#Levelution - Feedback

1 messages · Page 1 of 1 (latest)

sick venture
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Please keep it on topic, and civil, we want serious feedback

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  • No 'skill issue'
  • No video's - (Testing video's in the Polygon are fine)
stable hornet
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more shaking time before buildings are brought down will be nice, sudden collapse isn't fun

static ember
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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

modest sky
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id like to see ground deformation from explosives (to an extent)

humble heron
# stable hornet more shaking time before buildings are brought down will be nice, sudden collaps...

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

keen elbow
humble heron
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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

modest sky
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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

humble heron
static ember
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Yeah it functions great on some maps but others like tensa just feel deserted

humble heron
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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

static ember
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Salhan is another huge culprit, by the end of the match there almost isnt a single building left

static ember
humble heron
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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

static ember
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Yeah because tanks just sit back and blow people in the open from 600m away

modest sky
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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

static ember
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Thats true too

humble heron
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i have seen buildings with literally zero walls left still tanking dozens of explosives

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but, if it were explained with "oh, well the support beams are still standing" it would feel more justified

static ember
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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

keen elbow
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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.

modest sky
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maybe unrealistic dust particles rising up from the ground to show building health?
no particles = undamaged
alot of particles = gtfo?

static ember
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Even just 2d textures like cracks would be appreciated

humble heron
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like being able to slap down a huge square of plywood to patch a hole, something like that

glacial rootBOT
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@humble heron has earned the Tier II Member role!

keen elbow
little lark
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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

quiet pawn
static ember
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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

humble heron
quiet pawn
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like the lighthouse in basra

static ember
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or yknow, every building in frugis, lonovo, salhan, multu etc.

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kinda weird how the stairs can be blown off but not the concrete around the stairs?

quiet pawn
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i think thats fine

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less details that breaks less processing power it needs

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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

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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.

spare rock
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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

static ember
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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

quiet pawn
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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

humble heron
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and then i have been in buildings where more than half still stand and it collapses

stable hornet
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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

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I love how having a single pixel of your body touch the base of a collapsing building kills you

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definitely not annoying at all

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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

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cause they can't escape but that's their problem lmao

stable hornet
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Nobody can stop me from blwoing up every wind turbine i see

stable hornet
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yuh

quiet pawn
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if you are inside a vehicle and under a collapsing building you die but the vehicle is still ok lmao

static hornet
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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.

humble heron
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Call it Leveling, because that is what happens to the level HyperXD

quiet pawn
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lets call it voxelution HyperXD

humble heron
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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 HyperXD

quiet pawn
humble heron
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Fuck the lorax, he gets the axe

elder perch
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I kinda want the bigger levelutions to sound

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Better

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Right now it’s a few creaking noises and then it falls

quiet pawn
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i wish you can level some building in namakk

static hornet
sacred forge
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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

humble heron
proper moth
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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.

static hornet
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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.

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Or... Simply add buildable foundations, stairs and floors.

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Make sure the foundations, stairs and floors have some sort of limitations, otherwise it'd just be Battlebit x Fortnite

sweet badge
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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

sudden basin
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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.

stable hornet
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agree

tropic obsidian
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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.

keen onyx
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Honestly I would love to see bb one up bf4

tropic obsidian
dawn dome
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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.

exotic glen
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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.

quiet pawn
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theres scripted events in battlebit?

slow bane
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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.

sudden heron
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Make engi's repair tool able to repair levolution-capable objects please

elder perch
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but fr no

sudden heron
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not when they've already destroyed lol. just when it's damaged

elder perch
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I thought you meant if they were destroyed already

summer depot
limpid haven
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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.

graceful heron
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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

onyx cove
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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

tiny slate
rancid ibex
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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.

tiny slate
# rancid ibex I don't like people telling me I should just level the buildings on Salhan with ...

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

keen storm
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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.

humble heron
stable hornet
humble heron
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Pleae 🙏

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Fuck the backrooms, every time i play frugis i worry if my team will get stuck in there

proper moth
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it would be nice just in general for destructability to be able to break apart into smaller components than it does right now

tiny slate
fast sequoia
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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.

keen storm
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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.

tiny slate
little lark
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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

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youll probably do it too occasionally, though you frankly have no way at all of knowing youre doing it

keen storm
# little lark issue there is that rubble is not server side. what you see as rubble blocking a...

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

sudden basin
keen storm
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Rooftops on frugis HAS to be destructable.

elder perch
humble heron
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Fuck, make the subway destructable

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I used to think frugis was a fun map. Then i experienced the subway

stable hornet
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fr

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nothing matches the horror you feel when you accidentally spawn on c

sour palm
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Though this is probably too costly for performance I'm guessing.

little crest
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It would be more that it would take a lot of work to do

keen elbow
keen onyx
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“Randomly predetermined”

modest sky
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yes thats a actual thing
its called a seed
like in seeded RNG

little lark
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perrenial or annual?

pallid comet
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Collapsing tunnels and bridges would be something. Imagine waki bridge falling down

spare rock
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levolution that changes the way a map plays out is horrible

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like siege of shanghai from bf 4

wheat dome
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Just add more direct escape ways to the surface in the subway

stable hornet
humble heron
stable hornet
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all the maps literally feel linear in one way or another, a massive actual level changing event would be good

little crest
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More of them are circular than linear imo

tiny slate
# little crest 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.

little crest
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It would make them more interesting

tiny slate
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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.

tropic obsidian
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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.

spare rock
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Fuck no it isnt

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Shanghai is dreadful without tower

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Zero visibility

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Idk how people can enjoy that

tropic obsidian
tiny slate
tropic obsidian
# tiny slate Well, it seemed to close it for me when I was trying to use vehicles in the area...

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).

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Would be funny if you could use the rubble as a ramp for vehicles though.

spare rock
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peak gameplay

stable hornet
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add Shanghai

tropic obsidian
quiet pawn
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i mean they couldve done that with namak

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imagine namak having more interiors and collapsable building

tiny slate
spare rock
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shanghai is much better with the skyscraper intact

tropic obsidian
valid olive
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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.

dusk ingot
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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.

quiet pawn
dusk ingot
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Any really to a point. Like wakistan could be partial collapse where it buckles at points.

Salhan however should be a full collapse bridge.

quiet pawn
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so you want salhan to be one sided even more

dusk ingot
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Wait

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Which one is salhan

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As im thinking of the one large desert one

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Where there's a bridge into the central city

quiet pawn
stable hornet
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theres a city in the middle

quiet pawn
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that map is pretty one sided

dusk ingot
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Sandy I mean

quiet pawn
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tho im not saying you cant win on US side

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but its just youll RU side will win most of the time

dusk ingot
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But yeah that bridge shouldn't

quiet pawn
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like theres bridges in the new district which is one of the ways to capture points without going to water.

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theres 3 bridges in multuisland which is the only way vehicles can enter the main island

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theres not a lot of bridge like wakistan on the game tbh

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i could be wrong

dusk ingot
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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.

quiet pawn
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oh frugis theres 3 bridges

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but if you break them like infantry cant even cross them if they all break

dusk ingot
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And as I said they don't need to be majorly destroyed

quiet pawn
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they are forced to swim with their gun not on their hands

dusk ingot
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Think like how bridges break in earthquakes

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Holes made and missing portions required for you to jump over and more

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Smaller ones like the one in sandy however should be fully destroyable tho as there's alternate routes easily

quiet pawn
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i mean im up to that but like i feel like what would make most vehicles useless

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to enter point <X>

dusk ingot
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Depends id wager it should at most make tanks unable to make it through. ATVs in most cases could ramp off them

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And cars and such would be hit or miss

quiet pawn
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the only place that this could actually work is on wakistan but on other maps no

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or most maps

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wakistan and lonovo

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beside that 2 all of them needs the bridges

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well thats just what i think

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or furgis middle bridge but i dont think its good since you are forced to swim to go to point c from point F

dusk ingot
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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.

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Like generally these collapsed bridges wouldn't ever hamper ground troops

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They'd only hanker vehicles except for the rare fully collapsing bridges

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Which are like weird off shoot bridges

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Which might make sense in weird situations like pushes to destroy

quiet pawn
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im all up for destruction since i blow up building in point b in furgis cuz its annoying as hell

stable hornet
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wind turbines should destroy buildings if they fall on them

quiet pawn
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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

tiny slate
quiet pawn
dusk ingot
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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

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But yeah wakistan is a great tug and pool map

quiet pawn
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tho i kinda like how the make wakistan a littlebit smaller

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since the middle part train thingy was so bad

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like not bad in the bad way but more of a people barely cross it unless its frontlines

stable hornet
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dude just want to farm the sky objectives

spare rock
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Why yes, how did you know

stable hornet
static furnace
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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.

jade nebula
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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.

ember hound
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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.

quiet pawn
ember hound
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thats understandable, frugis would be taxing on performance with the density of buildings.

dusk ingot
humble heron
stark stream
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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

karmic herald
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you often don't see, hear or feel the building collapsing on you, very annoying

sudden heron
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??? the rumbling noise, the camera shake, bricks flying around? not enough?

dusk ingot
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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.

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However, I do agree when your IN it you can definitely tell it's collapsing

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just sometimes the smoke isn't enough especially when people have smoke grenaded the place

quiet pawn
little crest
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I haven’t noticed that

quiet pawn
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idk then probably people who noticd this a lot does a lot of demolition i guess

little crest
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I have died to a collapsing building before by assuming the smoke was from grenades though, easy to run into a collapsing building accidentally

quiet pawn
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or probably keep shooting they dont notice the camera shake

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also your character loses balance too youll see your character move left and right

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beside the camera shake

little crest
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You need to be inside the building for that

quiet pawn
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yeah just saying it is incase people dont know if they are inside a collapsing building

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also if your vehicle inside a collapsing building while you are inside the vehicle

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you die but vehicle doesnt explode

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or get damaged

karmic herald
dusk ingot
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Honestly all that needs to be added is a larger radius of shake from the building so people don't jump in it.

quiet pawn
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i mean the shaking doesnt matter since

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since the character like bounce if you run

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so you dont actually feel it

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if you are inside you can 100% know it collapsing from my experience

dusk ingot
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You can definitely feel it while running. I do inside buildings.

karmic herald
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ye but i'm talking about running into a building full speed, you don't notice.

dusk ingot
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Yes you do

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The cross hair bobs

karmic herald
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HyperXD my crosshair already bobs because of moving around, that's the problem, you don't hear, see or feel it

little crest
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there isn't a crosshair unless you're ADS

quiet pawn
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if you run you do

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a small dot

little crest
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Oh yeah

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I don’t even look at that as it doesn’t really do anything

humble heron
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seriously? this is what i mean by "buildings are freakishly durable"

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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

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and... idk, it just seems goofy that 2 antivehicle mines can take down a house and 15+ c4 does nothing

keen elbow
quiet pawn
keen elbow
# quiet pawn destruction is fine it wasnt meant to be fancy or anything since they want it to...

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.

humble heron
# quiet pawn destruction is fine it wasnt meant to be fancy or anything since they want it to...

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

nocturne mauve
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You probably already know about bugged chimney on C on District

quiet pawn
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bugged chimney?

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is that on old or new district?

nocturne mauve
dusk ingot
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Stuff like that can fall in different directions depending on how they are destroyed

acoustic abyss
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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.

wise cipher
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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.

little crest
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I think the point is you’re not meant to be able to totally destroy everything

wise cipher
# little crest 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.

humble heron
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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

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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

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Like seriously, 22 c4 cant level a goddamn house on tensatown despite leaving it with no walls or roof

wise cipher
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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.

wooden mauve
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im all for vehicle mines getting changed so they fulfill their actual purpose; detering vehicles

wise cipher
humble heron
shut spear
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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.

pallid comet
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More buildings more stuff to destroy destroyable bridges more big stuff to flatten lines of enemy's

karmic herald
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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

jolly current
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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

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It would be a good way to have some fun with your squad trying to take the enemy base

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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

tiny slate
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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.

humble heron
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or give something like a ladder buildable

tiny slate
prime bough
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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!

dusk ingot
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Dejavu

fast sequoia
keen elbow
shut spear
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that's just squad at that point no?

keen elbow
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Adding a feature of one game =/= making this game a clone of that game.

shut spear
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Hell let lose garrisons could work. the only problem I see is that they would be easy to destroy with all the tools available.

keen elbow
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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.

shut spear
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mostly c4s

shut spear
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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.

shut spear
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literally what this thread is for

harsh sierra
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yeah, i agree. if i knock down every single wall on the floor level with C4

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that building better fucking go down

shut spear
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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.

jolly current
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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

shut spear
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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".

keen storm
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Make the bridges on Waki destructable, and make it so a ramp can form from the middle of the basin up to C.

wheat topaz
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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.