#MilSim Mode - Feedback
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I think squad is the completely different game you are looking for
Milsim mode will be exactly like Squad. BattleBit started off being exactly like Squad, Project Reality.
Look up footage of BattleBit from 7 years ago. Milsim mode will be that but obviously polished.
sure sure
Someday milsim will appear
But it is not this day (day in the context means years)
Nah
Milsim mooode please
Will oki even have time to add this?
until 2069?
yes
Battlebit 2069
True
do weekly challenges reset after restarting the game or is it just a visual bug?
I'm sure this has been said somewhere already but i really hope any possible eventual milsim mode does have some good reliance on suppression.
Well made suppression can change a game from "you get hit from 800 meters away and you die" to "someone is shooting at you from a bit far away, get to cover, while they are very effectively stopping you from shooting back, they'll need to get way closer to actually kill you" because what suppression does is reward people for getting "close shots"(thus opening the window to make actual direct hits more difficult) and incentivize them to not wait for the "perfect moment" that more often than not is just taking another player out of the game almost immediately.
Edit to add to that part: think less hide away and pick people one by one without them being able to react or even see you, and more make your presence known by engaging people with lots of consistent fire as a way to keep them down while coordinating with other players to make sure the same doesn't eventually happen to you
If hitting things with precision at ranges is made difficult, but hitting the general vicinity of someone is a reliable way of keeping them down while your team advances, you've effectively made combat more engaging to both parties, you did what a lot of milsim games fail to do, that is phase out a good chunk of those "a bush opened your dome and you're instantly dead" situations while keeping the danger of getting shot at.
With how much more Battlefield the main game is becoming, the bigger the difference the milsim mode will be
+1 for this. Shooting a guy with a 50 cal Browning 4-5 times with him surviving is a bit silly.
- save zeroing between lives/maps
- slow down the movement
- implement tarkovs-like medicine
- respawn-system: healing in-place, using some item like "adrenaline" (could be special ability or limited item, if it ends you have to move to nearest medkit truck or something). Dead corpse can be wiped out, if you shoot it from 5/10/15/short_distance meters. Once wiped - the player can be reviewed only when next team task is solved (every task gives 1 respawn point for each player, initially player has 2 respawns, except current live). If you (personally) dont have respawn points - you're spectator
- friendly fire
- record separate footsteps sounds for "american merrels" and "russian garsing"
- give one team only american stuff, second one - russian stuff, with specific sounds
- repair keyboard voice commands, pins, remove 3dspot
- add command HQ vehicle that is actually the store of other vehicles...
- spawn missions like "team A has to do 1/2/3/4/5, team B is protecting"
fck too many... Better fix battlefield than create separate mode. Milsim idea is fully based on idea "see your squadmates as much time as possible", "listen for any sound very carefully", "do missions, fight gives no score points at all"
and yes, STOP SPENDING TIME TO CREATE 1000000000000 CAMOUFLAGES for non-balanced weapons.
Same agree
Sorry man but this is wierd for the Battlbit kind a hard for 3 Person developer
We can do it without do the same thing like other game have
Like slowing movement, suppresion, if we talk guns damage idk its kind a hard to say it for me for this moment
I want to talk about it its kind a hard for me to type it many word
Probably the easiest way to have battlebit milsim mode just fusion 1 or 2 or 3 or 4 or 5 game its will make the game more unique at today game pace already good but the bandage update hurt the most its useless medic now like every1 fast healing u just need few second for full hp
Well im not in mood talking in english so not sorry with bad grammar
Ohh yeah i forget to mention friendly fire with battlebit chaos would be wholesome
pls no xd
i think milsim mode at least as a baseline should have: one shot headshots, overall higher damage, armor should block some amounts of damage, (in the update armor will no longer block damage at all), add bleeding, slightly higher recoil on all weapons by the same amount, prox chat should be heard from a longer distance(this should be in maingame too), grenades should have a much larger radius, same with c4, rockets, etc, much more suppression, players should have a revive limit, so a player can only be revived maybe 5 times in one life, no hitmarkers,
weapon zeroing increments being lower than 100m doesn't really make sense on most weapons and having certain things instant kill you just does not go well
i didnt say lower than 100m
there fixed it
i said more increments. currently it goes like 0m, 50m, 100m, 200m, 300m,
but i want
0m, 50m, 100m, 125m, 150m, 175m, etc
well most weapons don't have such small increments
it would be unrealistic and make things too easy
dont guns zero by the meter?
not really no
or in very fine increments?
no the g3 has zeroing from 100-400m in 100m increments iirc
the mg3 has 100m increments up to 1200m iirc
fixed it then
m4 or ak are not really different apart from mechanism and max range
i do think some things should instakill you, i mean in other games like squad its no issue, and thats what milsim mode would be more like
in squad it's definitely an issue
i havent played squad i just assume its like arma and other milsim games where it isnt an issue
why?
nothing makes you unrevivable for the simple reason that it messes up team play massively
which is not great for a team based game (mode)
which milsim is
well then i dont think headshots should remove revives but there should definitely be a revive limit
there already is
there is?
ye
after idfk 7 or so deaths you start to notice it and after 10 you are basically dead
don't quote me on the numbers
could be a bit harsher in milsim though
i mean more like a l4d style you cannot be revived if you are killed x amount of times
well that would accomplish that
i also think headshots should always 1 shot unless its a small caliber and they have a helmet
if you dont have a helmet headshots should always kill
makes sense ye
but if you have one then it should still kill with 308 and stuff, but it will reduce damage on intermediate cartridges and greatly reduce damage for pistol calibers
but it shouldnt just be pistol calibers, intermediate calibers, full size calibers, it should be on a per gun/per caliber basis
like 9mm shouldnt penetrate a helmet but 5.7 and .50 AE should
and 5.56 should be a bit better than 5.45 at penetrating armor
also i asked for this earlier in one of my big suggestion posts but
the gunsmith should say what caliber each weapon fires in the stats area
at the top
right above the damage number
i've spent weeks modding weapons in SPT (single play tarkov) and experience say that best change is 100m for rifles, 75m for holosights and 50m for pistols/smgs
smg/pistol bullet is heavy so trail is more parabollic but maximum usually 250m / 50 100 150 200 250
holosights can be attached to any weapon - so middle is 75 / 75 150 225 300
rifles ironsights - 100 m cause of bullet trail is like direct line / 100 200 300 400 500
optics / 300 400 500 600 700 800 900 1000
Main point is DEFAULT zeroing. It should be NON-ZERO (like in most games)
experience say that best smallest choice is have two zeroings (if change is not possible):
- one is "1 step" like 100m for rifles, 75m for holosight and 50m for SMG/pistol
- second choice is "direct shoot" ("battle zero") - means distance when DEFAULT bullet (i mean - non-AP, non-Explosive, non-HP - default) never goes above or below than half-human height target.
for 762x39 its like 360 meters
for 556x45 its like 400 meters
for 762x51 its like 450 meters
for 762x54 its like 420 meters
bts, in battlebit damage calculated "by weapon" not "by bullet" so "milsim mode" is futher than it seems
ak platforms with 545 shot like 400-420
by doc its 440
but "direct shoot" in russian means "whole-human height"
really required - is half-human
"whole-human" is for greens / regular army
battle zero is american style, its torso
apperently 7.62 and 5.56 NATO are ranged to 300 for a target picture of about a human torso if aimed at chest
yes, torso, exactly
yep, i made calculations for tarkov and 762x39 (means 39mm of powder) its like 360
762x51 - 450 meters almost
faster bullet, much faster
762x54 by some reason is slower than x51... dont know why, guess physics or rifle dependent
mosin and stuff maybe 420
older, bigger, more drag
actually most of the fights is become at 20-30 meters in game, that could make illusion that zeroing isnt required
but, 300 meters zeroing makes chance to hit head when shooting torso much higher
thats the point
works like that in BB too funny enough. ranging for 300 with AR's actually helped alot.
update, whenever it comes, might change that
guess "update whenever it comes" give "new weapon skins" and "new maps" to increase count of people playing... developer just never think about "their game is BEST choice at the time" so they have to work on mechanics instead of increase count of players that will forget the game in 1 week
to be fair, at least we've been told, that alot of features are changing
We're still talking about this, huh?

X39 isnt 39mm of powder, its a 39mm long case. Only about half that is usable space for powder
7.62x51 is more powerful than 7.62x54r because its a more modern round with a higher max pressure. It has bigger boom even though the case is smaller
The reason you battlezero at 300 is to maximize point blank range.
By zeroing at 300 you will hit a target from 0 yards all the way to 400. With a 100 that range is only 300 meters
The difference between different rifles and their best battle zero is actually the minimum range and the height over bore of the sights