#General Feedback - Not For Topics Already Set.
1 messages · Page 2 of 1
remove suicide c4 penalty
Yea, the suicide c4 penalty is silly
I wish there was more "red" or "bleeding" effect when at % <50 health. when being shot with the m110. it beings you to 49 health. but there isnt much feedback form the game to make it seem like youre 1 shot. Just puts it in a weird spot where you think you got hit with something small and still have most of your health.
C4 stickiness reduction is a big mistake. It will significantly harm the flow of the gameplay imo.

dafaq
True, C4 should be relegated to engi only
I am up for that if support gets someway to do some building "Remodeling"
nah thats not support's job
Support and engi are kinda the "remodeling" crew! I mean, moreso engi than support but still
Nah not really. Support is only really supposed to hold down lines of suppressing fire and hold the backline from flankers
Eng + recon for C4, give assault a breaching charge
Saboteur role and pathfinding, but I also think they should get SMGs so they can do something other than sniping
you are a true genius
Almost like they're called recon 
Here is a feedback of mine, partially responding to the Devcast yesterday and addressing what I believe is currently driving player numbers to be down. I am certain that the repetitive gameplay loop and the late address of now fixed issues were the main factors what let to the current all-time player low. I believe that the daily player numbers are now stable and mainly consist of the true number of players that play BattleBit because of it's current gameplay loop, which is why there is a desperate need for new content that, unlike skins, weapons, actually change the gameplay with new and interesting ideas.
If anyone of the dev team wants to talk with me about it, I am free to join a voicechat if you want, or hit me a DM. I am full of ideas and new gameplay content that I would like to share (or partially have already, as I sent a DM to Larry a few weeks ago). I love this game and I have been playing almost daily. I would really like to help solving the current issues and increase player numbers and popularity of the game if you would give me a chance.
Thanks for your time.
Edit: My bad, i started playing AFTER BBRs peak*
I think it's a combination of samey maps, the voting system (which I liked but I know the issues), lack of class diversity and the recent kind-of-mediocre hit detection (which is definitely better now but can still feel crummy sometimes).
The repetitive gameplay of constantly running in circles to cap points you only just got back is also tiring and after a while, I just stop bothering.
Vehicles are either not a threat (tanks/APCs getting C4'd instantly) and just spend the entire game being a vehicle-based sniper, or are too annoying to kill unless they're stationary (Humvees taking 3 RPGs in some cases). The Vehicle driving/handling is also about the worst I've ever experienced in a battlefield game and I'm sure a lot of people get turned off by that, as fun vehicles are a big part of any BF-style game. Driving vehicles feels like a chore and I hate it, effectively shooting from a moving vehicle is basically pointless.
Then there's helicopters, the unkillable transport menace you watch graciously float above and dispense troops to your back line whilst shrugging off biblical levels of ground fire, and the littlebird pirouetting in the sky and strafing unsuspecting troops, knowing that the only way he'll be killed is either a lucky sniper shot or getting rapidly hit with 3 RPGs before he can just turn around and leave to repair.
It's hard to hit any airborne target with RPGs, a littlebird should take one and a Blackhawk 2 at most, along with preventing mid-air repairing.
that is some not funni formatting
conq is not beloved for team play unless youre in a premade i can say that much
Yeah the basis is that CONQ has the most teamplay possible due to vehicles.
Add in the incredible difficulty communicating or otherwise enabling teamwork in even the most basic level
I am sorry, but txts are shit. And I dont have nitro - I also added half paragraphs with Shift+ Enter but those weren't carried over. I usually take care of text structure but... well - I will try to fix it but I am busy rn.
ill do it
**_Originally posted by @ashen pier _ **
Hello Devs,
About me, I have 200 hours in this game and started playing before Battlebit Remastered (from now on referred to as "BBR") had it's peak. I started playing on August 22nd.
From what I understand, after watching multiple review videos on it, by watching through some old footage on how the golden days were, I conclude that BBR had re-playability (=what makes the game exciting every game) because of proximity chat, people role-playing, and soundboard usage.
After a few months the gameplay got stale, people figured out the meta, lean-spam, the Little Bird being broken (and the LB/FlyAce drama that it resulted into), and the late Vector nerf) and the frustration through it by them being used by tryhards and sweats let to many casuals leaving, which mostly let to a feedback loop as those were the players with soundboards and funny proximity VC use.I few days ago, someone said:
#battlebit-eng message
"doesnt change the fact there was almost nothing content wise for 6 months at one point"
To which oki replied (thinking the user talked about BBR, but he was not):
"How so, there has been quite alot of new maps, remakes, a complete new skin system is being introduced, new weapons are added, and so on"I can't help but feel that this isn't really content that shapes the game in the long term. Skins can be unlocked and used, new maps are refreshing but do not change gameplay in anyway. New weapons do, but at some point they won't be new anymore. There also seems to be a little but dangerous disconnect between playerbase and dev. In yesterday devcast it was said:
https://www.twitch.tv/videos/1969430210?t=0h32m27s
"We had a problem of, all, everyone choosing Conquest [...] because people know Conquest the best, they know it from any other games"I am sorry, but what??? This isn't a problem at all, thats like as if Valve would have said: "Everyone prefers Dust 2, lets force more map diversity." No that's not what they did, they added a queue for Dust 2 and only that map and it is still a marvel and considered the best.
Conquest is played because Conquest is the most beloved, because, as Oki said (https://www.twitch.tv/videos/1969430210?t=0h37m9s) in literally every other mode there is nothing, I am sorry but there just is nothing that sets the gameplay loop apart from an aimtrainer. Domination is Team Deathmatch, CTF and Frontline is also TDM where there is not even a reason to not give up immediately once you get killed because why would you? - No tickets, someone else needs time and a bandage to revive you, for what? So you stand up without armor, with less ammo, resources and with 35 HP - by the time you are fully healed you would have spawned in already with full HP.The only gamemode that isn't a literal aimtrainer is the both Conquests, because Vehicles promote teamplay. Repairing, transporting people, taking out a tank together as a team is what makes people FEEL like they are contributing to the team. And it shows, that's why it is the most beloved mode, and not because people know it from other games.
You want to empower players by making them feel like they are contributing in a team? Then give us more mechanics that add to this. Even existing mechanics, such as spotting Vehicles is pretty lackluster and doesn't work at longer ranges at all.
Focus on adding content to Conquest, this is what has replaybility value and it currently is also getting old and stale. Especially vehicles are in a rough shape since even only moving slightly away from spawn is a death sentence with continuous infantry spawning and C4 for everyone. New gamemodes are nice and all, but it will just not get picked after it is no longer new anymore.Furthermore,
I don't understand why you would remove the roulette from maps, but not allow conquest 24/7. A gamemode is a gamemode, a map is a map.
Conquest on a lesser popular map is still conquest, which is what most people just love (rightfully so).
Weighted voting should have stayed, but the map with the most votes should have it's percent chance increased by x1.5 or x2
But the mode is so game-changing, it should have stayed majority only, with maybe taking it out of the modepool after 5 games in a row on the same mode. But later when there are more players, Quickmatch (atleast 127 and 64) should be split, like Dust 2 from other maps in Counter Strike, into Conquest and Non-Conquest Servers.
My own note:
Also you know that valve literally removed D2 from the competitive map pool a couple years ago right? :P
I'm kind of with DC on this, if I could I'd just play conquest constantly, other game modes are ok as a bit of spice but conq is the main draw
Even with all the games flow faults
Frontline is usually a 1-sided stomp, Domi is TDM, inf conq is just baby conq without tanks.
Each one removes or limits some part of BBR, which makes certain classes instantly useless
That's not even talking about un-serious game modes like Cash Rush, CTF etc.
Which are honestly great and I love them, once every 10 games or so
Smh not muted for spam
Even quicker goofy game modes like zombie or werewolf would be funny
Thanks Julgers 🙂
The issue is more so that the other modes don't have as much love and attention clearly
conq is the only one with vehicles, the only one clearly 100% done pretty much
CTF got added and abandoned pretty much, frontline has clear issues and no vehicles, rush has clear issues and no vehicles, the money mode was just removed, dom and inf conq are just the same game mode but different sizes. There's a serious lack of variety
Yea, even with how horrible they feel to use
and lack of polish
Also, of course the playercount went down massively
there weren't any updates for like a month lol
They NEED to focus on some major QoL updates here soon. I love getting new content, but the stuff that's there needs to be refined a bit more for the current playerbase so we have a more fun game experience and can rope our friends in better
it's real difficult too to pull my friends in at the moment. "Oh, there's a new game mode but it's another variation on conquest"
I miss cash rush a lot
it was pretty neat for 32s
and unique
I never got to play zombies, but that seems like a banger mode to work on
oh
and medic and support have essentially stayed the same despite people's complaints and valid ideas to fix the issue
Medic is really fun right now, but at the expense of every other class. Support needs more tools to actually be fun to play (bipod is a great step). Recon does nothing BUT snipe. There's still like 5 gadgets in the game.
I didn't either, I just mean some other game modes that aren't novel ways to capture points
no like a koth style capture point you control
But definitely lacked any kind of polish
64x64 cash rush but the vans constantly drive around the maps on predefined routes and you slowly bleed money over time.
And you only drop money when you despawn, to promote revival and staying alive
Or even better, each team has a slow moving, indescribable truck they dump money into, but when it gets shot/blown up it drops some of the banked money
Losing? Go do an all or nothing raid on the other teams truck
Ctf should just be something like bl:r netwar or whatever it was called
this game desperately needs an afk kick timer, i went away for 3 hours and im still on the same server
Support current roles
- Best builder (instant building : faster decon & construction of buildings)
- Big guns
- Big armor
I think a worthwhile potential thing to add would be allowing squad leaders to ping objectives from the map - The main reason I bring this up is I’ve had issues with being unable to ping a point while actively contesting it, which I feel is one of the key times when you would want to. I like being a squad leader, and they already have the kick/promote buttons on the map screen unique to them, so I think it would be a good change. Plus, it would also be an extremely useful feature in a milsim mode, though it’s possible such a mode doesn’t even have capture points on it - can’t really speak on that, since I usually only play on the standard modes and thus am not really qualified to speak.
I’m not entirely sure where this problem lies, but here it is: I can only press down two buttons at once and get their response. For example, if I run towards the next objective and I need to switch fire mode, I need to release the sprint button to be able to switch fire modes, otherwise it won’t register.
It would be nice to be able to press down more keys simultaneously, without this issue.
Add a favorite gun section to the top of the loadout list and the ability to favorite guns
Reason: It takes like 8 scrolls to go from the top to the bottom of the list which is a pain.
The amount of snipers every time the Alaska map comes around makes me want to die
shift (key) doesn't allow for multiple button presses simultaniously
Heavy Barrels could increase Damage rentention over distance. In general, there is a lot of room for new barrels if you add another stat that basically change the damage dropoff over distance, and the damage graph below changes accordingly with a green (for better damage retention) or red (for increased damage dropoff) line.
Additionally, you could also add slight accuracy debuffs when proning (since you hold most weapons with just 1 hand when proning instead of two) or leaning that can be increased/decreased with new underbarrel rail attachments
But I think the current limitations on new attachments is rather the lack of real life counterparts, than exhausted stat-variety I'm afraid.
I've been sayin' the HB and Suppressors should affect the damage falloff. It's an interesting stat that could be played with more imo
Could u guys improve this UI issue? Basically detect automatically the better contrast for range finder number. It's impossible to know which distance it's showing due to contrast
Good point
IMO having a narrow black outline/border on the numbers would fix it
I hate the flashes so much and i just wont them gone, But i understand that thats not how the world works so this is my suggestion to make them "better". Add a fade out when the flash reaches the half point that starts slow and fades faster towards the mid point of the fade start that way its possible to regain a limited amount of vision while flashes not leaving you totally blind for a long duration
flashbangs are already super underpowered
if you get hit with one that fully blinds you for a few seconds, you'd just die if it was an impact grenade
That is completely false
it really isn't
you have to be super fucking close to the flashbang to get flashed that hard
it's easy to complain about them when it miraculously happens to you, but if you ever tried using them, you'd know how finnicky they are
I mean youre obviously just wrong, but it doesnt even matter how good flashbangs are as a tool. They could be completely useless at getting kills or information and they could still need adjustement because they are extremely annoying to play against
in a game like CS flashbangs are fine because you can actually expect where they are coming from, and you can see them pretty easily, in battlebit you just become blind for a few seconds at a time out of no where, with no counterplay whatsoever
thats not the point lmfao
flashbangs work in cs with 5 people
flashbangs do not work in battlebit with 127 people
they're okay when they're very niche and hard to use. you hardly ever see them because of how difficult it is to make use of them
people just like getting mad for the sake of getting mad. you'd just die outright if it was an impact grenade, lmao
You keep saying that, makes me think you have never used an impact grenade before
And regardless, I would prefer just dying to getting flashed for 5 seconds, atleast then I can respawn quicker instead of being blind, then dying and respawning
Oh yeah and remove team flashes why do i have to get flashed for peoples inability to throw utility? and it also sets up senarios where people can just go around and team flash.
And on a other note a some kind of UI bar or circle to indicate reload progression would be nice as some of the reload animations don't actually last the duration of the reload.
i have almost a thousand kills with them fucker, lmao
if team flashing was removed, then it'd be actual hell on earth
the reason flashbangs are so rare is because they're so hard to use. if they didn't flash you or your teammates, they'd be a hundred times more annoying, and so many more people would run them
just use trophy lol
The friendly grenade icon is good, but it should have a different shape than a triangle, it should be round so that its easier to see and doesnt get mixed up with friendly players' icons
Tbh just a little green dot should suffice
hide the social menu on the side so its auto hidden and has a tab to open it, i don't want to see when my ex is online
What I really expect from BBR:
- Inertia;
- Good audio: Being able to hear footsteps and know where shots are coming from;
- Walk/run/strafe speed: I expect a balance between the fastest (medic smg with light armor for example) and the slowest (support with heavy armor);
Time to kill: Dying in 0.5 seconds is not cool, I really hope they increase this to have a better reaction time;
- Layout of very large maps: Simply sniping is a problem in most of these maps (Valley and Wakistan for example), in these cases you need to have a different version of the map with snow, rain or something that worsens the vision at a very long distance, or simply put more cover on the maps.
Pinging devs is not allowed
my bad
Full audio system overhaul is planned
Me when someone calls out the ttk and gets it comically wrong
Least delusional #1159513116401467464 message
tru they actually called it higher than it is and gave it the benefit of the doubt
it's actually 0.3 seconds
or less
0.5 would still be less than battlefield tho guns over there do like 15 damage a bullet or smthn absurd
Only aug and f2k hit 0.3
F2k is like 0.28 but point still stands that ttk is like 0.2xx average
IE low as fuck
yea that sounds about right
I'm taking your word for it but isn't BF4 AEK broken
IIRC that's the meta
Yes
looking at old charts BF4's lowest floor is As Val at 260 ish
vs battlebit 0.185 fal with no 10m falloff bs
Ace23 is 311
Scarh is 290
F2k is 282
so no 0.5 but definitely a higher avg in comparison
Val was ass or something
I wouldn't know I ended up playing mostly 1 and BC2
Bf games also have actual fuckin falloff so yk
muh realism

here's BC2 TTK
I unironically liked it but I did also play a ton of HC which was just double damage
the dif here being you don't have the movement of a honeybadger on cocain so that high ttk was needed
Idk game cringe i go consoom mw3 (jk)
Would you guys want to see different ttk in casual and hardcore?
Could change weapon stats, player health, armor mechanics to accomplish this
Not hard-core mode, milsim mode.
So idk if aynone's made this suggestion yet, but I think battlebit could really use one or two big city maps. I'm not talking a city that's wide, but one that is tall, with skyscrapers and stuff. Kind of like some of the maps in bf4. If the interiors of the skyscrapers were fully flushed out, then it'd be even better than the bf4 maps. In any case, I think a Manhattan style map or two would be awesome.
I kinda think the TTK is a little too long for a "milsim" inspired feel. I also think it would need a stamina system for sprinting and lower base movement speeds. The reasoning being you want to encourage more considerate tactical decisions. If there was a caliber-dependent suppression system as well, you would have a very nice arcadey/milsim hybrid. I would keep hitmarkers and friendly flags etc because that's a big part of the game feel that I love in BBR.
I don't know how I feel about friendly fire though. I don't see the point in replicating a Project Reality/Squad experience entirely in BBR. The tactical decision making and that whole different way of thinking is the thing I would find interesting in BBR. I would still want it to be arcadey and fun. If I want the grueling difficult experience I will play Squad :p

Please replace Death Icon marker on map from upcoming update from: 💀 to -> 
Could not find a topic:
For 127v127 servers. Remove domination, or at the very least, remove small domination maps.
Namak has to go, Sandy has to go, Valley has to go, Multu, Isle etc... there are so many small maps that just get completely f**ked by the amount of players.
"I enjoy the chaos" is what someone who's brain has flatlined says. They literally just want to farm, they don't want good gameplay. The gameplay on 127v127 domination is horrible, except on maps like Tensa or District.
Bro what kind of smooth brain take is this? The fact that you don't enjoy it does not mean you get to take it away from the people that do. Just leave the server if those maps come up.
Milsim mode is a thing that's literally coming to the game 
This is what I am giving feedback for, yeah
Honestly kind of soft-agree, some of the domi maps just feel a little too small for the player count in bigger servers, but this also raises the question of what's the real gameplay difference between inf con and domi
It's not "objectively" bad and that's why it's smooth brained. Going on about a rant about how people are not smart enough to enjoy the shit you enjoy is not being objective lmao
Even the quality of trolling has gone down
My guy, it is subjective by nature
just because you don't enjoy it does not make you a higher being
acting like it does makes you a clown though
Great argument.
Thx mods (I assume)
In general, Inf Conq maps are bigger than the smaller domination ones, obviously the main problem is that maps like Namak makes you play a certain way (explosive spam down narrow chokepoints).
Sandy on Inf Conq is just barely smaller than the conquest version for example, while domination is literally just the middle city.
What I mean is, from a gameplay standpoint, whats the difference? There pretty much isn't.
It would be way cooler if the points were in completely different spots, rather than some just getting removed
Yeah, for sure.
Id love for them to use different points of interest around the map as alternative points instead of just using the same ones over and over.
For example, north west on Sandy is a village, tehy could use that for a point, but never do...
But in general, its the density of players that makes you play differently. In general, Conqust and Infantry conquest (If you only play as infantry that is)has the same gameplay because players are spread around.
On some maps, it makes no difference at sll
lmao, did suggestions get removed again?
I was going to make one, but it dissapeared 😂
There are so many fully built out areas that are never explored, because it's way off where nobody ever goes.
Having a bunch more sites than the points that will be in play would be awesome, having them randomly chosen every game!
Yes
Another suggestion : more levolutions, for example the bridge on wakistan collapsing, and stuff like that
That would be fun
https://youtu.be/9Ay0GOgvhow?si=CaAU8kp-4hhcYWJK Or/and like craters and such
Sorry to say this but i Played the testplays and it was good at the start but then got worse and worse with each playtest.
And now its just well how do i say this Well thing foryouself yea I Thing thats the right call here weapons are not balanced at all the DMG Systeam itself dosent works right cause sometimes you just get 1 tapt by a gun that Im 100% sure cant 1 tap you in the leg or Torso.
Then there is the problem with cheaters i dont know ob there is many off them but when i see someone that is prestige 3 and has 30 in 1 well yea dont know about that Btw was on a Small map.
So yea Overall Great game but still just in the alpha it fells like its missing a loot of stuff that it would realy need and the attachments well remove them or overhall them completly Cause they are even more broken then in the playtest.
BTW Just my Mind dont need to thing the same as i do but its just my opinion.
The 1 shots you’re experiencing are probably due to the networking of the game and player skill on average increasing.
It’s not rare to get 1 framed, happens a fair bit and you have to play around it and use it to your advantage.
After having a quick look around there seems to be a mix of opinions on this but, I think having the enemy able to hear local comms by default is slowly killing off people wanting to use voice chat.
My experience has been that fewer and fewer people are talking in game and the few places I have found people talking they end up going quiet when enemies are near or stop altogether when they realize the enemy can head them.
I think a big part of it is that it gives away your position and any that of which is why I've found myself using it less and less.
It's a shame as it really ruins a lot of the fun I had in the early days as even little things like thanking a medic I've pretty much stopped doing as it just lets the other team know there's at least one low health player and a medic trying to heal them (aka 2 easy kills).
I'm not completely against the cross team comms but I think after the initial hype it's probably doing more harm than good in it's current form. More options around it could really help bring back more of the teamwork and more of a community feeling with randoms.
Maybe something like another key binding for team only proximity, only cross team chat on death, or even something a bit more involved like gadgets you can throw/deploy that allow you to taunt and distracted enemies through voice ?
I've been away from the game for a little while so might have missed any updates on this, has there been much discussion around it from the Devs ?
I think the idea was that you'd be using squad voice comms a lot more as you play tactically with your squad, but... heh that doesnt happen.
However, when my squad mates invetibly spawn on me as I flank, and they ruin my stealth mission by shooting their unsilenced guns, I do talk to them through squad voice, as that cannot be heard by enemies.
By default, I do love the shenanigans you get in BBR due to the cross voice chat.
If you could like "I'm coming to help you" and then could speak directly to that person, or by pinging an ally could speak to them (if they were in range for VOIP) as a whisper type thing, it could be neat.
"I do talk to them through squad voice, as that cannot be heard by enemies."
Correct me when I am wrong but Squad Voice is also local - pretty sure I heard an enemy replying to my "Can someone spawn on me please and help" in Squad Voice after I was alone on one objective with multiple enemies around + I think the tutorial also says that SV is local as well
Yea squad voice can be heard locally
Its funny hearing people rage, but yea IDK if it's actually useful in this kind of game, I specifically don't use it because I don't want to speak to everyone around me.
It's a weird milsim thing that's just kind of stayed??
Oh really... And here I thought I was being all subtle and stealthy.
being able to interact and talk/talk shit with everyone has a lot of appeal for this kind of game, i think
i've heard a lot of people say that their favorite part of the game was hearing the sounds people made when they died or were on the ground yelling for a medic
the maps are complete ass for APCS
You could've just left it at "the maps are complete ass"
yeah but i dont agree with that, the only issue with the maps (from the ones ive played idk if ive played all of them) is how close cornered they are with an APC that is horrible at driving
All maps feel like ass because the squad spawning system essentially deletes anything that makes maps different and just turns everything into CQC clusterfucks.
Terrain and lanes would actually be relevant if people had to, you know, actually use them to move around.
This is why you don't leave the spawn unless you have a very good reason to with vehicles.
That and the fact your ammo supply is shit and you would need to spend half of your in-game time driving back to rearm anyway.
thats also true
Man just try to not use squad spawning and move around the map, all the complaining about squad spawning here disregards how shit it is to actually move around the map or drive vehicles around
The maps have more problems than just squad spawning
Humvees do a decent job of moving people around fast, except nobody uses them for obvious reasons, the fact they're unnecessary just being one of them.
And moving around the map is shit if you don't happen to have a grappling hook with you or squad points to build shit to step on. Which of course you won't if you're trying to run around solo as a Medic. But if people actually had to move from A to B, teammates would automatically leave a trail of movement aids for you.
doesn't change the fact that moving around the map is still ass
especially on maps like multu and wine paradise
especially when the maps have the horrendous fog
you don't see shit and you just slowly move towards where some sort of action takes place
The decision to put the main spawn out in the most fucking remote corner of the map is certainly a stupid one that makes actually getting into the game an unnecessary pain in the ass, but once you reach the actual playable area I don't see what the issue is.
And yes, the fog is also an absolute shit "balance" crutch.
the issue is that you will inevitably die
then you have to do that shit again
if you don't have squad spawning that is
I can't stress this enough fuck the fog
just because you are shit at designing cover to limit long range fire does not make it ok to slap a weird ass fog on maps
Except my suggestion involves make rally points widely available precisely so that doesn't happen. And after the latest "in combat" change, squad spawning feels more unreliable than ever anyway.
eh rally points are nice and all but all it takes is a dumbass rally point placement and now you have a problem again
you can give the ability to everyone and then it becomes rally point gallore
trust me I don't like squad spawning either I mainly play sniper and I don't appreciate my idiot squadmates spawning on me and giving my position away
it's just that the problem seems a bit too hard to tackle without fucking it up (looking at you map voting)
I agree that as currently implemented, rallies are quite fragile and not all that reliable. But I think that the right direction is thinking about how they could be improved instead of keeping the squad spawning crutch. For example, a buildable that is faction-wide usable and provides some XP for the leader so there is an incentive to set up back up points.
Other idea could be letting capture points have a wider radius that makes rally points within the area also faction-wide spawnable. This would probably also need to be coupled with making it so a single enemy in the radius doesn't disable spawning on a point, which is even now a very annoying thing IMO.
the single enemy thing makes it so that you are not able to spawn at a point like 90% of the time
even when you are able to that means that the action is at least a quarter of the map away
Or not. You never know until you spawn in and have to chase around a lone guy hiding in some corner or getting instakilled by a full squad lol.
That's actually what made me come up with the idea of using a CTF-like system for capture points. Grabbing a point's flag would tag you in the map so that any single guy wouldn't really have an incentive to go for a cap without backup. And even then, their position would be clear so that an engagement is sure to happen instead of forcing the slow trickle of attackers/defenders as both sides try to push the bar to their side.
no one gives a shit about a new gamemode. fix the game first
nah
the game is mostly not broken
we need more content like this so people come back
there's nothing to come back to
balance is still shit, basic features like editing your loadout outside of a match are still absent, and to top it all off, one of the few good recent changes (map voting roulette) was reverted because of a loud minority bitching and moaning
you can't keep throwing new maps/gamemodes/guns at players and expect them to stay when the foundation is in a dire state like this
Thats...partially true
I had hopes that the new mode would lead to a different enough style of play that it would encourage people to come back but after looking at the 5 meters of playable area in the preview I can't help but feel like the devs just want to cater to the run and gun 100KD nerds
Which make up like five out of the 254 people in any given match, but w/e, I guess it's their game to kill
can we get a more symmetrical spawn border for this? I can't fathom why one faction has to jog and fight harder for D than the other fighting for A and B
If I'm in the deploy menu while getting a kill, I don't get to see what it was. If I minefielded an area and it was a mine kill, I'd like to know so I can tell my squad they're coming around that direction. Also when servers merge at the end of a round, I don't get to see whether I'm on the longest kills list etc, because it just fades out.
remove suicide c4 penalty
Looked around in the search history and didn't see anything mentioning this in the feedback channel, so I figured I'd formally make the suggestion here:
Requesting to have the ability in the options to switch to a left-handed view/stance.
make a suggestions thread
ah thanks, didn't see the channel at first. I'll create a new thread there
They have to push players to stop being sitting ducks somehow.
Noticed recently that a LOT of players refuse to put their life on the line to try and help their team make progress twards a win or even to help take space so that the team can extend their line.
Which lends to sweats and more aggressive players winning more often than not literally because they take that initiative to clear a building or a area as best as they can.
So now matches are just way more one-sided that they used to be.
Unironically, the "meat grinder" mentality that people had early on made games more fun and more engaging 
Now people just clump up mid-map to revive spam and it makes matches feel repetitive.
I like how that one tiny tight city map, the one with the pink cherry blossom trees, ends up having these hard frontlines with just a constant roar of gunshots
It's a nice change of pace to have actual frontlines with more limited flanking options and no vehicles
Just trying to keep up firepower and supply until one side gives
I'd love more varied kinds of battle situations like that
Sniping is my least favorite role in FPS and Recon is the last class I touched but all I do these days is sit in a tall place with my M200 precisely because I'm sick and tired of having to do tryhard parkour quick reload mag recover tech C4 through wall flashbang hitmarker sonar bullshit for five minutes to clear off the point closest to my main spawn just so people can drive their jeeps in peace without getting blown up by some cunt with a tandem in a bush. Worst part is that once you're done you just KNOW you're gonna have to do it all over again in two minutes.
So I agree that these are the cool big battles with well-defined frontlines that Conquest lacks and is absolutely worse off for. And I've mentioned this before, but it's largely attributable to the crappy spawn system we have.
I feel like that also comes down to a general player awareness issue. Been a few times I've watched players die to the same snipers or even me and complain snipers are OP despite them walking out into no cover or not making it hard for me to hit them because they run in a straight line.
A lot of the issues in the game are remidied (not fixed) by being more aware as opposed to actually changing stuff IMO.
You can always try and tell your players to get better, pretty sure that's never worked out well though
I think more informational stuff is about what the community would need for stuff like stats or common tactics
Hmm that's true, although with how the game is still in EA and major balance shakeups are still happening and are expect to continue, I don't know if it would be a wise investment at this time because it will be rapidly outdated
Fair
would love a option for a swap weapon keybind that is only for weapons
Start a thread in suggestions
Death is too penalizing for fun(ny) WW1 re-enactments(i.e. infantry charges into gunfire) but not penalizing enough for suppressive fire to be effective.
What an excellent middle ground
I don't wanna ping and I can't see the option to @ without pinging for some reason (thanks mobile discord), but fucking amazing job Oki, that comm UI look fantastic and very flexible
Would be if people actually did the second bit more often instead of watching other people do it 
I often run into matches (ESPECIALLY on Dom) where people just let themselves get ran over because they don't want to get hit by bullets in a game where that's gonna happen no matter what.
And the matches like that all usually end up with half the team still in the spawn area shooting out of it.
And it doesn't matter if it's on the receiving end or the sending end, it just feels bad to play through matches like that
I don't usually encounter that, what region are you in?
US
Had a session a few days ago where 4 matches in a row were like that.
First time I ever felt drained playing battlebit because it was the same result pretty much every match. 
Please please just remove squad kick feature
It is annoying when squad leader abuse the feature to kick out from squad
just join another squad
I can do that but really that feature feels really unnecessary
even original Battlefield doesn't have such features
What are you supposed to do when someone joins your squad when you dont want them in it?
That's the problem
Restricting someone from squad is the problem itself
It needs to be gone
And it can be abused for their own beliefs
I have never had this problem
Maybe dont be annoying in vc or find a squad that doesnt think you are annoying
Ah yes I love my 6th friend being unable to join me playing the game because some randomers joined our custom squad by accident and now I can't remove them
can i nominate the game for Most Laughable Balancing Attempts instead?
fix the game... NOW!!!
Let players buy vehicles for squad points, tanks, helis, maybe attack heli.
I've thought about this as well, but I think I would just do away with the squad point system at that point. Just let people earn points for playing the objective with or without a squad. Blacklight: Retribution had such a system.
Given how current system works rn, vehicle players would not afford vehicles, and sweaty inf players wouldn't even care
It would require complete point system rework
That is needed anyway
uh so the last post made about a specific suggestion i had was made 5 months ago, is it fine if i could post about it again here?
No
damn
Don't listen to that guy, he's been needlessly antagonistic every time he shows up.
Shut up.
See what I mean?
alright so yeah ill just throw it down: option to do character and loadout customization from the main menu
i know ppl have been saying it for five months but ill reiterate
Yeah, there's definitely still a lot of polish that needs to go into the game
that's not even a polish thing, that's a basic functionality thing
you should not have to go into a match and waste a slot on your team so you can play dress up with your little battlebit man
yeah like BF3 and BF4 have that too
i dont mean to be rude but it is kinda really weird that just isnt in the game
the other thing is just the ability to third person when driving and thats kinda it
That would be a major balance change. I love using vehicles but that change would be way too much.
would it? thats how it is in p much every other game
like thats been in battlefield since the first one
Not in milsim games which BBR takes some elements from
And it would just make it absurdly easy to spot flankers trying to use C4
I think C4 is OP currently but that's a separate issue from nullifying flanking vehicles as a tactic
Same for drone bombing
¯_(ツ)_/¯
in any case the non-controversial change of actually being allowed to customize outside of a round
For the 2 years I’ve been here, and surely longer than that.
I can only assume Oki fucked up early on with the way he set up the game logic for storing loadouts so it would be a major pain to rework it at this time
Like it probably saves the loadout on some player character object that only gets insantiated when you join a match so now it would need to generate a fake match just to let you access that or something
Not sure, but it’s an obvious thing that would improve player experience. Yet it isn’t added, so there’s obviously some difficulties.
Same for scope glint
have they just not stated what it is?
Not that I know. But something related, vehicles in the shooting range, I think those also need a server to exist, so the client on its own probably lacks the logic to make them function properly.
(probably why the airdrone doesn't work either there)
I’m sure they’ve explained before, just don’t remember
Also it definitely wasn’t a pressing g thing to have till the game went into EA, so while people have asked for it for 2 years I can only complain about not getting it in the last ~6 months.
#dev-wip message Is this useful to mark flags for attack / defend? Getting close to having a bloated menu imo.
It should make marking flags to attack/defend way less painful
No need to line up your crossbairs
Or move off obj
It's related to needing an active server to save loadout changes
thank you
Knew it 😎 just a few hours fooling around with Godot tutorials is surprisingly instructive enough regarding the internal structure of videogames to make educated guesses about this sort of stuff
maybe it'd help if focus was shifted towards implementing basic functionality over more gamemodes
If it also does what I hope it'll do, it'll probably let us glimpse at flag status too (hoping "contested" would be something thats displayed but I wouldn't be suprised if it isn't)
Pretty sure the icon blinks when contested, no? It's just not the most noticeable thing maybe
It's harder to pick out especially if you have your icons more opaque
also been plenty of times we're on a contested flag and majority of the team leaves anyways and lets it get capped lol
Well, honestly sometimes it's just boring having to go around looking into every nook and cranny because there's someone hiding somewhere in a corner.
I'd rather go through the trouble of that than leaving them there to just stack a whole squad on the flag tbh
Most people care more about gunfights than objectives, specially if it's a point close to spawn, sometimes it's easier to just let them do mitosis again and then farm them with a tank or APC over and over.
But you get into gunfights to fight for objectives... 
That's the whole point of the game.
and I'm not saying the whole team needs to go handle one rat, but when you have a number advantage use that to make clearing site faster if you're already there
It is not. Point of any game -> having fun. Good objective design = objectives that are fun to fight over. Conquest points are not fun to fight over when it's down to some rat lurking in one of several possibly multi-story structures, bushes and/or tunnels.
I'm pretty sure you could convince the people around you to join you for a sweep of the point if you communicate with them.
But usually nobody will, and nobody wants to be the lone guy going to search for the rat just as their teammates respawn on them and then get gunned down by five guys.
This is one of the reasons I suggested to rework Conquest capture points in order to have them use a flag which once taken will reveal the carrier's location within the circle periodically.
This way, threatening the point immediately directs people towards a gunfight which is what they really want.
And you don't rely on players self-organising because the game provides you with information on what the obvious course of action should be.
This would also shift the balance from throwing raw numbers onto points into actual control over a concrete object, so that small organised squads can perform effective attacks or defenses instead of just hoping that numbers don't suddenly shift against them.
So basically CTF but in a certain area?
Yup, exactly
that sounds tedious as fuck compared to just blowing up a building to get rid of one person on a flag and then going back to the meat grinder
It's almost never one building though?
You can spend the first 10 minutes of a game clearing out all possible hiding places in District A point for example
(which I usually do anyway since I don't like getting ambushed when I'm driving my tank around)
And again this presupposes that you actually know where the person is
I think for conquest, that system MIGHT be ok but for other flag based modes that aren't CTF you're gonna run into problems with map flow
Yes, I agree. I mostly play Conquest and this does seem to be the most popular mode, at least for 127vs127, so my suggestions are almost always geared towards that
I've played a bit of Dom and points there are much more reasonably sized so what you describe is viable, but then usually people do clear out the area because there's not a lot of places to look for
because I feel like at that point squads are going to be so spread out that it hurts map flow, and ends up with situations like in dom modes where people are everywhere and it isn't cohesive
Makes sense, I've played conq since BFBC2 and i'm one of those people who just can't stand playing that shit round after round
itd be cool if we could see like the names of camo cause idk what camo this is meant to be, it keeps messing me up as i think it's russian flora
For game modes where you can not get squad points... Disable the Squad Menu as well....
Which gamemodes?
Just had the misfortune of having to play CTF.
Building in this game has extreme potential, especially if players had the incentive of gaining xp from building.
dude the highest rpm that isn't full auto equates to 7.334 cps, that is pretty easy to do, every f/a gun is better lmao
okay yeah the P90 needs to be nerfed, no way in hell that SMG should be making some of the long distance shots it does
Also in combination with a 50mag
https://www.reddit.com/r/BattleBitRemastered/comments/184jdb7/comment/kavweok/?utm_source=share&utm_medium=web2x&context=3
I good reddit comment caught my attention:
This is the early access balance trap.
You spend your whole time balancing and introduce nothing new.
They should do the opposite; introduce so much new content that it becomes absolutely necessary to balance, and then and only then, balance the game in one big push.
All these mini balancing updates mean there’s never any new content and anything “new” is essentially just rebalancing old content. It’s the curse of development when you focus too hard on balance and forget that for balance to be important, you have to actually develop things first.
Once they do add new content; they’re only gonna need to rebalance it again anyway. It’s a never ending cycle of wasted development time.
It makes sense, if you keep balancing stuff in between adding new stuff, you will have to spend time constantly on rebalance the old stuff.
all these mini balancing updates also dont give time for skill to develop and therefor see what state balance actually is in, with skill comes balance, Also as the community learns new tactics are learned, new ways of using what is available is learned, etc etc etc changing stuff all the time will not give the community time to learn
I believe that this classes should get these guns
assault- all guns EXCEPT L&H suport guns and sniper rifles
Medic- Assault Rifles & Carbines
Engineer- all guns EXCEPT L&H suport guns, SMG, and Sniper Rifles
Support- L&H support, LMGs, and battle rifles
Recon- DMRs, sniper rifles, battle rifles, and carbines
I know Twitch Rivals is around the corner. Aren't we leaving the latest patch with big features a bit late for testing before the big event? We're more likely to find issues that can be addressed before the big day if the patch is in our hands. Just saying.
Vehicle destruction assists give xp based on the old xp system with much lower numbers. Killing a vehicle gets you up to 7,000 xp but getting an assist only gets you about 200 xp even if you did 99% of the damage, only the very last hit matters
If they actually make bit more disadvantage on Snipers using med scope there would be good to add also bit sway so it would be bit harder to snipe and requires actually to be bit stationary to get good shot, it wouldnt affect much those who stays stationary but effects most who do peek and shoot style. Also when changing to top/side scope it should be targeting diffrent place than main scope cause gun move especially when changing to side scope and also if using bipod effect should vanish when side scoping (usually bipod is stationary on rifle and doesnt swing side to side when and doesnt allow to keep bipod in stationary enough when turning it to side if at all)
sway can be canceled by bipod as a headsup
Aa, okey my bad just tested and noticed that too so my own fault on that part not studying it enough but other parts should happen especially that sight staying same point while changing to side sights. Kinda weird that it keeps same point on sight even when gun goes sideway. They could remove side/top sights on snipers to forcing snipers use ironsight or scopes cause it gives advantage on snipers avoiding glinting too much. Find target fast scoping and change to side or top sight and glint vanish and shoot, it gives minimal glint or then just keep glint while using scope with side or top sights. If snipers want play short range they should change to dmr like it kinda suppose to be. Those ideas would make sniper class bit harder to play with bolt action rifles like it meant to. Sniper class shouldnt be easy class to play, it needs
Balancing
I dont really think theres a proper feedback thread for this but: -EDIT- ok so there are a few suggestion threads for things i mentioned, apologies, but Id still like to keep this here as a low priority thing and less spread out over multiple threads
Larry, and oki as well since I assume it will need menu work but, I think once y'all have the time since you're essentially close to done with the new skin system, I think it would be REALLY neat if we had further weapon customization, allowing us to personalize the weapons a little bit more.
What I mean by this: Being able to move optics forward / backward within a certain limit, maybe changing the side a laser or the rangefinder is on, moving grips forwards and backwards, and stock positions for weapons with extendable / retractable stocks. I think if you do want to do something like this, which would be HELLA neat, it should be purely cosmetic.
Im not 100% sure how it'd integrate with the new skin system, though, and idk how feasible this is to do / how much work it is, but its something Id kill for
Additionally, maybe some different reticle choices for scopes, because as much of a fan of eotech holosights as I am, it would be nice to have some variables there rather than 90% of the optics having just a circle or dot reticle.
Mainly, the medium scopes almost all fall short in terms of which ones I want to use, because a lot are too similar reticle and magnification wise, and I believe even just having a secondary choice would breathe some life into em
i feel like armor needs to be buffed cause you can get killed by the aforementioned overpowered SMGs way too easily and it's a bitch
like im in whats close to mw2 juggernaut gear and it really doesn't do much for HP
oh also, an audio cue or something for when someones reviving you cause i alt+tab when dead and tab back in
because they can shoot you in the arms or legs since those spots don't have armor
you arent an assault class, you don't ge to just juggernaut around the map and deflect bullets
tellin u right now im watching myself get shot and they're all body and headshots
Tbh most people i kill running exo are just laying on the ground or standing still
easy target
yeah like right now i just got oneshotted
you dont get “one shotted”
i literally just did lmao
also this doesn't really have to do with anything i said
i know how to play support
I think being able to repair your armor would help
yeah you cant repair armor so once its broken thats it
and btw when you ADS your arms go infront of you making it easier to shoot you in your unprotected arms
ahhh fuck
that makes sense
i cant really run and gun or do walking fire in this game (also cause theyre shit tactics irl)
you are better off trying to hipfire people upclose like that
it can be challenging though to get rid of the habit of ADSing in every fight
Bitch you aren't in jug gear 😭
you should be holding angles in busy places
and also building structures to give you cover
i said whats close bro
talking firing tactics ik that stuff
Not even close
im not on the US side rn but the stuff im wearing i think'd beg to differ
Muh realism when fuck off
why are you so upset, genuinely
i literally just compared it to how the jugg armor looks in mw2
isnt jugg armor locked behind a pretty high killstreak in mw2?
What does mw2 jug even have to do with bbr armor hp 😭
i dont know nor care lmao
i made this image 9000 pixels so you can see it clearly
Bbr armor so fun and well made
No you asked for a buff to armor because it is similar aethstetically to jugg armor but it doesnt give as much of an advantage
do i gotta get the middle school reading comprehension sheets
Do you
im wearing an altyn mask rn it doesn't do anything on my end when i still get headshotted
i pulled it out after dude lmao
so i say this and five people start talking about five different things
Its not supposed to make you immune man
it just gives a little extra health
Its kinda what your implying when you say it “doesnt do anything”
which it most certainly does
what that i want it to make me immune?
Yes
Then what the mcfuck does "like im in whats close to mw2 juggernaut gear and it really doesn't do much for HP" mean
Read the second part of that sentence
Then why mention hp
he doesnt care about the first part
because id assume that heavier armor would lead to more health when im getting wiped by SMGs that i already complained about
It does give more health
yet this isn't relevant
this isint relevant
You brought up jug hp
mr mime already literally answered the question
it might not be noticeable when youre the one getting shot but its SUPER noticeable when youre the one shooting
Because armor break is jank as fuck
yeah i literally just got told that like three times
Gotta love when it eats more than 2 hits
Of course it is, jugg armor is balanced around it only appearing rarely and as a reward for a killstreak, exo armor is balanced around it appearing every life
that literally isn't the same lmao respawns are near instant on most servers
also: completely irrelevant to what i was saying
Wat
I dont think you understand what im trying to say
i do its just stupid as fuck
Average day in bbr
and you're continuing shit that i already said got answered
This response does not logically follow from the idea its responding to
thats why i say you dont understand
Should i use smaller words?
"ummm logically...."
I dont think you’ve understood a single word anyone has said to you since your original message
sad i cant super react that

tbh exo is really slow so even if your up moving around its not gonna help much really
also armor is a set topic
#1152896217517391902
He added the fucking target detector
Why 💀
All the other changes seem great though
As much as I look forward to new players getting to try the game for the free weekend, I worry that some of us have gotten very good at the game and their experience will be brutal. Not to mention some of the sweatier servers like Bob's 24/7 Frontline that they may find themselves in.
Is there a way to level cap a server and let newer players get the ropes without being destroyed by players with hundreds of hours in the game?
I'm in that server right now!
Lots of fun but not for the newbies 
is there no longer a place to suggest balance changes or am i missing something
you're missing something they're just buried
do you know what the name of the channel is called
in feedback, scroll to weapon name like #1138205696484184074
or do you mean smthn else
i was thinking more general submissions of concepts/changes like what suggestions used to be
It's fine, there'll be a lot of other newbies.
Just gotta have the people in game be chill in the voip with the new blood 💀
Feedback from playing a few matches:
The ping system, while much better, is a little clunky and could do with some UX polish. You shouldn't need to mouse over radial selections, it should detect the direction of your mouse and do it that way.
Adding 3D pings seems to have removed static pings, you should still be able to ping a piece of ground if your ping doesn't hit an enemy
Enemy player markers seem to scale with the teammate marker options, these need decoupling as I'm waaaay more interested in an enemy marker than a teammate
Scope glint is effectively invisible on lighter maps, the glint doesn't shine or flash at all it just gets bigger and smaller. It also feels like the cone has gone waaaay too far the other way as you now only seem to see the glint when someones basically aiming directly at you.
Gun balances are nice, not perfect but a step in the right direction.
Bandaging feels much better and I'm getting revived a lot more, medic players also seem to be medicing a lot more as well.
Getting heals from a medic now seems NOTICEABLY slower than just bandaging yourself, which probably isn't good.
Light armor damage increase for some guns doesn't really feel like its done much, you can still dump and entire M249 mag into a littlebird and it's not even smoking.
Invasion feel a bit wishy washy, on more open maps it just becomes a sniper free-for-all (especially with the glint changes) and on smaller maps like tensa, it's just non-stop rushing. Game mode feels like it need tickets rather than time limits to differentiate it from frontline and add a bit of emphasis on not blindly rushing.
The graininess effect is terrible.
The interface for coloring weapons, in my personal opinion, is not very good, but I can't suggest how to fix it. I can only suggest adding the option to "undo" the selection by clicking on the selected camouflage again, reset to standard gray.
PKK - it's probably worth adding recoil to it and still making the sound of the shot quieter. Or replace all the sounds of the weapon, because now it is deafening compared to other weapons.
The sound is wonderful, but a little loud. I still haven't figured out how to mark enemies, it doesn't work for me. I would like to see the return of the old "pings".
In the construction mode, the green light is very bright, it feels like the transparency has become lower.
Add the option to turn off the music after the game is over to the settings
p.s sorry for my perfect ingland
OH, having the attachments on one side of the screen and the stats on the other is terrible to look at, you literally can't focus on both at the same time when you're browsing up and down the list. The old screen of having everything on one side was far more user-friendly.
this is a major UX issue fore sure
was one of the first things i noticed and was like "ugh"
Issue with healing, bandaging is nice and quick now - which is great. Issue is, now medic is almost useless. Reviving as a non-medic is practically as fast as a medic. Healing from bandages is objectively astronomically faster than using a medkit now. When you play as a medic you can't use your bandages on yourself, so now they have the OPPOSITE problem they had before. Where before they were outhealing everyone constantly, now they can't keep up.
Bleeding is just an actual constant annoyance now. Invasion really makes you feel it when you're constantly getting clipped
Honestly at this point, just remove bandaging and make HP regenerate VERY slowly. Bandaging is just an annoying thing to have to constantly stop and do, I kind of hate it
Reviving is SO fast on everyone now that making pushes is just plain difficult af. Everyone gets revived so quick that you can't clear people out. People can heal so fast that you can't guarantee someone hasn't healed back to max after they disappear from view for like 5 seconds.
Like, I gotta be honest here, the game isn't feeling great to play for me at all with this patch. Which was pretty disappointing for me. I think the bandages heal too much for how fast they are now. Definitely feels like an overcorrection. At this point, why even have bandages? It's just something i need to crab my fingers around to do literally constantly
Which was still a problem before btw, but now I feel like I'm just constantly bandaging even more so than before - which is weird. I think it might just be that invasion is just like that.
I think this patch feels better than previous, but I still haven't gotten to play conquest yet to get a proper comparison
I mean, idk. I played most of the classes pretty equally minus recon. It feels like medic has been made pointless (other than having 20 bandages) because support can just throw down an ammo kit that supplies everyone with more bandages total than a medic would ever have alone.
Something just feels off to me personally I guess. We'll see as the weeks pan out, might just be growing pains.
Also the UI wheel needs a little work for sure, but it's a nice step in the right direction
Medics core role does seem to have been unduly deminished
tried the new glint thing, close quarter stealthy sniper is dead, only sniping from spawn is viable now, nice job Oki
bring back old pings
old pings still exist
The current ping needs to be more generous, it barely works it feels like. Opening the wheel shouldn't de-ads you either
as oposite to no glint, that's what I'm talking about, I guess I'll be sniping from spawn the entire weekend
Sniper Glint through Trees
As a Recon main I felt bad when killed someone through trees because of their sniper glint, it makes it more of a viable option now. So good job on that fix.
Funni ahh AK15 on Recon
I have a mixed feeling about the Recon getting the AK15 though. It's more or less funny to me, and surprising to others, but it does give me a reason to use it now when you guys put in 3D spotting. I can finally be a proactive Spotter for my sniping buddies!
3D Spotting
The 3D spotting however is sorta janky. If i can see an enemy from afar and their body is 1/3rd covered the 3d spotting doesn't work. However, if I see their head the 3D spotting detects them. Although I know you guys aren't aiming for a BF style of jank spotting I would at least like to know of the thresholds to see how an enemy gets tagged, because at the moment it's very inconsistent and sometimes is very annoying.
It is cool to be a spotter though, it makes the Adv Binos. a viable option to mark targets. Reminds me of the SOFLAM days back in early BF2042.
Radial Menu
It actually works when there's a competent SL that's using it to it's full ability. Being able to pinpoint locations of interest and lead a squad effectively is nice. However, the system is too slow within the heat of combat and often messes with ADS a lot.
I would recommend bringing back quick pings and death pings for those not in a SL position because they provide nessesary information of PoI or hostiles near by. It helped a lot, and as a person that doesn't use their mic much I already miss it.
By barely noticable I mean "of no use whatsoever"
Unsure why recon got AR instead of SMG
I'm kinda sad my PDW's got removed from medic
I could see it, but my guess would be they would lack a proper 'ranged' option.
though it would be funny to see someone with a 40x on a mp7
also yea, wtf is with the film grain
This new build/ping menu is absolutely atrocious, ping something is under 2 layers of menus and building is under menu layer for no good reason.
i miss quick build button, new one is pretty but far slower
i think theyre trying to get away from how absolutely dominant the smg type of weapon is inside of 200m
give them to the go fasty class
oh i know it, its almost realistic
is also why i said inside 200m
they tickle out past 100, but they can still beam you sometimes
smgs are definitely dominant but only really in the ranges they're supposed to be
like 50 meters or less
and there are a lot of urban maps, so i winge
im just glad its not realistic, 9mm is weird
it's getting fixed next patch, quick-ping is coming back
according to Oki, should be back before twitch rivals
Dislike that the twitch drops are giving away streamer exclusive skins. Sure i didn't get them before and I wanted some of them pretty badly but the methods each streamer used to divvey them out and the rarity of them made them desirable. Now its just another jank skin that any player could have so whet's the point?
streamers chose to make them available, and honestly? why should a skin be the equivalent of an NFT
Yeah twitch drops with a shitty windows isn't much better but it's a step up
Having these super limited Twitch drop windows is a pretty scummy move... if you have any problems you miss out.
It's mildly annoying that every new skin seems to be like a drop
add 'em in as challenges or something
I turned mine on hours ago and only got 1%...
Doesnt help whens theres split campaigns
Why not give us 12 or 24 hours to try to get them?
They don't even appear on the Twitch drop list until a couple hours after its started
the whole glint only showing up when your aimed at is what people voted for XD
free money and just a bit more cosmetics so not really much of a problem in my opinion
yea, too much though, the consensus was "what you can see in your scope". Currently you can have someone in your scope but unless you have them in your crosshair, you dont see shit
its only on medium scopes
long scopes still suffering
i think its more of a problem is the medium scopes glint is really small
and not really noticeable
like if it was the same as the 6x it be ok because that even though its on a small scopes in the scale of things is really big
Honestly I'm rather surprised on some people's negative take on the film grain, it's not something I felt was ever needed but to be honest I actually think it looks really good
Overall the game always feels fantastically fluid and smooth right now, really lovely to play
Only negatives id mention from the update is the new wheel menu/ping
And I personally find the invasion mode can go on for too long
Otherwise fantastic update
How is it surprising 
I guess it's surprising because it doesn't reflect my experience, but I do sympathise with being upset at the lack of it being a toggle able option
surely you are not serious here. i had less than 30 minutes left on the last drop. why is this ending at 7PM.
actually insane
yeah I am sad. Have kids and work and can't get on until later. Got a couple drops but couldn't possibly get them all 😦
it would be nice if I could choose to have the old build menu cause I find it takes way longer pop up walls using the new menu
Ability to Quick Ping / Hot Key for it , not using Radial Menu
To make the twitch rivals logo on the squigle and maze skin smaller / less direct? I understand that its what its from, but it sorta ruins the entire skin by splotting the logo directly in the center of all veriants
I ended up only getting 1 of the skins because the person I was watching decided to go offline early... this FOMO Twitch drop system isn't the way to handle this guys... give us at least 24 hours to get a skin. Giving us only a couple hours in the middle of a work day is not how you should be treating your fans.
This whole thing just leaves a sour taste in my mouth about this game
and now that the menu is shoving the skins I missed in my face that just really adds insult to injury
I love FOMO skins
Yea, it's kind of annoying seeing skins I'll never get
I'm officially taking the "bandages are a pointless mechanic" stance
If healing is going to be so fast that it's not even a choice/risk it's just an annoyance
Please bring back the P90 to medic. I am an active player who just runs as fast as I can with a P90 on medic. I do not want to play assault. Please I am really begging this has killed my vibe for this game.
Engineer should have the p90
can we please increase the time for twitch drops or do reruns more frequently
They can run faster than medic
I know this
misssing a twitch drop by goddamn 5 minutes sucks
Healing with any other class is now faster than healing with medic
7 minutes
So medic players should rejoice tbh, now every class is medic
bro even 24 hour long drops can be limited due to timezones why was this twitch rivals was like 6 hours when you need 4 hours for the drops
medics heal themselves that fastest
I dont think that is true
the update says healing others is faster not healing yourself is faster
are you sure
oh wow I just tested it it actually is
Bandage did was also buffed for reviving for some reason
I was about to never play this game again
Not as fast as medic still, but it's barely slower
I complained in the bandage thread, but I'm pretty sure the devs don't check feedback now that suggestions are a thing 😔
They seem rather tone deaf to what they are putting their fans though
It's a small dev team and oki at this point is just doing what people want rather than what he wants it feels like. But, tbh I'm probably just projecting my frustration onto him
I've been kicked a few times to make room for friends, but more often than not I'm kicking snipers that are flinging lead all the way back at spawn or are camping angles that make no sense
Squad kick is a good feature for people who know or care to use them. The majority of players don't know or care, and those who do know or care should have the power to shape and command their squads the way they need to.
If you don't know or don't care, squad kick features really don't affect you for like 95% of the time
Else what are you going to do if you end up as SL and no one wants to use your frontline spawn or spawn points that you build? What if you end up with 6 backline snipers that don't care about anything besides pumping their kd?
Vector still exists for medic with drum mag once you get the kill count 
Recon now have the spot ability. So might be a good idea to still have one or two
Plus you can ping where you last saw another sniper, so they kill it.
everyone can spot
IIRC they have double time on it? 🤔
Or I heard it wrongly?
so they do have an advantage for 'teamplay'
tho Spotting seems to have either a CD or a max range?
🤔
absolutely no idea 
gotcha; i'll have to ask and teach new recons then 😂
yeah
but i'm genuinely ok with recons in mid or 100m away from obj; more often than not they make themselves a nearby spawn point which makes more sense than sitting all the way back at spawn to farm long-shot kills
The spot thing is kinda stupid now that you have to select it from a popup menu instead of pressing a button
Hey there, will it be possible to have another chance at the twitch rivals skins that went out yesterday? I'm EU based and to get the very last ones I needed to be up at 2am on a Friday. I don't know about others but have to go to work at 7am each day so staying up till 2 is not really a possibility for me. I got nearly all of them but missed out on the final ones and would love to be able to complete the set...
Were is oficcial server for south america? zzz
The old skins were a much higher tier than the ones that they were replaced by … especially for prestige 3 we lost all the cool solid colors like burgundy 1500 kill … salmon 2850 … iridescent purple like 3200 i think and the special red and code green patterns were so good the new system is awesome but the skins themselves definitely feels rushed… pattern 1 is basically solids and its like 7 palettes repeated over and over if u click through stripes which has the most options.. why u do this …. New skin system 😄 … apply-able skins :/ 😦 :((
Also why would you showcase every unobtainable twitch streamer and dev skins to the average player it seems so mean 😠 like look at the stuff you could never have :((
Exactly, the devs are being pretty cruel about this
Yeah it feels like it the skin system should be deeper than it actually is at present
what a great update this was:
-way worse building menu
-now is harder to ping enemies, and ridiculously harder to make the old white ping
-You can't remove trees (this is in fact a ghost update, it was not anounced and funny enough it came just as they anounced a free weekend with ''masive destruction'' in the flyer)
-there isn't repair station for vehicles on most maps (at least in invasion)
-You can still see the glint of sniper through trees
-close quarter snipers are useless now
-you don't actually know how many squad points you have anymore
-Little to no feedback for the player to know why nothing happens when they try to build a structure while not having points
-The new skin system, while allowing for more customization, make guns look uglier in general, and there are some camo combinations that doesn't exist anymore
PLEASE HIRE SOME DEVS!!
Remove the 3d effect in the loadout menu, it's nauseating and gives headaches to some people. plus it doesn't look good.
the only problem with the ping system I've had is there is no white ping other then that ive had no problem with it
and ya the menu would probably be ok in a milsim mode but normal battlebit its a bit slow
and the skin system is 50/50
some colors are ugly af and then some look way better
I'd still probably rather take the new skin system though
also close quarter snipers still work fine I've actually had more fun snipping after this update
Anyone else noticed how AP rounds have all the damage of a limp noodle?
free weekend btw
this is what new players are exposed to btw
man, i really loved this game, and i've already dumped well over 300 hours into it, but i don't think im going to stick around for much longer at this rate. shit seems hopeless
Latest update and pinging enemy is horrible... Good bye sniper skills and good eye. The moving markers when u ping enemy are a disaster... I can ping ppl 900m away that I don't even see or seen their scopes before, because they behind a rock or mountain...
It was better with a steady "Markers" that what u marked your squad seen it and they had look around the location u pinged. Now the ping is like heat guided missiles and misses the point of real Battle experience :/
is people saying pinging people is horrible because you cant ping when you die
i don't think that's a think that should have existed before anyway
the only thing that i can say kinda sucks is no more white ping markers other then that pinging actual enemies seems to happen more often now then ever and I on the opposite sife feel like its more forging because it feels like it pings the person even when I'm not fully aiming at them
and also I've never really had any squad mate pay attention to my ping before this update
and this isn't a milsim or realistic game so I don't see a problem with 3d pings
this, i was watching for like 2 hours and missed all the rest on day one 😦
whys this shit so buggy? i cant get any progress on this
The text is wrong. You need to watch a streamer that was in the winning team of the original rivals. So pretty much just robocat and wallace. Robo is banned on twitch rn and wallace isnt streaming.
Can we have it so the point of aiming doesn't change when you swap weapons? I am meaning going from the primary to a pistol or from a pistol to a primary jumps the point of aim randomly. It especially happens when you are trying to swap quickly, such as when you run out of primary and you need your pistol for a close enemy. It is especially noticeable while ADSing while switching to the Glock 18.
terminalintel is a stream thats live and dropping it
why'd he get banned?
ty
Spam reported
the "skin" color should also apply to the "barrel" attachment for aesthetics purposes
right click the skin
i know it does but it also changes the colour of the optics which i dont want
i should have rephrased the feedback, attachments should have their own color to choose
Keybinds feedback:
I would like to be able to bind a key to switch between sidearm <-> primary.
Reasoning:
In battle, I may be carrying a weapon that is suitable for long range fighting, but when navigating the map, terrain, or situation may dictate that my sidearm be more appropriate to wield, if only for a brief moment. It would be useful to have a button bindable to enable you to quickly, but momentarily, switch to your sidearm.
This should come in 2 bindable options:
Toggle version:
When pressed, it switches to your:
- Secondary if you are currently holding your Primary, Bandage, or Gadget
- Primary if you are currently holding your Secondary
Hold version:
On KEY_DOWN, it switches to your:
- Secondary if you are currently holding your Primary, Bandage, or Gadget
- Primary if you are currently holding your Secondary
On KEY_RELEASE, it switches to your:
- Primary if you are holding your Secondary
- Secondary if you are holding your Primary
Further reasoning:
This is currently possible via some 3rd party software, such as Logitech GHUB, but that is limited to Windows. I have not had success replicating this functionality on Linux using ratbag, xkeybinds, xdotool, etc., and am somewhat hesitant to pursue further 3rd party software methods, out of fear of EAC detecting this as a cheat.
Ffs whoever coded discord markdown has a brain full of spiders
You can bind a key to primary and one to your secondary. Idk if binding the same key to both already does what you want 🤔
glint on dmrs ? dmrs are super strong and pretty much are an aggressive counter part to sniping, so why is there no glint. just lay down in a bush and u get atleast 3 kills with it :/
and pls a colorblind mode seeing the red dot is a lil bit iffy with red/green colorblindness
ADS custom crosshair is what I wish for.
Could be. But it's not like you can use a DMR efficiently from 800m. And people have time to react. Less velocity than the snipers too.
And mostly, you can't OS
if u use a dmr at 800m thats like using a vector for 200m kills -.- dmrs are best at 200m rn. if u play a dmr at 800m u are doing sth wrong, no offense.
yeah it's not the use
which is why comparing DMR and sniper is useless
I find the new way to ping annoying, anyone else? The wheel is nice in some regards but it still feels clunky to find stuff to build and the squad commands as well. It was just easier to ping with the old system
Please bring back old pings or at least let us quick ping without the radial menu
yes atleast give us quickping back
Please look/search for thread 👀
New pinging is terrible
Grenades need nerf, I think you should be able to throw them back
Weapon skins feedback: It seems to me like the new gun skins are a bit too glossy? They kind of look shiny in a way they didn't before in my opinion
i just came here to say that the new skin system is super cool awesome really nice ,just pls fix the update its kinda unplayable
trophy systems?
Remove the sniper glint for medium scopes, cant do cqc sniper anymore without giving away my teams location.
but there is no glint in close range 
you dont always have grenade trophies
I think they are already looking for solutions so it should be ok in a few days
I think the best solution for white pings is what we had before and that's basically if you don't ping a enemy it just places a white ping
and having it to where the last build deletes could cause a really unfun problem in that someone is using that cover then poof its gone and they die
Logging in to the new update only for all of my weapon customisation to be reset, both skins and attachments, and to be greeted to a convoluted and hardly-functional new camouflage system, after losing guns for classes that I enjoyed playing is just. No. I tried playing for a few minutes, the pinging system is terrible, and this update feels like such a harsh downgrade and slap to the face that I don't want to play, period. This game was my go-to if I wanted to chill out before this update, but now? Just feels like I've been spat at
This is how all UI changes work. They feel worse than what you were used to, but then you just get used to the new one.
Old ping is back next patch. Reset attachment, yes it's sad, but they got all rework tho, so you should feel good about trying new ones. Skin update is dope af, the old one was garbo.
add the Personal Defense category back to medic class
Oki, just wanted to say thanks for giving us so many opportunities to express our thoughts and allowing us to vote on suggestions ❤️ Not many devs like you man
what about giving the med a small pickupboost and maybe give med the ability to bandage twice ?
suck up harder
"yeah you know the game still might have really fucking bad problems that haven't been fixed since launch but at least he has the courtesy to allow us peasants to vote on things sometimes..."
elaborate
the most glaring examples are C4 and vehicles being fundamentally really fucking weak
you STILL can't edit your loadout from the main menu
and then there's stuff like RSH literally being a straight downgrade to the deagle since launch, or groza having one of the best TTKs on a gun with no recoil
exo armor, tandem rockets, recon glint deployable, the list goes on
Miniguns, glass windows, can't forget those!
yeah, it's not even funny how bad the RHIB minigun is
game is in a fucking dire state and instead of anything being done about it, SKINS are the thing that gets the most attention. what a fucking joke
Every time I see the weapons being reballanced in the upcoming updates - Changing the recoil from 0.8 to 0.7 or the damage from 32 to 31 on xyz gun, I can't help but feel dejected. This kind of stuff does not add anything to the game/gameplay and is a waste of attention. There are other things that need genuine changes.
The medium scope's "glint falloff range" 1000% needs to be detailed in the game. This update is great though, keep up the awesome work ❤️
We need description and info in this game.
Make a tooltip toggle in option, that is by default on. That tells you when you select assault: "Hey assault has 20% faster ADS/Weapon Switch/Reload" "Hey Engi has more XP killing vehicle". etc
Info info info. Please.
Since the suppressors received a velocity buff, the weapons with integrated suppressors have been consistently out matched. Can we buff the velocity to match the increase the long supressor provides?
first time ive ever seen someone call c4 weak
and what vehicles specifically because i saw a guy go 94-0 in a tank just yesterday on tensa
i dont use vehicles like at all so wouldnt know
It's way too weak
It should nuke the entire map
throwing em over around an invincible wall and getting 9 kills. fundamentally weak
tbh the only big problem i notice in my gameplay is just dying to armor
as someone that doesnt use every weapon or combat vehicles
shoot and hit first hit heads die because they have 2-3x my health
My biggest gameplay issue atm I think could be alleviated with more verticality via the terrain. Getting shot from every direction from far away.
You really feel it in 127s in invasion. There's just isn't enough stuff to break up some areas of the map to prevent you from getting shot from every angle it feels like. I'm not asking for hallways here, but since guns are so accurate and bullet velocity is super fast it really makes open maps feel OPEN.
Conquest it isn't really as big an issue though since everyone is more spread out and doing their own thing
I think fundamentally we just need more open game modes like ctf is. More modes that promote people spreading around the map. Maybe there could be a version of tf2's payload game mode where both teams have a payload to push to the center of the map, so the teams will naturally spread out until the end of the match.
127s specifically seems to play at its worst when every mode forces it to be waki's bridge all game.
was just on valley invasion and yeah i feel that. but i still suck at using smoke grenades
Really wish disabling Death Mic also prevented me from hearing opponents that killed me. I don't need to hear it.
by that i meant that C4 is a glaring issue in regards to balance, not that it's weak
english really do be like that
Breaching charges that do lots of enviroment destruction but low player damage for assault, medic and scout, C4 for engi and support could be a viable option to reduce C4 spamming while keeping the ability to blow up paths and cover
Also a indirect vehicle buff cuz not everyone and their mothers will run up to you and instantly 1 shot you by spamming C4
Personally I don't see the problem with Recon getting C4. It fits a "behind enemy lines sabotage" sorta theme and if they manage to be stealthy enough to reach a vehicle and blow it up I think they earned it.
Main problem is how they get airdrone + C4 for extremely easy kills on vehicles that are moving around rough areas
But IMO this is a problem with the gear system more generally, I think that deployables and gear should go in the same category. Then you can't take C4 and airdrone simultaneously.
Lets remove the only counter to tanks that camp at spawn and do nothing but playing artillery from 1000m away
This is not the way right now
Not really a counter unless the guy is asleep at the wheel
If you want to be fast enough for them to not have time to react you need two people
Alright, whatever, that's a separate discussion
Either way I think Recon should keep C4
tank wouldn't be spawn camping if they could go in the city/support infantry/ not risk to get killed by one guy.
I mean yeah thats a different problem
does any1 know if a permanant crosshair is coming?!? i really dislike having a disadv. vs every decent aimer it seems.
that wouldn't be useful cuz hipfiring doesn't align with the center of the screen anyways{
also use red or green laser and problem solved?
You can just use an overlay like CrosshairV2, it's not forbidden. Still won't help you much without practice since shots don't go into the center out of ADS.
I use one since adsing already removes it while the animation starts and it kinda throws me off
Not for hipfiring, but rather to take the advantage when adsing and not seeing the crosshair to proper track
It seems like theyre trying to nerf snipers pretty hard.
I like the scope glint changes outside of the medium power scopes having glint, that seemed unnecessary. But now youre getting penalized so hard for shooting and looking down your scope. Its like having a giant target on your back... because there is.
I mean, they were not hard to combat and with the tracer and glint you had to be quick and precise to not rise too much attention. I just dont see this playing out in the long run. Snipers are going to get taken out pretty quick. Might as well be running around with glowsticks on. /s
what if theyre a sniper and i need to make room for people im playing with
XD almost no one ran long range scopes before and normally ran suppressors the med scope nerf they never needed to be quick because most of them just sat in one place walking back and forth until they were taking a shot
I don't see how letting someone know a sniper is shooting at them from 1km away will reduce snipers though
now medium scopes have glint so they cant just farm free kills from 500m away and the long range scopes glint isnt so crazy that people all over the map can see you when your not even looking at them
the sound is going to be more annoying then helpful in finding snipers and the smoke trail might help some but i feel like more people are going to just use it as a sign that i sniper is shooting at the area they are in then oh there is a sniper right there
In particular, the glint was blatantly obvious while noise and tracers may not be as hard to track in the middle of a firefight
It feels like this is just going to punish CQC snipers more than any other type
Maybe you are right
Or maybe
Add password for some private squad
And allow locking squad even with 1 player
So they don't have to be kicked
we really need 2-3x scopes. like as in, more 2x options, 2.5x, 3x, 3.5x etc for all guns, idk 3.4x feels too much, 2x feels too bad, 2.4x flir is nice but its.. flir, id rather have a normal one with a better looking optic but theres no 2.5x or 2.4x aside from flir
there should be a loadout system
omg smoke grenades are more consistent ive been waiting for that for so long
What's with the crusade against snipers? We will now have both scope glint and bullet trail as a warning system. It's should be one of the other, not both. Meanwhile medic is still overperforming...
the smoke trail isn't going to be as bad as when the long range scopes had a 20° angle on the glint
and a lot of people aren't going to notice it as much us people think they are
hell you can walk up behind a lot of people and smack them all to death with the hammer
they aren't going to notice a 3 second line that just killed one teammate they probably wont even be looking at
you wanna know what they were noticing that huge glowing dot every time you aimed and not even at them mind you
and if someone does try and stop to trail where the smoke came from it should be easy to kill them when they stop and turn to look
and if your that worried do what they do irl a lot of the time
take a few shots then reposition
if anything this is a buff to snipers because you can actually use the 6x without dying every 3 seconds because of the ridiculous size of the glint
You're going to notice the trail and it's only going to affect snipers remotely close to the fight
Longe range snipers can't really be countered except by other snipers. The rest of us ground pounder just gotta use good cover.
The ping limit kick is way too low
I can't play with my american friends withou having to rejoin every 4 minutes
To be fair no long range sniper is hitting other non-snipers either unless they are standing still out in the open for a long time
The bullets just move too slow to be a threat to anyone past 600m (with the exception of M200 but that should be nerfed anyway)
smoke trail isn't a problem for long range sniping. It's a problem for medium/close range sniping.
i didnt know crouch / prone anims were that fucked
It stops people being on hundreds of ping in lobbies all the time which is better for 99.9% of people
Already had tracer rounds, wasn't enough that most of us gave up long range scopes for medium but now medium glints too. They can change the glint angle all they want, doesn't change the fact that they are hindering snipers now on every single update. Lowered our Damage on the attachments, added glint for medium range, now we get a bullet trail. Oh happy days. At this point just remove Sniper Rifles from the game, the devs blatant hatred for snipers is clear as day.
Balancing in bbr is based off dice rolls and not logic
Too bad the devs won't speak up and give their reasoning behind things. Instead they will remain silent and continue to kill their game.
Give me two tabs of lsd and a bottle of dr pepper and ill become lead game balancer
Seriously bruhtha
I actually use smokes, this is great
It's like my playstyule is validated 😭
Good, hope people shoot at me more so I can take their head off afterwards
Just came here to say i dont enjoy invasion, which is fine, but every game i play is invasion. engineers needed to be nerfed but are useless now. I have had less and less fun with this game since the last update.
Engineers can die in a fire :D but yeah the current implementation of Invasion sucks ass. I was looking forward to something closer to Conquest with a less wacky flow but instead it's just a 24/7 safezone spawncamp
Just as a point of reflection, the games I've played recently have featured a lot fewer frontline medics and a lot more assaults, which I'm extremely happy about and makes the game feel a lot, lot better.
Also anecdotal, but I'm noticing a lot more medics are healing, thought this could just be because the non-healing medics are now playing as assault
the non-healing medics are now playing as assault
This was exactly what I think most of us wanted to see. Simply for clarity, new players will now be intuitively directed to pick the appropriate combat-optimal class and will also be more likely to get help when they spot a Medic
Yes, engi needs nerfs. Especially his tools. Totally agree
Game feels the same tbh. Everyone can self heal like a medic before, so now everyone can just ads and reload quicker in a fight
Medics heal more because now only the ppl who wanna play medic despite the soft nerf will play them
I personally think the game is a bit too fast now, but I think the upcoming changes will help out with that
tbh i preferred getting sniped instead of the dmr spam now. imo dmr not glint too
im saying they needed the nerf in points but the amount they repair was dropped too low, making them useless
The upper part on the USAF boots are beige when they should be brown
The side Velcro panels are also beige when they should have the same color as the rest of the uniform
Even on the USAF camo it doesn't fit
50 cal on trucks could use a buff. It’s got a slow rof, massive bullet drop, meagre ammo, and the gunner is exposed.
Also two shots hits should be a kill regardless of armour
I would like a system to regulate the fov of the weapon, I think it would add a lot to the game and it is not something that difficult to implement, something like CS that with simple commands you can adjust if you would like the weapon to be further away, closer, left or right, that would be very good
So why the need for "map reworks"? Layout of Basra is good as it is. If you want maps that play a different way, just make a new map. Admittedly Dusty Dew was a good rework, but just add more maps to the rotation instead of editting away stuff that is good, like Basra or Wine Paradise (which Wine Paradise got seriously screwed over for recon).
lmfao no
basra is fucking awful
only people that like the current basra are shitter snipers that sit in their safezone the entire match
Basra has a ton of close play, and it has range for snipers. There's no need for a change.
yeah, nah
Stop sitting still and snipers aren't an issue.
the rework was a long time coming. you'll be still able to play your dogshit map on community servers
"hurr durr it has close play if you stay on the ship the entire match because walking from point to point is suicide due to how little cover the map has"
Lol, Well when I snipe you on the new map, try not to whine as much as you have here.
How little cover? Forests, Hills, Valleys, rock coverage from the beach, an entire mountain. Either you need glasses or to up your view distance.
seeing as how the new basra has actual structures to cover up the dumbfuck sightlines
yeah, good luck, lmao
you won't be able to just sit on your hill and cover 99% of the map anymore
So go play Namak, or Dusty, or Wine Paradise, or District, or Construction. There's literally only 2 maps left with decent sightlines. Valley and SandySunset.

Does he know
"decent sightlines" bruh do you mean "looking at a sniper on the other end of the map and failing to hit each other for 20 minutes"
because other than windmills being able to see each other, the actual playable area in Valley has a lot of cover
I mean I can sit in multiple spots and 1 shot other snipers 1800m. But your lack of skill doesn't mean everyone else plays as poorly as you do.
Good sniping should just be aim, it should also incorporate good positioning as well. With fewer sight-lines you are forced to find a spot that you can see lots of activity from, rather than just setting up on random tower #373946. This comes with the added bonus of it not sucking as an infantry because only like 3 snipers in this game are good enough to position themselves well.
Good positioning already exists. A lot of guys go for super obvious spots, but that has nothing to do with map design and everything to do with skill. And infantry that bothered to have any awareness would not be a target for snipers on even the most open maps. All these redesigns do is point out a hatred for snipers. At this point I really wonder why they don't just delete bolt actions and eliminate the recon position all together.
On Basra in particular it is impossible to go for a flank while avoiding snipers on the main islands if there are any. Removing sight lines from those islands fixes this issue while still rewarding good position from snipers and infantry alike.
Its my understanding that the best snipers dont even use these sight line positions at all. From the very small amount I have sniped, my highest kill game was a 59-0 on basra that I got just from choosing to position myself on a rock facing near the ship facing parallel down the road. I dont think I would have found as much success on an island, but I would have been a lot less avoidable and a lot more annoying.
That's a decent sniping score. The one with the Lighthouse on it (E I think), it's islands are useless unless you use build walls. But that just highlights your position more. With the addition of glinting at 200-800m on medium scopes it means anyone at A, that hill top, or top of B can all see a glowing sight for 2 of the outer islands and the middle island. Once you get towards the side with the airbase on it, you can see all of the final island (or first depending on your team) well enough to see glint. So it does come down to skill when using any of the spots on Basra at this point. The redesign will only tighten the area that can be sniped from, which means any team with a heavy amount of snipers is going to have 10 guys shooting through the same narrow window on the exact same targets. This will actually hinder the sniping capability, not increase it.
That's not to mention the fact you are already using tracer rounds, now you will get the bullet trail as well. So glint, bullet trail, and tracer rounds.... now mind you, you do get a red notification already that shows you what direction you got hit from.
Yeah I think I would agree that if the map design was better we wouldnt need the sniper glint and tracer changes at all.
But we have Vilaskis
And lets not also mention that the grass doesn't show up at range either....
The snipers are already the most hindered class. Oh we can do 1 shot headshots on everything but support. Wow, yeah, we should be cut off at the knees on every single update.
Similar to K/D, please add a revive to death ratio. For medic mains focusing mostly on reviving players instead of killing.
Not sure where to put this but, I was dead, pressed the space bar to go faster, and I may have released the space bar on the frame perfect moment where all go blank... Anyway, the game then went black. I could still hear things but i had to close the game with task manager. First time it happens to me.
After-patch feedback for Oki:
I don't know what magic you did with the netcode but BBR feels snappier and more responsive than ever, I just had two of the most enjoyable games with zero 1-frame deaths and zero instances of bullets doing nothing.
The new spotting system makes team-play viable and really improves the overall feel.
Good job Oki!
I agree in general, 3D spotting that tracks the target feels too strong, but overall the game feels wayyy better across the board.
I agree with this one - maybe add a helicopter in the shooting range map + a dummy for healing, so medic mains can mess around with key bind and see what works/fits for them.
Unfortunately, even after current patch, some snipers are still hard to find and can kill you from hundreds of meters without giving you time to react. My suggestion is, with addition to removing sniper rifle weapons class and leaving the class only with pistols, is to mark enemy snipers' positions with big red arrows that will show their location constantly.
/s if anyone didn't notice but I'm pretty sure that Oki can consider it.
It is evident that Battle Bit Remastered (BBR) initially launched as a nearly finished product, drawing significant inspiration from the Battlefield series. However, as the game approaches its 1.0 release, the updates have aggressively extended past the publisher’s roadmap and have become sweepingly balance-breaking, meta-shifting, playstyle-killing, gameplay focused changes.
The changes the game has undergone by the developers’ hands have been un-sympathetic in expunging playstyles not aligned with their current vision of BBR. These changes in no way resolve the more substantial issues the game is currently experiencing, such as the unstable and janky vehicle platform that has been ongoing since launch.
What these updates have accomplished is limited and narrowed the range of gameplay options, promoting a Skinner-box gameplay model. This involves removing gameplay options that could hinder the reward seeking behavior designed to keep players constantly engaged, alienating those who purchased the game for the liberties its Battlefield-like roots originally offered.
It seems the focus is now on creating a game space that maximizes cheaply retaining players attention and opening opportunities for monetization. This shift is evident in their recent "deal" and in-game advertisements featuring the United States Air Force.
Irrespective of your preferred play style, the updates this game has experienced have been so drastic that it no longer resembles the game I initially purchased. Updates since launch have gradually undermined various playstyles, rendering them virtually unapproachable. I ask that the developers reinspect how and why they implement changes in an incremental fashion, and balance multiplayer in a live environment.
Remove new on new things, and randomize game modes - or ensure game modes are not voted consecutively (before update 2.2.2).
I don't want to play Outskirts Invasion 24/7. This is dumb. Ever since the last update (2.2.2), the new players from the free weekend are still playing the same 5-7 maps on Invasion. Some have not even played the other maps because it is invasion 24/7. No wonder we are losing players.
Replace the playercount quick play buttons on the main menu with gamemode quick play buttons. Make each server a dedicated gamemode server, with support for some servers being multi-mode.
Boom problem solved
yeah
All these sniper nerfs really make me sad. I live for the dopamine of sneaking behind enemy lines and shooting people who think they're behind cover, but aren't to me. The tracers instantly invalidate that playstyle and many others. Personally I'm not going to be playing until this is addressed. I hope it is, because I genuinely really enjoy this game.
Perhaps making it so that if you have suppressor then there's no trail would make it so you have to choose a playstyle, long range or flanking/aggro. Could be a fun compromise considering I don't see much of a reason to use anything other than the ranger barrel RN
I read this, but don't agree with it, what playstyles have been killed?
If you're talking about the meta speedy-medic playstyle, don't you think that deserved to be killed as it held back almost all other playstyles?
I don't see the game feeling much different from a gameplay perspective than from 4 months ago, it's still very much the same game
I mean, no comment on the Air Force tie-in, that's super weird in a ground-based shooting game, but I'm not gonna fault the Dev for going after money.
The twitch-only skins are a little obnoxious, but non-impacting and superficial
You need to add customising weapons into the menu without having to be in a server, it's a massive fault of the game.
why did you nerf the scorp
it might not seem like it but not being able to use the scorp while using engi is huge for me because i cant fix a long range matup with a heat lancher
also heat is still broken how to fix is you give frags +1 max rocket or +2 3 is just insanely low you add the ability to one shot an enemy behind a wall with frag rounds you nerf the radius that heat kills in by 20% and you let us run frags with ironsight (zeroing is one hell of a drug)
With how many players pick recon, there could be a "Sniper-only" game mode.
Large, open maps with huge sight lines where the objective is to just kill the other team.
Why do people think that the only way to play sniper is to sit far away from the combat?
Because snipers are loud and easy to pinpoint and anyone can blast through your cover with C4 in half a second, blowing up any mines you might have nearby in the process
Playing sniper at less than 100m might be fun if you want to give yourself a challenge but it's certainly not an effective playstyle
It used to be that I would sometimes do quick <100m flanks in places with lots of cover like Valley, but now with the extremely loud noise and smoke trail that isn't even possible anymore lol
That's after the last stupid patch. Beofre it was very viable playstyle. Challenging, yes. You put yoursefl at a disadvantage, yes. But it was fun and rewarding when you connected those quickscopes or when you flanked group of enemies and killed them from behind their back beofre they realised what was going on. And that stupud patch, whilst trying to balance long range sniping, did nothing to that long range sniping, nerfing this inferior playstyle even more, just for the sake of limit that playstyle, not from trying to solve any real issue.
Agreed
Thanks for taking the time to read my post. I believe there's a misconception when I mention "playstyle" – I'm not strictly referring to class balance, but rather, my concerns are more wide-ranging. Though a notable instance of a class specific non-incremental change is the recent update applied to snipers, making long-distance sniping significantly more challenging. Considering the weekly challenge of attaining 150 kills at +200 m, I can't help but wonder about the developers' intentions.
The introduction of the Invasion game mode, coupled with frequent map reworks, exemplifies how these changes limit playstyles. Essentially, Invasion is reminiscent of Battlefield’s Rush game mode but without tickets. It restricts map accessibility, concentrating players into a confined space to heighten instances of engagement. While this might not be unfavorable for most players, it symbolizes the skinner-box gameplay model I mentioned earlier. In my opinion, the map reworks also reveal a bias toward this kind of gameplay, discouraging playstyles that thrive in isolation and require a slower, more deliberate approach, such as those centered around thorough engagement with building mechanics and a fortification-like playstyle.
I recognize that the current trend favors the Invasion game mode, but I would also argue that its frequency of selection reflects a broader trend towards skinner-box conditioning.
I feel that, Invasion does just feel like frontline with one more step. The map reworks I get, the old maps are just that, old, and getting reworked is part of the beta process, the quality of maps has noticably increased, but the playability of maps could still do with a look-over. The latest map is an outlier as it's superb from both aspects.
For snipers, it feels like the opposite, for long-range the glint change is huge and the smoke trail doesn't matter as much, it really feels like the mid to mid-long sniper game has been kneecapped. I think the changes possibly went a little overboard, but it's the first iteration and can probably be brought back into line over the next few patches as feedback is collated and tweaks made.
i feel like all clutter/foliage/grass should be removed or persistent no matter the distance, sniper sees just flat ground with ppl, while the same group just feel save lie in there not knowing that they are not that hidden
If the sniper problem is them playing too far back and not interacting, the sniper trail is a really ineffective nerf that serves to really only hurt the mid-short playstyle. It seems to me that the healthy version of sniping is being a backup spawn for your squad and sniping people suppressing their advance. The ones on long scopes are the ones not interacting with the rest of the team. As others have said, the trails just make the short/medium play way less viable, causing more people to sit in spawn and snipe where they can’t get flanked.
I am not the first person to ask for a Killcam.
...but I would like a killcam, if only to see what sort of BS my opponent has pulled off in order to kill me.
killcam with a game with revive mechanic
how would that work?
Killcam would be fantastic
It just plays in a tiny window and closes it you're revived, or only plays upon 100% death
ahhh
Most every game should have a killcam imo. If oki could figure it a way to send a 240p little tiny video to you too play in a tiny box I would be satisfied lol
Kill cam might not be too bad to implement. Just do the last 5 seconds, cull out every player, bullet, etc outside of a certain aoe, stuff like that
Like, I wouldn't care if I couldn't see other players running around super accurately across the entire map on the killcam, I would even be ok with just seeing the last like 2 seconds
Replaying everything within a 5m, radius and within your fov shouldn't be toooo crazy
It would really make cheating obvious and simultaneously reduce the amount of people getting reported.
Scout class is not useful, and not even fun to play anymore. Since sniper rifles have glint on all scopes they're basically not usable since aiming down is like announcing "shoot here to kill me" to everyone in front of you, and besides sniper rifles there is really nothing specific only scout class can do, also since dmrs are available on other classes that can get more use out of them there is genuinely no use for sniper at all.
spotting is the only thing sniper can realistically benefit the team with, but you have to admit that average player wont commit to flying drone and looking through binoculars for the whole game and get spot points.
i would say removing or nerfing glint would solve this issue instantly, but seeing how deliberate devs are when it comes to ruining sniper gameplay i suppose its never gonna happen, but if it wont they really need to figure out how to make sniper at least fun, or itll meet the fate of squad leader class
You just need to be faster with dialing in your shot/learn to forego trying to zero it in.
Taking excessively long to aquire a target is gonna get you put on a t-shirt. I'm trying to re-learn, but there was a point in time where I'd just eyeball people's distance and take off heads.
I haven't had a huge issue sniping in this patch despite nerfs
well, thats kind of what snipers are for, no? i feel like quickscope strat shouldnt be the only one at least
Not even quickscoping, you can get in the rhythm from 600m+ of just popping heads while scoped.
im not really a sniper main anyway, but i liked to pop on scout before and click some heads from half of map away, and right now its not a fun expirience whatsoever
That's kinda the reason for the nerfs, snipers playing too far away don't do much for the team.
yeah, thats why they have long pings
i usually just ping everything i saw and shot what i could
but right now it doesnt seem like a viable strat
idk, i honestly think they should redo the sniper class and maybe lean it more into recon and stuff like this
Never has been tbh. "take your shots and move" has always been the best way to see success with recon imo.
idk, i liked to turtle down on some hills or buildings with a bunch of sandbags and it worked pretty well
On top of all this, to encourage retreating when the player gets shot, there will be a brief 3-4 second period of sound muffling. This occurs while the player is bleeding or just after being shot that lasts 3-4 seconds regardless healing back to full hp or not.
BAD
Watching the video it sounds pretty cool, but having it activate whenever you take damage is just gonna get really annoying.
Maybe just keep it when you die
Just when bleeding would be enough
I say on death because bleeding is already annoying enough
lmao, recon squads
what the fuck is this guy cooking
"hmm you know the game might be in a dire state and desperately needs fixing, but you know what we need? recon squads."
The game isn't a horrible state. There are things needing to be worked on, and they're working on them. Saying "the fuck is this guy cooking" or claiming they're ignoring feedback is rude and incorrect.
They're clearly listening to feedback, otherwise they wouldn't be making changes to try to address what many people are complaining about.
It takes a lot of consideration when rebalancing a class, and that takes time.
Also, something like organizing squads is a great idea. I've been in several parties where they want to hyper PTFO and load on the coms and some others in the squad just didn't care to play that way, like me. Giving them the option to join a group of like-minded players increases the enjoyment for everyone. Same goes for recon groups, and vehicle groups, or whatever else people want to play as.
Remember feedback can be for positive things as well as negative. Saying what you like and enjoy about the game can be even more beneficial than stating what you dislike. Its easier for devs to get the game going in the direction people want when they say, "yes, i like that, go that way" rather than "don't go all these other ways". It also feels really good to read praise for something you've created.
lmao
dickride harder
"erm akshualy claiming they're ignoring feedback is rude and incorrect. nevermind the fact that literally everyone thought med scope glint/sniper trails/removing map voting roulette was a bad idea and said as much"
"beneficial" my ass. nothing will ever improve if you keep sucking him off and pretending that everything is fine when it's not. yes men like you are so annoying
it looks like it's a tank squad to play in tank
But then why 4 not 3 players...
3 people in the tank + 1 engineer to repair it?
but realistically there's only 2 people per tank ever, with people using the spotting seat to spawn in
so this is a really silly nerf because now you have half the players to spawn in on the tank?
again, wasn't thought out in the slightest
Recent Sound Desgin Rework: I think the game has been in a great place recently, but this new update today reworking the sound design has ruined the experience for me, honestly. Based on memory, I feel like the suppression from BF3 and BF4 was pretty much generally hated, and this new update seems worse than those games' suppression mechanic. If the intent of this rework was to lower the skill ceiling or something to that effect, I think that was a bad call. Please revert this update back to what it was before.
I mean,devs barely play the game, they don't play vehicles at all
Never even heard of that
this suppression stuff needs to go. all the hard work put into making these new sounds is just pointless once youre shot
new sound suppresion when youre being shot at is WANK
I understand the epilepsy warning when you load in a game but I don't think it's needed everytime you disconnect from a match
The high-pass filter on the gunshots when sound suppression is on sounds bad overall. The sound suppression lasting only a second or two was a good call though, the initial 3-4 seconds would definitely have been way too long.
sound update is not fun. i feel like if it did away with the muffling and heartbeat noises it would be better, but when theres this many players shooting at eachother its too much
The new audio is really, really unenjoyable. I much preferred the old system. I understand WHY it's nice to make enemy audio louder, but it's not needed and I actually find it more confusing. In particular, I can no longer tell if someone is a far away enemy or a nearby teammate. It was simple enough to assume most people near me were friendlies.
Also, every single gun sounds so, so tinny
The audio experience is just bizarre now. I could barely hear a teammate running right next to me, yet could hear an enemy running up stairs some 50m away inside a building. Similarly, I didn't hear an enemy APC driving less than 50m behind me.
Bare minimum there should be an option to revert to the original sound design, as before this update I held Battlebit up as a bit of a masterclass in sound design. It added to the immersion. Now everything is super quiet and enemy guns sound like peashooters. Ultimately, this has pretty much ruined a major asset of the game for me, and I hope to see this reverted or an option added to change back!
e
The new audio system is extremely disorienting. After getting killed it feels like I go underwater and is dizzying. Not only does it feel like you are going underwater, but the moment you die there is a loud 'pop' that occurs that exacerbates the horrible sound quality. This quite literally killed my mood to play the game entirely unless this is fixed, reverted, or in some capacity changed.
the tin can gunshots are hard on the ears
holy shit the audio hurts so badly
like simple&clean said, can we just have an option to revert to the og sound? i think i might stop playing indefinitely until this is changed. ive never met a game that hurts me for playing it
ping changes are good though
i think everything but the audio is good tbh.
oh actually no, the squad change kinda sucks too. sometimes itll kick you out of your own squad randomly. allowing someone to specify which squad they are in is fine, but having to select that option every match really is annoying
New audio is very weird, every gun sounds like it has a tin can on the end of it. I had to lower game volume because of how ear piercing some of the new gun sounds are.
Honest feedback of the game? It's gone downhill. All the recent updates have turned a great game into a low poly hybrid version of CoD and Halo with terrible sound design. You had a great game, but these new updates are straight trash.
I have loved this game from before release, I remember loving the play-tests because of their crazy nature, but this new sound system has completely ruined my enjoyment. The new gunshots break immersion and the muffling is extremely disorienting. All I hope is for some sort of way to bring back the old audio.
New shots sound like blaster shots, or w/e, less likely bullets
And in the end I think I prefer the all-roaring battle
The squad system is a bit weird
People choose mostly default squads
And tank squad with an engineer ... running behind the tank, I guess?
upd: footsteps are confusing af. I'm playing rush and hear enemies stomping as if they were right before me but in fact there's no one in a good range except my team.
now I can't tell if there's enemy right around the corner or he's just jogging 10km away
Throwing out my final feedback for bbr as it is:
It’s confusing. It seems inviting with the graphics and the proposition of low-stakes all fun battlefield, and immediately kicks you in the face with an awful gameplay loop solely designed to encourage you to move without thinking. Positioning, uneven power developments, terrain manipulation, all things that it has potential for, are deliberately sidelined in favor of a god-awful gameplay loop which ends up as ‘run and shoot and respawn’ - rinse and repeat.
Changes to the game seem to exist solely to make the experience more streamlined and accessible solely for those players which interact with that loop. Support, recon, vehicle, and even other types of players within the assault, medic and engineer classes are marginalized in favor of a miserable playspace where all tactics and thought are dispensed with to enable simple, selfish play. It’s addictive, but not remotely interesting. Special mention goes to the insane justifications and ideas that underpin changes-
- tanks and apcs are weak ass shit that barely effect the battlefield? ‘They’re too overpowering and need no skill’
- support’s primary niche of helping to sustain supply and set the pace of the game? ‘Nooo i wanna run around and have fun!!’
- recon getting eviscerated for no fucking reason? ‘Shut up recon players are all shitty campers they ruin my games and don’t do anything’
A good half - maybe 2/3rds of BBR’s design could charitably be described as the work of an incompetent Op Lockers player. And that’s a shame, because it has the systems and potentials to create more innovative and cooperative play. The current design priority, however, appears to be to create 20 buck CoD Ground War, with none of the polish or satisfaction delivered by a AAA experience.
Overall, BBR is currently exactly the kind of game you buy and say, ‘yep. That was indeed 20 bucks’
sound changes got me messed up
for me teammates being quieter messes up what my brain associates the sounds with
for example:
teammates close by sound like they are further away
when i look in their direction and it sounds like theres shooting further away than they are i assume its enemies
that being a basic example that hopefully illustrates how this could cause confusion in different situations
a toggle options in the settings would be nice to have
The sound changes feel like a unilateral downgrade with the exception of footsteps now being usefully audible. Everything else should be reverted
acually the sound is not that tragic but the muffeling is weird to listen to
I'm pretty against the sound, it just tries to be more realistic, but I am not playing this game for the realism
I'm playing for the chaos
The sound rework just remove and muffle most long range ambient sounds of combat and everytime you get shot at, the game is forcing you to pay attention to that guy
The sound rework is pretty bad. The bullet whizzes are cool, but that's about it. Ally footsteps sound like the old enemy footsteps, and now enemy footsteps sound inconsistent with the environment (buildings/grass etc). Also when enemies fire their guns, they could be 200m away and it sounds like their gun is in my hands
Footsteps were always high quality and directional, you just had to turn up their volume and turn down VoIP. Now it's all just too loud
Strongly disagree. And you can't adjust step volume specifically
It's your headphones then, it's always been 3d and highly directional. I use Beyerdynamic 770 Pro
It is not my headphones, since my mix is fine in-game otherwise and in every other context I use them for. I have Sennheiser HD650s
Interesting. I wonder why it worked so well for me
Positioning hasn't every really been the problem, just volume
Oh gotcha. Mine might be pre-tuned somehow, it's very difficult for me to get it loud enough to hurt my ears, and my hearing is in good health
I don't mind the increased footstep audio, but what really bothers me is the fact that there's basically no way to mitigate it if you're trying to be sneaky. Crouched and prone movement are both essentially just as loud as walking or running and whoever makes noise first is just screwed.
I agree. The foot audio is better for game modes like frontline/invasion where combat is mostly centralized along a front. Conquest can be quite punishing when its SquadvSquad on a point where all you can hear is footsteps, or when someone is traversing between objectives and gets caught due to the crazy strong audio.
I couldn't find the feedback forum for the audio. Humvee Gunner Seat audio is muffled.
Feedback - BBOCE Server is ruining the game in Oceania, for whatever reason the bboce server fiills up every night and noone at all plays on the officials, this is such an issue because everyone is forced to play on a stupid custom server with custom rules that ruin the game balance and the overall battlebit experiencce. please at the very least remove bboce from matchmaking and take away official progression from it
add a killcam at the end of every game, the longest shot, last kill or something like that
no
Tbh that'd be really cool!
Good idea honestly
Seeing some highlights at the end of the match would be cool. Little little videos playing for each section you can check out by clicking on or something
I was surprised by how little help it is, beyond seeing the general direction I'm being shot from. If I stay out for long enough to get a good look, I'll be dead.
What I did appreciate is how visible my own shots are to myself through the scope
I do not like the new audio, it feels like Sitrep Pro in COD and it takes away from the experience of massive battles happening, as the shots of my team are far to quiet now. I get the point, I mainly play assault and press Shift W most of the time, so behind enemy lines I can use this to my advantage. Big groups are too loud to hear a single guy, but it feels very sweaty when I do so. I liked having to filter the noise as an element of the gameplay, the spectacle of shots and steps when a point is fought over by many people in a lot of buildings. Also I do not get how this is milsim or battlefield or anything but CS/Arenashooter audio. Please find a middle ground between now and before. But besides that: great work on the updates so far, I bought the game after the free weekend and like how you patch every week and keep the game going 🙂
Please fix enemy guns. The rest of the sound update has begun to be tolerable, but enemy guns are no longer distant. If they are within a certain range, they lose any distance FX. There is a very tangible threshold where they go from sounding distant to right in front of me, even though I can see them 100-200m away
The firing sound, not the bullet whizzing
The black version of the destroyerproject skin for the SCAR-H looked better
i mean its a CC skin its up to the content creator what their skin looks like
Someone who knows how to filter out noise that doesn't matter 🤝
Honestly, details were a little to washed out, but was very nice
Subject: New 3d voice update.
New voice system does not reflet gunner distance as usual.
Sniper shoot me from 500 m but it sound like 25 m.
Enemy gun voice / team mate should be based on physic.
Please reconsider on voice system (gun)
#dev-wip message Idea: add headshot count to Report window when clicking on a player to report them. If every one of their 72 kills is a headshot, much more likely to be hacking than that many body shots
weapon charms are cool and all but maybe fix the fucking game
Working on multiple things is wild innit?
him working on fixing the game, lmao, good one
ill believe it when i see it
Bipods (in general, but especially for Support weapons) need to be tweaked by a lot. They're simply too specific with their exact conditions to be a viable option, with lots of cover being slightly too high, too low, too slanted, too small, on an incline, etc.
Considering there's a bunch of MGs in the pipelines like the MG3 and M60, I'd love it if they can further develop the mechanics behind it so people will actually use them (especially with Invasion now forcing one team to defend constantly during a round)
there needs to be some kinda of system in place to prevent players from camping outside of the play area with tanks, Humvees, btrs, ect... as it is currently its broken how easily some players can just sit near their spawn point outside the enemys range and snipe with vehicles. its a common issue and it need to be addressed and fixed
we also need proper 3 round burst weaopns
vehicles camp in safezones because it's practically impossible for them to be aggressive. anti-vehicle options are way too common, way too strong, and way too easy to use
them dont be a pussy and use vehichles only
cry
"noooo you're not allowed to sit back and not let me be a dipshit with C4 and tandem"
your such a fkn twat if you actually learn how to play you wouldnt need to rely on tanks

