a floor/bridge we can use to establish defenses where they make sense. Especially in 254p battles get fought in weird places.
Im begging you to reconsider this change, or atleast add something different that works similarly how this worked. I'm part of big clan that destroys maps and caps points for fun, and we used this stratedgy to destroy objectives quickly. The work we were able to do together was amazing, and I'd hate for it to be ruined.
I think the point is you’re not meant to be able to totally destroy everything
I agree that the strategy in it's current form is a bit too powerful, as a squad of 8 was able to destroy most of maps within 25 minutes... But i also think that this nerf kills the idea of levelling the map outright, even if you had a clan with 10-15 guys all trying. In my opinion, it should be possible with enough coordinating.
I am very aware just how niche the idea is, but having a tool designed to level buildings efficiently would be really nice, though I agree it should be less strong than current vehicle nades/mines.
Best option imo would be to make things like "support beams" within buildings which determine when a building collapses.
as it currently is, there is little logic as to the precise moment that actually collapses a building. You can c4 out every single wall of a building and leave it standing and other times a single av grenade hitting the floor sends it to the ground
If we had actual structure within a building that we could assess and damage/repair yhen the whole feeling of randomness with buildings would br less of an issue
Like seriously, 22 c4 cant level a goddamn house on tensatown despite leaving it with no walls or roof
I didnt think about it like that before, but you're completely right! While implementing that kind of solution would be a big undertaking, I think it's the best solution for fixing the issue, and it would please my very niche fascination with levelling the whole map.
For those who don't know, in its current iteration you can currently level most buildings with 2-3 Anti-Vehicle Grenades/Mines, and if you have a coordinated squad that does this across the map... you can do this:
While I think its pretty broken that you can do this easily with just 8 people, it shouldnt be impossible. Just for the sake of fun alone it should stay in, but think of the opportunity you can have with increased sightlines across the whole map... More gameplay possibilities shouldn't be limited just because its unintended, it should be reworked to fit the balance of the game.
sorry not sorry but maps with no cover are not fun to play on
im all for vehicle mines getting changed so they fulfill their actual purpose; detering vehicles
- there is still tons of cover, as the foundation remains after you destroy it
- you can build cover anywhere you want
agreed.
A lot of maps seem balanced around having the ability to build cover. Its not so bad in most game modes except the ones with a lack of squad points
ctf is fucking awful imo
can we have it so that "load-bearing" parts of the buiilding have more health, but if destroyed will bring down the structure? its terrible that an entire first floor can be noting but the indestructible bits, and still not fall until you go up the building to finish off more walls.
More buildings more stuff to destroy destroyable bridges more big stuff to flatten lines of enemy's
can it pls be more obvious from the outside when a buildung is collapsing?
i've died so many times seemingly for no reason because i go into a building for it to then just change the model and flatten me
I think the implementation of military building and fobs that are there when the game starts( not actually objectives, but placed in useful areas with resuply crates auto spawning there) that have a larger health pool before destroyed would be fun
It would be a good way to have some fun with your squad trying to take the enemy base
I think in these spots the could also maybe be a gun station, nothing big but perhaps one of the guns from Humvees. To do some anti air and maybe have a small view of an objective this would make taking the base important as well as taking the objective
Destructible stairs make it very annoying to navigate multistory buildings like in Lonovo/Frugis as the match advances. Perhaps they could leave behind some small pokey bits along the walls so you can still climb up without being forced to have a grappling hook or use a HESCO.
or give something like a ladder buildable
That's still points and you can kinda pull it off with the walls we have anyway
I know it may sound ridiculous but... can we tone down a little bit destruction? Things like staircases and ladders shouldn't be destructible, it turns some places inaccessible unless you have a grappling hook!
Dejavu
This man wants Vilaskis to become a structural engineer. 😂
But I agree, it would be a nice change.
Also, buildable mobile FoBs that take multiple people or special construction vehicles to build would add a very interesting dynamicism to map flow and strategy. Kinda like spawn beacons, but more effort to put up and destroy.
that's just squad at that point no?
Adding a feature of one game =/= making this game a clone of that game.
Hell let lose garrisons could work. the only problem I see is that they would be easy to destroy with all the tools available.
Yeah that's already a problem that needs to be addressed, class identity doesn't mean much so every other guy has C4s or 7 RPGs.
mostly c4s
being able to destroy buildings from the base is a needed change I think. I don't care how hard it is to do, it just needs to be possible if done by at least a dedicated squad. there are some maps that its nearly impossible to get an enemy off a point because the only way to kill them is to
A:be on a building of equal height, which is not always possible
B:Climb up a slow rope that is likely being monitored by other enemy team members,
C: climb up the stairs that are almost always destroyed and an easy choke point for the enemy to control if not.
Anti-grenade trophy negates that effort, and RPGs will likely only work if on equal height(or they place down traps where they are standing). Many of the problem buildings are taller than c4 can reach from the ground floor.
Lonovo is a easy one to point to, some version of the map have a point in the middle of a group of apartments. and because the Points are not tailored to where they are on the map, either team can sit on one of 6 floors on both sides of the street. Removing them from said point requires a massive commitment that just isn't worth it because of how easy it is to remove ways up to the upper floors and roof.
If we could remove a problem group by leveling a building, even if it takes some effort, it would mean a squad or two sitting near a point on the building would have to split themselves to cover the ground floor too, making taking their position far easier in the long run. Squad spawning makes this issue more prevalent, since as long as one player survives his entire squad will be back in less than 20 seconds.
literally what this thread is for
yeah, i agree. if i knock down every single wall on the floor level with C4
that building better fucking go down
I think it should be a bit more than just the walls, equal health or whatever, just that it can be done from ground floor instead of fighting up.
At minimum, 2 indestructible stair case on all building near / on objective until the whole building falls down
Preferably 1 in most buildings as well
that would be great because would split a squad even more, most guys on the bottom, at least on on each stair case(or near it at least), and then the snipers/engys on the upper floors. No more "they all can just chill on floor 5 and above".
Make the bridges on Waki destructable, and make it so a ramp can form from the middle of the basin up to C.
I think Levelution is pretty good right now. It'd be nice to have some larger set pieces in future maps.
The only overall issue I have is stairs. I like that you can destroy them, but it would be nice to have a way of rebuilding them in moments of peace without relying on grappling hooks.
