#General Feedback - Not For Topics Already Set.

1 messages · Page 4 of 1

tawdry warren
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Or pain in the ass maps like valley conq

tawdry warren
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Yummy big open maps to get mapped by snipers and tanks

hardy pulsar
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Made a suggestion for it lol

hardy pulsar
tawdry warren
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Just flank and just use cover mfs when i introduce them to the flanks with no cover

floral gyro
summer mortar
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sandy is weird because like

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the middle of the map is really fun

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but then it's 5 years of walking to get to anywhere else

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and there are snipers camping every goddamn hill in the distance

tawdry warren
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Sandy frontline Condemned

summer mortar
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yeah

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it really do be like that don't it

tawdry warren
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Its fun n games till we get map workshop in 2026 Clueless

hardy pulsar
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My man can't let off caps lock lmao

tawdry warren
floral gyro
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Good thing you probably can't make it worse. Just different flavour of bad

tawdry warren
wet swan
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everyone blaming sandy

half pebble
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It's not ready for testing, but this update is supposed to be the first one to use beta branch

floral gyro
tawdry warren
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Man do i love when suggestions i was active in a few hours ago are missing

half pebble
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You have to follow the thread or smthn it's a setting the thread creator fucks with

tawdry warren
half pebble
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You really gonna make a conspiracy theory instead of accepting discord doesn't know how to make a good platform

tawdry warren
half pebble
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Aight

wicked mica
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bit of a odd one I suppose

muted goblet
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Can you please fix the movement in this game

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Tweaking rats exploiting the movement bugs like a bunch of crack heads

patent fjord
muted goblet
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The rapid turn, and drop speed that mimics something closer to a blocky sonic the hedgehog is at odds with the rest of the gameplay. The lean spam was addressed much earlier in the games release, when will these other movement exploits be worked on?

patent fjord
stable gorge
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Intended or not it’s still annoying to face

patent fjord
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You dont face it very often and unrestricted movement is very fun.

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The trade off isnt worth it

forest atlas
stable gorge
stable gorge
patent fjord
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TLDR it only happens ~3 times per hour in the worst case and most of those times the movement doesnt even do anything

forest atlas
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take it as that in movement shooters u use your movement to actively dodge. just thank anathon that there is no double jump

wild sluice
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Its like dying to snipers, it rarely happens, but people for sure remember when it happens

patent fjord
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Yeah but you dont see many people seriously suggesting removing snipers

stable gorge
patent fjord
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Read. The. Text.

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Its right there

stable gorge
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ok so you discovered that an average player doesn’t use it? and that if you utilize it poorly you still die?

patent fjord
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Moron. I told you exactly what I discovered.

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If you play for an hour, in community servers, with a cqc playstyle, you still only see someone using movement 3 times.

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And you need to play for 2 hours to expect to see one person succeed at it.

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This is not a problem AT ALL.

stable gorge
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Ok so thats what i’m saying? casuals don’t use it as much?

patent fjord
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If that's your main takeaway from that then sure.

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In which case you must concede that movement isnt a problem, because the casual playerbase doesnt run into it.

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If not, you can see for yourself that a lot of those games were in community frontline servers, the least casual lobbies in the game. I still barely ever saw what youre complaining about.

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Like, assuming that data is representative at all (it probably is), there is no universe in which bbr has a problem with movement. It's purely aesthetic.

floral gyro
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The problem with movement isn't how many people do it. But how much different it is and how much advantage it gives to players.

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BBR was supposed to be more tactical game, slower paced, more BF-ish. But we ended up with movement focused fps that ignores teamwork, PTFO, combined arms, and incentives and rewards run and gun CoD style too much.

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Instead of a game that bridges milsim and arcade FPS, still keeping teamwork/light tactical focus, we ended up with another kill farm simulstor for the 1% when the rest tries to have fun

stable gorge
patent fjord
stable gorge
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how’d ya know?

patent fjord
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You cant really know for sure, but it's a pretty safe bet considering the average scoreboard barely breaks 50 kills a game

floral gyro
patent fjord
patent fjord
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I would expect sweat lobbies to use movement the most out of any set of players, they dont.

stable gorge
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idk man a friend of mine accidentally queued us into that bbc egirl server or whatever it’s called and a guy, from prone position, slithered away from me within like ~10 mins of playing. It was hell and we never queued community servers after that 😭

floral gyro
# patent fjord Both points are wrong. If movement was effective you would see it working more t...

No. You are wrong rn. Movement is very effective. Players that use movement will always be top of the score board and will be outperforming others in lobby. Just look at CatEat, Etheral, Gromp, ARA , Avalon back in the day. Its just big part of being 'good'.
Sure, it's not used as much as it effectvness would imply, but not everyone is here for the movement shooter expirience. And a lot of people don't even have P1, and are basically learning the game. We have bad player retention. A lot goes, but a lot comes. Majority of playerbase are casuals, majority will not learn and utliise movement properly, because they play 2 -3 games a day/few days for fun.

stable gorge
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is there even a movement shooter that doesn’t have inertia?

floral gyro
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No

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At least not something that's relatively popular

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Mayby you find one if you search long enough

teal sentinel
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but BBR isn't a movement shooter, it's just a shooter that has really fast and unrestricted movement for no reason and for no benefit

floral gyro
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There seems to be a reason behind this maddnes

teal sentinel
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short of standing out in an open field, you will nearly always be near some form of cover and something to block the bullets - not that that matters because you're here to get kills, not ptfo

wet swan
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reducing the movement would produce even more snipers tho

floral gyro
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Then make sniping less appealing

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BBR has problem with snipers like with some kind of Locust

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50% of lobby can be recons, I have never seen that in any game

wet swan
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thats because both the maps and the current balance favors snipers. Sniper glitn and trail + current challenges make it even worse

vestal ravine
teal sentinel
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even beyond the simple things the game still hasn't implemented - defence incentives, better sandbags, more varied power differentials - every game is just 'see how high your k/d goes' and it generates this

forest atlas
wet swan
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because overall its still a decent game

floral gyro
forest atlas
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not if they put beta features into the main branch, when they are broken as fuck

teal sentinel
floral gyro
forest atlas
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bf is shite anyways, like cod. both are made for controllers and u can feel how restrictive these games are. battlebit has cs gameplay on bf maps

floral gyro
spark dirge
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Oh no he move too fast what will I do?

chrome venture
patent fjord
vocal crypt
patent fjord
patent fjord
vocal crypt
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some people dont want to feel restricted and bbr offers that

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im hearing a lot of selfish people going on about them and what they want from other games brought over instead of just letting the players that love fast paced shooters have bbr movement as it is

stable gorge
patent fjord
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What is that reason?

stable gorge
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to make shooting people not feel frustrating

patent fjord
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Does it feel frustrating in bbr? If so is that because of a lack of inertia?

stable gorge
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when they abuse no inertia nonsence? yeah

patent fjord
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How often do you think shooting is frustrating because of a lack of inertia?

vocal crypt
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for me armor and low shooting ranges is what makes shooting people frustrating

stable gorge
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everytime the other guy does it and even if he fails and dies i still wasted more bullets than i needed to

chrome venture
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there's no way people on official servers even do any kind of movement abuse outside of one person every few games

stable gorge
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yeah thats why i started avoiding community servers among other reasons

chrome venture
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the containment zone for cateat abusers and cheaters does protect some people thankfully

stable gorge
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like just because not everyone abuses it doesn’t mean that it’s not broken when someone eventually does

forest atlas
tawdry warren
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Gyro jumpscare

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And ow jumpscare

forest atlas
# stable gorge like just because not everyone abuses it doesn’t mean that it’s not broken when ...

With proper arena shooter aim, it's feels like a breath of fresh air in between the cover battles. U can kill these ppl, if they strafe jump in 8s, just aim in the middle of the 8 or get to cover if rly close so when he recovers and goes for u he won't hit u. Or use c4 for easy kills sometimes. A big part of hitting these ppl is getting to know the game and just knowing where they will be in terms of pathing in the next 0.15sec or even less. It's a big mindgame and gives the game a learning curve in terms of cerebral activity. With time you'll recognize patterns and at this point it gets a lil afps comp., reactive doding can be read tho that's where rocket launchers(projectiles aka tf2) become important. This game is a battlefield with more active movement and dodgeing but not thru abilities or gadgets. This is a milsim gunplay and afps movement. You'll never find a console games with similar gameplay and using your aim actively to dodge also has it down sides...

floral gyro
forest atlas
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Yes that's why i love it. Bf is for consoles and gameplay feels dull and soulless

floral gyro
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So you like game that was supposed to be mix of arcady and tactical gameplay, something like BF4 hardocre, and bridge the gap between milsim and casual games, because it's none of those and plays more like phantom forces?

tawdry warren
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I dont see anyone superjumping

floral gyro
# tawdry warren I dont see anyone superjumping

Well, I see a lot of people running around chaising kills, ignoring teamwork and PTFO. And combined arms expireence barely exists.
Sure, we don't have mechanics like PF does, but the way people play is quite simmilar to it, or CoD. Spawn, kill as many as you can, die, spawn again.

patent fjord
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Fortunately for you, you dont have to play that way.

tawdry warren
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Someone did the thing

blissful crow
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Main suggestion I can think of for negating camping in spawn would be to rework the maps a little to restrict the sightlines in and out of spawn

floral gyro
# patent fjord Fortunately for you, you dont have to play that way.

Sure, I don't have to. But half of my team is chasing after kills on enemy's half of the map, while I am spawn locked by majority of enemy team. Happens at leats once per conq game. Not very fun experience.
And lack of teamwork affects me and others no matter how I play. I am extremely rarely reapired. Rarely healed or ressuplyied. Revives also are rare. It's literally as if I was playing alone, not with 63 or 126 teammates.

blissful crow
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Snipers and vehicles was what that conversation was about

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Didn't realize I'm a couple days late, whoops

floral gyro
floral gyro
# tawdry warren and maps

Players mindset does not help tho. Game would play batter if PTFO existed, and people cared about anything else then kpm/kd chasing
Not everything is devs fault.

wild sluice
tawdry warren
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dw charms will revive the game!!!

patent fjord
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Seems like most people just dont want to play the way you do.

floral gyro
patent fjord
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You understand its an analogy right?

floral gyro
patent fjord
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I never implied you wanted to remove frontline

floral gyro
patent fjord
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Let me spell it out for you. Frontline is like team players and conquest is like movement players. You are asking for Oki to nerf movement players to help rebuild the team oriented playerbase, which is analogous to frontline players asking Oki to remove conquest to help funnel more players to frontline servers.

floral gyro
patent fjord
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you still j ust dont understand

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do you want to add inertia to help with this?

floral gyro
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Well, idk, if it would help. Every mjor fps title, and majority of the smaller ones have inertia. Maybe there is something in that, a reason why that is a thing.
And maybe it's not necessary. Who knows. Right now it could be tried without inertia.

patent fjord
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You want to nerf the movement playstyle to help encourage people to play as a team more, yes?

floral gyro
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If you chose to run around padding your KPM, that's ok, you play how you want to. But that's not what this game should be about, and wht it should incentivise.

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Oki wanted tactical game that bridges milsim and arcade, and I want to see his vision fulfiled and prospering

patent fjord
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Ok, so, because the group of players that you depend on existing to enjoy this game have largely left the game (team players), you think that the devs should nerf other playstyles to encourage them to come back. In much the same way, frontline players' group that they are dependent on have also largely left the game. How would it not be analogous for the frontline players to ask Oki to put a conquest limit, which would inevitably encourage more players to play frontline?

floral gyro
# patent fjord Ok, so, because the group of players that you depend on existing to enjoy this g...

Conquest is the most popular gamemode for a reason. Limiting it in the past wasn't unanimously acclaimed. Frontline 24/7 expirience isn't what majority of the playerbase seems to want. It aslo isn't what the game was supposed to be.
I don't care how that's achived, but the game should go back to the Oki's vision. Incentivising teamplay, PTFO and combined arms experience would achive that.
If incentivising that requires 'nerfing' the other fast paced playstyle, then well. That's bad, alienting players is bad. ( Though it seems that the game managed to alienate the majority)
But keeping the game in limbo that tries to cater to both isn't working out so far. 5k peak is closer to PS2 than BF2042 in terms of numbers.

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Dev's need to decide which way they want to go. So far the OG vision was much more successful than what we have now.

untold quartz
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Make ground vehicles usable, nerf helicopters

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Fix some of the more broken unfun maps

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Fix communication

native ridge
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Fix annoying stuff like " can't switch weapons if ADS" too.

untold quartz
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How is that an issue? Just stop ADS

wise belfry
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====

Since increasing TTK i remember that Half-life AR deals 10 damage, and 30 if headshot. Thats simple.
And yes there's an armor batteries that blocks many of damage too. 100 armor like +300 hp, armor is ignored on headshots btw.
All guns in BB if deal 10/30 becomes the same guns 😄 No tau cannon, no egon, no homing swarms... just copies of AR's 😄 What a problem

obtuse agate
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There are cool things to unlock like the pickaxe. Was hoping maybe after 1000 revives or certain HP heals, we can get like custom bandages or med kits (only because some of us play as revive/healer 90% of the time)

balmy yoke
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The grenade trophy bug is pretty annoying.
You do the animation, swap weapon, but it doesn't deploy.
So you swap back and it's down instantly. Maybe it's swapping slightly too early but it seems inconsistent

wise belfry
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===========
Replayability:

  • goals (new gifts that you can explore later) - you see a list and want to FAL. Having received it, you will return to M4, but the essence is the path to

  • statistics (social things, for some people the fact that they are the best makes them come back again) - show others that you have 100 stars with a knife is always good. By the way, others mostly ignore this simply because people always prefer themselves.

  • expectations (the next step of the game requires 15 points, you expect - 15, but for some reason you failed and get 12, not too bad, but the next step will be more difficult - it holds you back) - trying to achieve 3 goals, get 2, the next step is 3 more goals, but previous failures complicate the process.

  • challenging gameplay (some people keep doing an impossible task to get that personal checkbox - I did it) = hard medicine is more effective than easy medicine because you don't feel like you want to keep doing something boring. This is why people never fix a car, even if the process is damn simple. Since the process must involve some kind of microgame, holding down a key and seeing a line is boring without an additional goal. I mean if there used practice "to repair you should find spare parts some way" - everybody will repair each other 😄 like dayz does. that dayz is a game to "find gun and build home in forest and then leave server". hundreds playing...

  • participation (if you team up with others to build something bigger that you can all test later - it keeps you inside). This could be building a "sniper tower" as in Battlebit-Media, it could be a defensive bunker (as in the proposed game mode "Fortification"), it could be a gunner position inside a jeep when a team or squad asks you to do so. If you spawn in a minigunner place and the place is very expensive, it makes you feel less fun than if no one wants to do the hard work and you are asked to do it out of respect or out of frustration from high responsibility.

wise belfry
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If you see in front of you a river - its boring if you have to cross it going 2 km outside, its boring if you can build a bridge in 30 minutes, but its very fun if all your squad is doing the same. If you capture damn bridge in a fight, then it opens for your team - thats the point

Again, capture point could give you xp or gifts or something, instead you could give task to capture the hill that will be respawn for recon team in next mission step. Or that place could be artillery cleared and then your team gets only 2 ways to move.

Some jeeps with miniguns some without - normal, all jeeps with minigun while you holding some point - better.

half pebble
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Namely statistics and goals

slate merlin
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Make a 5v5 or team based gamemode like Apex Legends did, in a sort of CS/Valorant round by round setup gamemode. Buy guns in the menu. First to X amount of wins. These could be very easy to fill up if the lobbys are only 6 people per game for example. Ok ty

native ridge
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And that's not the only thing that has QoL problem like that.

untold quartz
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Thats not a QOL problem, that's called gameplay, it means you have to choose whether you keep with your current weapon and its low ammo or risk switching to your secondary in response to a situation

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Next you'll be complaining that you have to wait to pull out your secondary before you can fire it, which is annoying and hurting your QOL

wicked mica
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be it I thought the AR2 dealt 11 damage on a body

wild garnet
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comming from PlanetSide2, where some cases can get up to 12 bullets to kill and average ttk is around .4~.5 (BBR is avg .25) I don't think its gonna make real difference. But would like the TTK to remain as it is since its one of the morre unique features of the game

native ridge
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ADS shouldn't stop you from switching weapon. Weapon switch time should be the only variable here.

native ridge
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I don't think I've ever played another FPS that has a " if you scope you can't switch to sidearm ".

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Surely this isn't a "design choice" or "gameplay element".

wet swan
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you mean just like you cant run in ads?

native ridge
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Nah this I don't care that much.
I mean that. If you are in ADS, and press a shortcut to switch weapon(not the scroll wheel, since it's for switching scope. But something like 1 2 3 4 or a mouse button) It won't switch to sidearm.

wet swan
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ye its the same with sprining isnt it? seems like a code issue

native ridge
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I'm not sure about the next thing but, I think if you reload you're also animation locked, and can't switch weapon. Which may be a design choice in this case.

native ridge
wet swan
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i see no reason why sprinting not cancelling ads should be a design choice

native ridge
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Btw the Ultimax still have a weird switch time that is more of 0.8 when it's said it's 1.2 on the stats. And it also has that weird interaction bug where if you switch to a side arm to the Ultimax you get x2 or more time of switch. All that compared to other guns. I posted it a long time ago in Bugs. Idk if it got acknowledge. Pekora_Not_Ogey

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Game still need to cook for a while to be really good. Core gameplay is fun, but lots to work on.

untold quartz
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I cannot comprehend how this is an issue, I'm a pretty good player who plays mostly classes that rely on their sidearm (support, engineer) and it has never, ever been an issue

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pulling my sidearm out when ADS consists of releasing one button and pressing another, something that can be done in a fraction of a second

untold quartz
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ok, 2 buttons, but the number of actions is still the same

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Do you mean you want to ADS on your main, switch to your secondary and still be ADS?

native ridge
untold quartz
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It's not tilting the balance as it encompases everyone equally

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plz learn what balance is

native ridge
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Toggle = / = not toggle

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gives advantage on setting

untold quartz
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But, thats your choice

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Its your choise to choose the setting

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It's personal pref

native ridge
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Wow so why have a choice that objectivly worse?

untold quartz
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I think toggle ADS is objectively worse as you have to do a second action to pull out of ADS

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So, yea/

native ridge
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Anyway, that's not the point, the point is, it's just either a bug or a QoL that is needed for a smoother overall experience.

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Not like it'll make any abuse or anything. 💀

untold quartz
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Nah, I hate to use the excuse but honestly it's kinda a skill issue, and would have teh detrimental effect of making an ALREADY fast game even faster

native ridge
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Bro. Are you really saying Skill issue on an animation lock due to an option?

native ridge
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This is next level cancer.

untold quartz
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and reduce individual skill on chosing when to use secondaries

native ridge
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Skill on toggle aim kms

untold quartz
wet swan
native ridge
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There's no point debating on a feature/QoL that has no downside and is mostly a smoother experience for everyone. There's no point in even arguing against it.

tawdry warren
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Yes

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They did

wet swan
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tf

untold quartz
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There's a debate on whether it's QoL

tawdry warren
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And it would have a detrimental effect on game speed

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😭

tawdry warren
wet swan
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its the same speed just less buttons needed so yes its QOL

untold quartz
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it's a non-issue

tawdry warren
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😭

wet swan
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it definitely is an issue or it wouldnt have beeen brought up

native ridge
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You want something that's borderline QoL and used in an a way to get advantages? Binding "Pick up" to "Reload" and putting Hold for the drop mag reload.
This way you reload faster while picking up your mag in order to negate the "have to pick up your mag or you loose it" downside.

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Do you consider the possibility to pick up your mag while doing the lightning reload a QoL feature or a gameplay element?

forest atlas
untold quartz
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Like bandaging and vaulting

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Or reloading and picking up a mag

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Or reloading and vaulting

tawdry warren
wild sluice
hardy pulsar
muted goblet
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Please get 20 kills with the Unica, the worst weapon in the game. Thank you.

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Trying to get this when half the enemy team is going around on sub machine guns

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I'd have more luck beating them to death with the butt of the pistol. Can you take a more considerate approach to the kinds of challenges you implement into the game. If they're simply miserable to complete then we may as well go play the finals.

stable gorge
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It is a challenge tho 🤷‍♂️

muted goblet
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There's plenty of games out there that have you participate in challenges that don't make you bleed out of your eyeballs.

rocky spruce
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These ones were hardly a challenge to complete, especially the Unica one.. 👀

craggy tusk
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Please get 20 kills with the Unica, the worst weapon in the game. Thank you.
Trying to get this when half the enemy team is going around on sub machine guns
I'd have more luck beating them to death with the butt of the pistol. Can you take a more considerate approach to the kinds of challenges you implement into the game. If they're simply miserable to complete then we may as well go play the finals.

wet swan
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don't 1v1 with it but flank from behind

still cedar
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No, become Chad, 1v1 anyways.

native ridge
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Unica is a good "finisher" tool.

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But it's hella bad to kill someone fully with it OmegaLul2

hardy pulsar
forest atlas
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the game is loosing players in eu rapidly... some dev announcements other than maps would be nice

floral gyro
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Maybe working servers?

wet swan
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what do you mean? all servers are stable and working? kittenThinking

warm vault
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i think they listened to otoo many of the movement shooter nerds that were only here because it got popular and fucked off months ago

summer mortar
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i think everyone fucked off months ago

mystic heath
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Not everyone, just, like 70%

slate merlin
hardy pulsar
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Game has more than enough maps tbh

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Keep making the current maps better and better. I want more gameplay content

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Like guns

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Or vehicles

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Or any improvements to vehicles

floral gyro
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Just make sure that those reworks are postivie

hardy pulsar
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gimme a map on the moon yo

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Gimme a map in a skyscraper

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where you can't destroy the outside structure, but can destroy between floors and stuff

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Gimme a big boat

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gimme like, idk, a fucking volcano

floral gyro
# hardy pulsar I want *wack* maps

Some wack maps would be nice, but before that I, and probably many others would prefer good maps. Especially such that does not shit on one type of players specifically, nor do they cater to one type specifically

hardy pulsar
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Yee

sullen walrus
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About locking classes per level: please do not.

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I don't know where the need to lock classes is, but locking the classes to new players won't enable them to learn the game and the class at his/her own pace (which is going to be horrible and that's okay). Happened on planetside 2 where it would lock vehicle pulling too. Both features were removed afterwards.

hardy pulsar
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Feedback team apps are open ☕

tawdry warren
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What could go wrong

half pebble
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reddit complaining about it alr lul

tawdry warren
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Seriously

void sparrow
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Can we PLEASE get a "que" button in the server browser?

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If I see a server I want to join, I'm happy to wait until there's a spot. I'm NOT happy having to spam the "join" button.

summer mortar
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lmfao oki will come up with literally anything other than reading the feedback threads

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hurrrr we need feedback teams hurrrrrrr just reading the threads that have thousands of posts of feedback is not good enough hurrrrrrrrr

half pebble
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komedy

tawdry warren
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🔥

patent fjord
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Its kinda paradoxical. If every community feels like devs are only listening to the other communities it actually means that they are probably just weighting feedback from all communities.

tawdry warren
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Except update got delayed for doors and i don't think anyone suggested that 💀

half pebble
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Anyways it becomes even funnier when I see goobie or that crimson guy talking about "just look at existing feedback" like there isn't dogshit like "Battlebit R is clearly dying and I know why
-to many gamemodes (stick to conquest and infantry conquest only) -remove the vehicle respawn timer -make only 128 and 256 servers

speed up xp

Remove all unnecessary gamemodes that are diluting the experience of the global warfare that make this game unique.

Simple. No one wants to spend their Friday afternoon waiting 5 minutes for the heli to respawn avoiding sniper shots. Give more velocity to helis."

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@summer mortar there's ur feedback bossman, remove everyhthing but conquest lulul

patent fjord
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Yeah that too

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"Just listen to feedback" doesnt make sense when there's mutually exclusive, equally popular feedback to listen to

floral gyro
tawdry warren
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Me when xp gets mentioned

muted goblet
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Funny that dropshotdolphin diving is getting reworked by the devs as it's viewed as a movement exploit.

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Also adding in inertia xD

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Guess those crackheads were indeed exploiting movement @patent fjord

tawdry warren
floral gyro
patent fjord
#

All they said in the dev stream was that they were changing the prone animation

floral gyro
#

And they look CoD-ish as fuck

patent fjord
#

I think theyre just changing all animations

vestal ravine
#

inertia is real, it will hurt you.

azure osprey
#

And you are just wrong fr fr

blissful crow
#

So, I went through the entire devcast again and put together my thoughts a bit

#

because I have some Thoughts

tawdry warren
#

Doors.

rocky spruce
#

Doors.

blissful crow
#

oh jeez uhh

#

big block of text was marked as spam whoops

#

@stray coral @south palm or other staff

#

what do I do here

#

do I just block it out into multiple messages?

#

I'll do that for now but I'll delete those messages if the big one gets unblocked

#

shid

#

Attachments, sounds, ambient noises, etc.
Literally all of the new cosmetic stuff and weapon sounds are amazing. Great work, love them.

Viewmodel animations
I think they're okay but I've seen a few people, including a couple friends of mine, say that the new viewmodel animations look bad or are overall too much. The animation could be smoothed a bit, or better yet, implement a slider for head bobbing/movement as per https://discord.com/channels/303681520202285057/1200900403458478260⁠, PLEASE.

Tac sprint
Some people think it's a gimmick, other people like it. I'm neutral/positive on it, I only see it as a positive thing to make long-distance sprints more tolerable and it adds some dimension to the movement. I'm happy it's based on how long you're sprinting in a straight line as opposed to being a separate control. That's good and makes it different than other games that have tac sprint in them.

#

TTK/Armor changes
I agree that raising the TTK could be a good improvement, but I'm a little lost as to what the armor changes you're proposing are. I know you want to make armor just directly add on to a player's HP pool as opposed to being a separate hitbox that can be shot off. This is a good change; armor is currently poorly implemented and doesn't fit well with how the game plays.

What I'm confused about is how this meshes with armor still being breakable. Will armor selection still affect player movement speed/aim speed once armor is shot off? How are helmets affected by these changes? Engineer being the class that repairs armor makes sense, although I'd like it if Assault was given that niche since it would give them something more to do to benefit their team. However, I'm more concerned with what I heard in the next section:

Class changes
This is the part of the video that worried me the most, because it had a lot of very radical ideas in it that I think need some looking at.

First of all, on the topic of classes being locked behind levels... eeehhhh, I dunno how I feel about this, but I'm especially skeptical if Support is the only class new players have access to. I understand the mentality of giving new players the class that has the most health to learn the game with, but Support is also the slowest class in the game, and I can easily imagine this frustating new players a lot, especially if they're also stuck with the starter weapons Support currently has. Give Assault or some other class with access to assault rifles and carbines to new players as well.

Second, what's this I heard about different classes having different HP pools? I'm fine with this idea if class HP pools are affected by the armors they have available to them, but making the classes themselves have different base HP is a bad idea and feels very unlike what I expect from this game. Combining the two just feels awkward and adds more complexity to the game where it isn't needed. 100 HP should be the base health of all players regardless of class, with this being added onto by armor.

Overall, I like the idea of the different classes having clear, more defined roles, but affecting this through innate HP bonuses and movement speed adjustments seems like the wrong way to go.

#

Doors 🚪 & Destruction
Doors. Interesting idea. I don't like the idea of them being completely indestructible, but they should take some punishment to bring down if you want to give players some breathing room.

As for destruction overall, I agree that entire maps being destructible is kind of exhausting, but be careful to make sure that you don't overcompensate by removing too much destruction from the game. Destructible environments are a part of Battlebit's core identity, and you run the risk of overcorrecting if you try to make environments less destructible.

Maybe you could make the ruins of destroyed buildings more interesting/provide better cover. In addition, encourage players to build cover! That's what the system is there for; maybe design the ruins of buildings to be more friendly to player-built reinforcements, like having obvious areas to place sandbags or HESCO barriers?

wild sluice
#

having the "standard soldier", aka Assault, not be the first class you unlock is so stupid. Lets give it to the specialist slow class of the game... 🤪

I've been wanting doors for a long time, and I really want a "door bar" squad constructable thing so you can lock them.
It could also facilitate a "door ram" tool to break down doors.

Destruction being too prevalent is a by-product of a lot of problems with BBR.
Everyone has way too many explosives and they can always get more. Why does every class have C4. We dont need it. Give us breaching charges, and remove C4 from everyone but Engineer and Support.
I do think that destroyed buildings could be better structured. Right now they just... dissapear almost. Having some randomization into how they get ruined would improve a lot.

blissful crow
#

Assault should be the most flexible class, I disagree heavily with pigeonholing it into the "super fast air strafing" high-skill category

#

like yes you can play Assault that way

#

or you can put on heavier armor and play more methodically

wild sluice
#

Yeah, while sure, it can be a zoomie class, its really flexible.
The heavy armors can turn it into a wanna-be support. It can access DMRs for a long-range gameplay style, or SMGs for speedster gameplay.

I have no idea about the level requirements for all classes, but if you dont have all classes at lvl 15, its WAY too much restriction imo.

tawdry warren
#

Gonna be completely unusable for anything else

blissful crow
tawdry warren
#

But we have vehicles ppW

wild sluice
tawdry warren
#

so

#

unfuck vehicles

desert agate
blissful crow
#

Ooooh, yeah that tracks.

desert agate
#

You can contact us any time and we can copy paste the message back to you

#

if that helps

#

but I see that you have already posted it now

blissful crow
#

Cool! I’ll do that in the future I think

hardy pulsar
#

It seems like they're trying to make battlebit more like tribes or something lol

#

Different classes with a bunch of different gear that you unlock at different times with different hp pools

#

If it's fun I'm down I guess, but I'm quite skeptical

#

Unlocking classes will be a nightmare though. Have you seen what oki and this playerbase think is a reasonable unlock time for skins and all that 💀.

wild sluice
#

In terms of class unlocks and weird class traits. it just seems to go further away from that "game inbetween an an arcade shooter and accessible milsim" and just go all the way over to being more arcadey in it's design than arcade shooters like CoD and BF, to be more like OW or APEX.
Can't wait for the skill tree.

flint coyote
#

tank respawn time is rediculous. takes over 5 mins on some maps. fix this already please

#

something like 120 secs would be a lot more appropiate

#

especially seeing how easy it is to take out tanks with a halfway coordinated squad

wheat marten
wheat marten
#

By the way, here I explain why the current system of movement is so disgusting.kat

round zenith
#

Fixing the audio for enemy guns would bring me back to the game. I'm sure I'm not alone. So far the devs have not even mentioned audio (unless they have in the devcasts? never able to join during that time 😦 ) since January.

tawdry warren
#

🚪

round zenith
#

I'm just saying, when enemies shoot at you, it's like hitting a wall of bullets. You can't actually tell where it's coming from. It could be directly in front of you, or to your left or right. There is no way to tell. All directionalism is removed. Even seeing them shoot is not definitive proof they're the only one shooting at you. It could be someone you can't see as well. There's just no way to tell anymore.

half pebble
#

It is an entire overhaul

round zenith
half pebble
#

There's this

#

And then there's also the devcasts where they show off new sounds

tawdry warren
#

🚪

rocky spruce
#

🚪

#

but also...

floral gyro
whole current
vestal ravine
azure osprey
untold quartz
#

Stop Sworceposting

tawdry warren
azure osprey
untold quartz
#

Is that a lesser version of gatekeeping?

hardy pulsar
#

⚰️

wild blade
#

shiiii, update coming in april

#

lets be real

half pebble
#

I'll let actions speak at this point

#

I'd recommend anyone on the fence to do the same

hardy pulsar
#

I don't think I got into the new feedback crew 😔

#

So the game is doomed

half pebble
#

Emails aren't getting sent out till this weekend at the earliest

azure sedge
#

I love the game but i feel the time to kill is just too fast it bs at times

mystic heath
# azure sedge I love the game but i feel the time to kill is just too fast it bs at times

This means you need to remain aware of your surroundings, and doing that on your own can be hard, so, when you see an enemy, radio your squad* and tell the people around you over VOIP, and also maybe spot them if possible. Tell your squadmates and teammates to do the same. Just a simple "enemies incoming from the northeast" will do.
And maybe your teammates will take care of the threat for you, and maybe your teammates will also start calling out incoming threats themselves, making your life easier because you will know that there is an incoming enemy and prepare, before said enemy can delete you faster than you can react.

*Only do this if you are near most of your squad, no use in alerting your squad to an enemy that isn't relevant to their current fight.

wicked mica
hardy pulsar
#

The new update's going to completely change the game isn't it 😔?

#

Hopefully we do get to test it first like they've been sayin'

hardy pulsar
#

I didn't see a sound feedback channel, I gotta say. Sound currently is REAL bad at the moment. Someone shooting at you from a mile away sounds like they're right next to you, distant fighting sounds like it's underwater and nowhere near you, it's just not great. It sounds pretty good when everything is happening right next to you and you can't notice all the little stuff, but the second your out of a clusterfuck battlefield everything sounds like, not good

vestal ravine
hardy pulsar
vestal ravine
#

devcast moment

hardy pulsar
vestal ravine
hardy pulsar
#

Or in an update

#

They say a lot of shit on the devcast, and tbh I ain't watching all that

vestal ravine
#

mf they literally showcase the new audio on there

hardy pulsar
#

I don't think he gets it

turbid crow
#

i just had an idea how to cut down on spawn snipers (snipers hiding in spawn so that you can't kill them easly as other classes)

make the boolets loose all damage at like 150 200m or smth. so that enemy team can still shoot from sawn but has limited range

vestal ravine
vestal ravine
tawdry warren
vestal ravine
#

ehh i don't think it'd make the game any better

#

as it "reduces" a practically already non existent issue and no longer allows for player expression when it comes to sniping

#

also i feel like most people are annoyed by snipers sitting 100-200m away from them in their spawn - not doing long range sniping, i hope i don't have to elaborate what this means

turbid crow
carmine granite
#

Right now a lot of maps feel extremely small for 100+ players and some even for 64+ players. Its extremely easy on some maps to just run around the border and back cap the whole game and stop the enemy team from leaving there spawn. These maps should get expanded for the larger number of players with a bit of a redesign to help stop this. While other maps are way to large for any game with less then 100 people and have really cool poi outside of objects that are rarely if ever used. These maps you could try and set up a bit of a randomly generated layout (similar to squad) so that every cool poi outside of the ones that are objects currently could be used and will see some action. Also they could have border changes on these lower players count games to make the map not feel empty or to big.

untold quartz
#

The only map I consider large enough currently is Dusty Dew, even then I think that's a bit close together.

#

It doesn't help that the choppers can cross the entire map in ~10 seconds, especially the littlebird

vapid badger
# turbid crow i just had an idea how to cut down on spawn snipers (snipers hiding in spawn so ...

im gonna be honest this makes no sense what so ever. what about other snipers not in spawn shooting at spawn? youll make the snipers in spawn unable to counter snipe the snipers who are outside of spawn camping them. kinda unrealistic of you to ask for their bullets to have bullet drop after 200m especially since they are supposed to be the long range specialist and therefore have the best long range. i think the current iteration of snipers is best because it means you cant just stay scoped and one shot people from afar.

#

Also is it just me or does it seem like ping in game isnt our actual ping? i usually have 20-50 ping in games but it feels like i have more like 200-250 sometimes

wet swan
#

the issue is that maps allow them to snipe from deep inside the red zone

floral gyro
#

Maps aren't flat, with sporadic rocks/buildings, not enough LoS obstacles

#

Too much verticality creating high ground

#

Every map have at least few buildings/hills with extreme elevation

carmine granite
untold quartz
#

except for the [all the choppers] constantly circling the map

#

And I think thats more because vehicles are just so awful to drive

carmine granite
#

i mean for transport

void sparrow
#

If they weren't as apt to get stuck, many more would be up for grabs for another run. Improving handling/stickiness would be a huge quality of life improvement

untold quartz
#

Vehicle improvement:

  • lower top speed slightly, especially for lighter vehicles
  • improve handling, especially at higher speed
  • Reduce acceleration, especially for heavier vehicles
  • Instead of having vehicles hit a dead stop when hitting most objects, allow a little more bounce/deflection so obstacles aren't so onerous (this works with slowing acceleration, hitting something should make you slow rather than make you stop
  • Add a switchable 3rd person view for drivers
  • Separate the driver/gunner into separate positions in tanks
  • Prevent repairing helicopters mid-flight
  • Add additional inertia for helicopters and lower their acceleration, so they don't gain complete map domination within the first 10 seconds of a game
  • Give the LAV thermals/NV
  • Add some kind of TOW missile, poor turn angle and only really effective against armor (not buildings), with limited enough ammo that a single person can't kill a tank, they need to work in pairs or have a support to restock ammo.
#

The TOW having in-built "wobble" as it flies and only killing infantry on a direct hit, to prevent it being potent against infantry. A really good example of how something like this was implemented was the FGM-172A SRAW from Battlefield 2. The missile was kind of slow and needed to be constantly guided to the target, meaning you were an easy target to shoot and the fixed turn angle meant you had to lead moving targets, which was pretty challenging.

#

I'm reluctant to say the game needs an AA missile as these often make any kind of flying impossible, but helicopters are certainly overly strong right now, a missile that's easier to hit with (but not automatic) might even this out a fair bit and would definitely stop Blackhawks hovering high above a point indefinitely.

#

If, and only if, mounted weapons existed around the map, having a manned AA missile turret at the rear-most bases wouldn't be a terrible idea.

vestal ravine
#

why does a bunch of this nerf vehicles 💀

untold quartz
#

Because nothing but buffs is called "Bad Gameplay Design"

#

Having vehicles be controllable and therefore usable is by far the biggest buff

#

The above isn't standalone, and would require changes to C4 (nerf it lmao) and RPG (lower ammo count) to really make vehicles effective and usable

#

Ground vehicles, specifically

fossil stump
#

idk what you mean, every verhicle is very controllable. To me it sounds like a skill issue.

untold quartz
#

Ok 😉

#

🤭

fossil stump
#

the worst problem is by far that the community consists of people like you that then also vote for maps like basra, wakistan or construction. and leave because the maps are shitty. but thats just my 900 hrs of experience

untold quartz
#

Do I?

#

Those 3 maps are my least picked

wet swan
fossil stump
#

if you complain about vehicles like that, i would believe so yeah.

untold quartz
#

I don't, my map tier list is: Dusty Dunes, Outpost, Valley, Sandy Sunset (despite its huge flaws)

fossil stump
#

its oil dunes and equally awful like sandy and wakistan

untold quartz
#

Sorry, Dusty Dew

fossil stump
#

thats a good one. gotch

wet swan
#

if you have 900h on the game and don't see any issues with vehicles you seem to have a weird opinion on how vehicles are supposed to behave

untold quartz
#

Yea this tbh, vehicles in this game are Not Good

fossil stump
#

i see it as a game, you want realism in a game that looks like roblox

#

vehicles are fine

#

because i actually got some skill

untold quartz
#

K 😉

fossil stump
#

its a game, its an abstraction. its fine in the sense of game mechanics

#

the only thing i would probably agree with is the AA

#

which also is a problem in itself

untold quartz
#

So nothing could be improved for vehicles?

fossil stump
#

barely anything NEEDS to be improved

#

everything else is subjective

#

you change something and you might like it more, i might like it less

untold quartz
#

We'll have to agree to disagree

fossil stump
#

but i see no general flaw in the game design itself no

#

its okay, i never agree with stupid opinions 🙂

wet swan
#

I love ppl that use graphics as an argument for game mechanics

fossil stump
#

i didnt, i used it to make clear its not reality

#

and that games dont need to reflect reality

#

but can be just a mere collection of mechanics that work fine and balanced together

#

if you try to shittalk me atleast dont misinterpret my words

wet swan
#

guess I'm not skilled enough to stop a tank from spinning from literally hitting pebbles on a road

fossil stump
#

well thats physics in game engines not vehicles by default. but yeah i would give you that point that this shouldnt happen

#

but also its way to funny to see from the outside how tons of metal spin out and jump all over the place

#

thats very personal tho.

#

thats more of a bug tho than general verhicle behaviour

#

you could also argue the sound of the vehicle should be heard further, but thats sound, not vehicle

#

as now almost 20 years in the creative industry i can say: you only know you want something changed, but leave it to the professional to do the changes because they clearly have more insight than you can ever achieve as a mere consumer of a product

#

not even i would suggest them how to change stuff. its enough if you just express what annoys you about a game. that a valuable insight in your personal sight of things. but thinking you know better than the guys who actually put thousands of hours in this game is just rude

#

you dont go to your local baker and tell them how to bake bread do you?

untold quartz
#

I would if it's shit bread

#

If you want to swap what I've said into issues I've found, it's pretty easy:

  • ground vehicles are too uncontrollable and often too fast
  • Visibility when driving is an issue
  • Physics/terrain interaction is poor, leading to more control issues
  • Tanks don't require teamwork, which is a problem considering how strong they are
  • Helicopters are too maneuverable and survivable, the mobility they offer is disproportionate to the size of most maps
  • LAV has issues seeing at night
  • C4 is just too good at killing vehicles and is too common
  • RPGs are too prevalent and force vehicles to camp
  • Some kind of guided AT weapon to both annoy camping vehicles and provide more threat to choppers is needed
floral gyro
#

Like, terrible takes

floral gyro
#

Separeting driver gunner, sure. IN HARDCORE

#

otherwise, with current and overall intended playerbase, separating thoe will make them terrible to play. Good luck finding a driver, when everyone runs around like kids on adderal. Not to mention finding competent driver.

#

You can be driver, but that's lame as fuck and boring

#

Crew layout is ok, and shouldn't change in BBR, only in hardcore

#

Also, vehicles aren't to fats, maps have too much obstacles to drive into. Just reduce thier speed by 25% and give them SHIFT speed boost like BF. so you can be slower. Tho tank needs flat speed boost.

#

Turret rotation also is definetly too slow. Try to keep up with C4 assault with light armour and SMG

untold quartz
#

I mean that's basically what I said, lower top speed, significantly increase handling.

floral gyro
#

You want flat lower top speed = nerf of speed

#

What they need is option to be slower while retaining top speed for travel purpose

#

Because RTB takes toooo much time in this game

untold quartz
#

What? It takes like 10-15 seconds max unless you across the other side of the map

#

And even then, you can't hit max speed anyway because you're so busy dodging stuff due to poor handling

#

Agree with the turret rotation, that always feels weird and disjointed

floral gyro
#

Much more than 10-15 sec

#

it takes more than 15s one way only on District

untold quartz
#

Yea ok fair, the tank is the slowest and the outlier, I wasn't really calling for a flat uniform nerf to everything

#

Just a "in general", the LAV is pretty easy to flip if you corner too hard, Humvees can't turn (like a Real American!) and launch off the smallest gradient, ATVs have garbage turning and acceleration from a stop and also stop dead if you hit anything bigger than a pebble.

floral gyro
#

Limiting speed would be a band aid solution

untold quartz
#

Physics is a much, much, much harder problem to solve, as it's the engine

wet swan
#

guided at doesnt sound very good

#

if you can mark a spot on the ground and then the missile hits that spot maybe but not guided to vehicles

untold quartz
#

More fly-by-wire, like the rocket launcher from HL2

#

So it's still skill-based, and you leave yourself open to sniper counter-play

wet swan
#

pls no

untold quartz
#

Why not?

wet swan
#

im not a fan of these kinds of guided missiles. beside even if you see one of those approaching your tank you cant really dodge it

untold quartz
#

You can, could also get an alarm if there's a missing coming at you.

wet swan
#

i can already hear that alarm in my ears non stop

untold quartz
#

But if you're standing perfectly still, maybe you shouldn't be able to dodge?

wet swan
untold quartz
#

You can, it's all down to how the implementation happens

wet swan
#

the rocket would need to have really bad speed or turn speed to make that work

untold quartz
#

Bad turn speed is the big one, that forces you to pre-empt target leads

floral gyro
#

It can get unbearable on 32v32

#

It is unbearble on 64v64

wet swan
#

currently trying to find the kind of guided missile that would be cool but i cant remember which game had it

#

i think it was the javelin in warzone but im not totally sure.
Basically a launcher where you can lock on a spot for a few seconds and then fire a rocket in the air. The rocket will fly a curve and then hit that market target.
This would allow you to hit vehicles or snipers far out while giving them enough time to theoretically see and react to that rocket

untold quartz
#

If..... IF.. I was going to implement it, it would be as part of an engineer rework. But roughly:

  • More armor damage than HEAT
  • Significantly less explosion damage
  • Slower than HEAT, probably Tandem speed
  • 300m max range or similar
  • 2 ammo
  • 1-shot-burning Humvees
  • 2-shot-burnings LAV
  • 3-shots tanks, 4 from the front
  • have to ADS down sights the entire flight time, breaking LOS with the missile makes it veer off hard
  • slow turn speed, can just about not keep up with a tank going full speed transversally.
  • missile wobbles slightly in flight so it's not pinpoint accurate, so it doesn't become an instant kill on camping snipers.

The engineer rework being:

  • 4 HEATS instead of 6
  • 2 Tandems instead of 3
  • some kind of overall nerf to C4 availability/deployability
wet swan
#

hm guess you would need to test that ingame and see how it goes

floral gyro
#

Wtf

#

2 shots to burning on lav

#

That's heat

untold quartz
#

Heat is 2-shot smoking

floral gyro
#

Heat is 2 shot burning

untold quartz
#

I mean like, 2 shot and you have 5 seconds to either repair or get out before it detonates

floral gyro
#

So it's just 2 shots to kill then

#

Just like tandem

#

Repairing is a joke in this gane

#

With shit tone of snipers and shitty repair tool

fossil stump
#

everything i read from yeti convinces me that he has no clue what he is talking about. hard no to all your suggestions. you confirmed multiple times that its the skill issue i talked about earlier.

wet swan
untold quartz
#

Your inability to fathom GamePlay is your ignorance, nothing I can do about that

untold quartz
azure osprey
#

Fast paced gameplay doesnt fit BBR thats all about using VOIP and getting that BF x Squad gameplay experience. Now its just COD kind of gameplay thats outdone by krunker

floral gyro
#

Yes, you have 'chance' to reapir. Chance implies pure luck.

#

And then repair tool sucks

#

Too slow, and doesn't even fixes to 100%

untold quartz
#

Improve the repair tool. Currently what happens is an LAV gets hit twice by HEAT, then just leaves because it's still mobile and can burn for a pretty significant time before exploding

#

Obviously, not if a 3rd RPG comes in, I don't mean every time

#

I preface this with "I still think LAVs need some love, specifically around AoE on the main cannon and jelly-like physics"

floral gyro
#

From what I see, your ideas are based around making more fun to play against vehicles than to play them. You are literally ignoring players that enjoy them. 90% of what you proposed doesn't fit the realities of the game, and makes gameplay worse

#

BBR vehicles suck, and are not fun to play.(especially when put side by side to any other game with them). And except 3rd person camera and proposed thermals, I didn't seen anything that would help with that

untold quartz
#

I probably didn't emphasize properly but I think vehicles need a lot of love, they need to be more enjoyable to drive, hit harder, and not have so many bullshit (C4) ways of being killed

floral gyro
#

yet you are proposing making them more paper than they are now

untold quartz
#

The games balance around vehicles is just overall wonky, they sort of feels like an afterthought

floral gyro
#

literali nerfing survivabality, which they need the most

untold quartz
floral gyro
#

no they are

untold quartz
#

They aren't, they're really not, they're awkward and clumsy which makes them easier to hit and harder for them to react, but they're not papery

#

The Tandems bullshit damage and the RPGs bullshit range don't make things easier, they also need looking at

#

I'm not looking at this in a vacuum and I never said make them have less armor

#

So many times I've been having a great cat-and mouse with a tank, only to have some medic moonwalk up to it at light speed, "Nothing personnel kid" 3 C4's against the side and bunny hop away before detonating, all in the space of about 3 seconds

#

That's the bullshit that armor shouldn't have to deal with

floral gyro
untold quartz
#

Conformation bias tho, you're in the vehicle getting blown up

floral gyro
#

Sure, you can take 10 shots from the front, IF they don't decide to avoid your frontal hitbox and deal side damage. Then there are only 3 shots to the ass with the HEAT, which you can easily do solo

#

If you do anything else than sitting on a hill 500m away, or in safe zone, the survivability is terrible

#

try to push, what you suppose to do, you will die in less than 5 min, out of 30, respawn is 6 min.

#

you are conveniently forgetting that there is 127 enemies in this game, and like, 30-40 are engis, everyone with HEAT or worse Tandem

#

And you are in vehicle, free XP for anyone,

#

You are ignoring realities of the game

#

Sure vehicle survivability is OK, I can agree to that, IF we would be talking about 32vs32 ALONE

#

You can't juts apply BF logic to game with 4x the players in a match

#

Look at Ps2 tho, and how it does vehicle survivability. And it works for 100+ enemies

untold quartz
#

RPGs are slow in PS2 and most tanks still only take 4-5 standard RPGs to kill

#

The map size is a bigger thinf

floral gyro
#

But it works there

#

you are not deleted instantly when you enter enemy LoS, which happens too often in BBR

#

reason why I play 64v64

#

it's somewhat better there

#

Like, seriously, you need to change the way you think, this is no BF, 3 shots to kill is laughably small number for 127 enemies

#

That can spawn whenever they pleas and run faster than Usain Bolt with RPG in hand

#

(this is not over exaggeration, someone did that math, it checks out)

floral gyro
untold quartz
#

Newer BFs, yea, but you can fire way faster

untold quartz
#

I would be happy to see an armor buff in exchange for a slight speed (or at least acceleration) nerf for AFVs

#

For a game like BBR, I don't think having complex location-based armor is worthwhile, changing it to "Everywhere except the ass" and "ass" would be better, both for gameplay consistently and vehicle survivability

#

You shouldn't be penalised for getting shot in the side/top in such a large player game, but if you get shot in the ass well that's on you

#

As an armor-enjoyer, would that work?

floral gyro
#

It would, depends on how implemented

#

If dev's don't fix spawn situation, and how fucked up and broken OP it is, then even rear of the tank needs to be somewhat strong

#

If that's fixed, and flanking requiress proper effort, then rear can be a weakspot

untold quartz
#

Yea, I think honestly that's my biggest issue with the game rn

#

Trying to clear out flanks is just aids

floral gyro
#

Vehicles definitely need to camp less, and play more aggressively, so buff to rear and side survivability is needed, like, one shot more from heat.
Tandem needs to be reworked, 87% of HP per shot do not fucking work with 254 players.
Survivability should be imo more Ps2 style, when flanking is rewarding, but not a obviously breaindead easy win like it is rn, unless devs will remove 64v64 and 127v127 from the game.

untold quartz
#

Tandems are nonsense, but they are pretty hard to hit with unless you're point-blank and you sacrifice functionality in other areas, IE. Blowing up buildings

#

They're specialized for killing tanks, I do think you get too much ammo tho

#

And yea, the damage is a bit spicy

floral gyro
#

Speed is okey for LAV, tank needs more top speed, better acceleration and proper neutral steering, its a MBT not a TOG2
And then some more sustain, better repair tool, ammo boxes on points or more ammo.
That will basically create good gameplay, just vehicles need a buff to vehicles vs vehicle if inf gets weaker at AT, to balance that out

untold quartz
#

I think having everything would be a bit too strong

#

Buffing repair tho, definitely

#

Along with the steering issue

floral gyro
#

So freindly vehicles are incentivised to engege enemy ones, because enemy vehicles are the biggest threat, not some 12yo with C4 and monster energy addiction

untold quartz
#

I don't think inf should get weaker at AT, but I think you should really need to specalize in it at the penalty of other areas to really be effective

#

Specifically for fighting tanks and being better with IFVs

floral gyro
# untold quartz I think having everything would be a bit too strong

It would make them on par with Ps2 vehicles. Not really OP.
And anyways, vehicles are powermultipliers, they are supposed to be strong. They are supposed to be a obstacle and a thereat if used correctly. Otherwise they have no place in a game, because there is no need for them

untold quartz
#

True, but they also need to work with players, what I often see is a tank spearheading into a point then getting lit up by RPGs. No amount of balance changes will fix stupidity

floral gyro
untold quartz
#

Being able to ride on top of a tank would be nice...

#

Like 4-5 player sitting on top

floral gyro
floral gyro
azure osprey
#

Yall mfs filling this thread like crazy

untold quartz
#

C4 needs a drastic rework to the point where it's a last-ditch effort against vehicles, I'm ignoring that for the purpose of this

azure osprey
#

At least go fight somewhere empty lmao

untold quartz
#

This is constructive

azure osprey
#

I don't care go to vehicle thread to fight

untold quartz
#

You can't see where to run to when you disembark, which in a game as fast a BBR means you might as well stand still

floral gyro
floral gyro
untold quartz
#

Also, LAVs camp or avoid points mostly, so a Humvee means way less walking

#

Which people complain about?? No idea why, this isn't a very walky game

floral gyro
untold quartz
#

Not really, no. The turret traverse sucks and the splash damage is weak

floral gyro
#

Splash is good. 3 shots with splash. More dmg would be too good, eventually, you could make it more consistent or bigger. Direct shots are weak tho. 2 shots to kill with 30mm. And yeah, turret traverse is a joke in both AFV's

sudden smelt
#

Trees should be destructible by large vehicle ramming. A tank should easily be able to knock over a tree, and a BTR with some difficulty. Getting stuck in wooded areas or on trees in urban areas just kinda sucks tbh

untold quartz
#

Agree

wild sluice
floral gyro
#

Someone, somewhere

untold quartz
#

No you don't understand the game is perfect as is, I have 900 hours played and that makes me correct.

#

Like breaking rocks with a hammer for 900 hours and getting mad when someone suggests using a rock crusher instead

fossil stump
#

thats not what i said but i get you arent smart enough to understand my words. Im just pretty sure you cant even hit a 1 KD 🙂

#

and you are not suggesting a rock crusher, you are suggesting that rocks should be crushed with the own head, if someone asks if that aint stupid you make up changes like "make your head out of metal" so you just sound ridiculously stupid

turbid crow
#

And if you want to snipe that guy you do you get a tad bit closer so he is in your range or if he is 200 meters from the red line you can just GET OUT OF SPAWN and have your range back instantaniously

#

Even if you just popped in and out of spawn you will still be a lot easier to kill for normal infantry

The idea is to even out the fight put you in range of infantry even if you sit in the spawn take risks you spawn potato

vapid badger
floral gyro
#

District is like 30% spawns

turbid crow
# vapid badger I'm honestly just gonna respond with have you ever played this game? Because it ...

i did not thing about the right distance i just threw a number bc why not you are right about that
yes i did play the game https://steamcommunity.com/id/what_is_it_that_you_seek_up_here/
you are talking that it is hard to get out of spawn sometimes well what am i supposed to say shit happens go around the enemy team and cap their base point or smth. that is what i do when the enemy has all the points

and the small maps would it really be an issue to have your damage over long distance reduced on a small map

#

also thanks for giving me and excuse to talk about it more im interested what is your idea to cut down on spawn snipers

#

or what would you change in my idea to make it better bc (read my steam profile disc.)

vapid badger
# turbid crow also thanks for giving me and excuse to talk about it more im interested what is...

That's the thing you can't. Unless you have people booted out of spawn there will always be spawn campers. But booting people out of spawn creates a whole new host of issues. Again the point I made was limiting how much damage you can do past a certain point won't do anything cept make them feel like they have less ability to get out of the spawn. If anything we sould make it so you do more damage when you are within a certain range of your squad so you are more motivated to play together as a squad but that also brings with it a whole host of issues

turbid crow
#

this was not sarcastic btw just excited

vapid badger
#

You missed the whole part where I said a whole new host of issues come up. Such as where do the ammo crates go? What about where do people in the spawns get spit out? Could that be potentially farmed if one team has the other pinned in their spawns? Could it be abused by the person using the spawn kick out to tp places to get out of harms way? What about new vehicle spawns how do players get to those? Where do they spawns if they get kicked out while in a vehicle? Probably many more problems I haven't even listed that could become a problem because of this. Hence why I said it's an idea but it brings about a whole host of other issues

wild sluice
#

What if we made a "mist" you can only see from spawn?

So you'd have like 200 m of visibility if you're inside spawn zone.
But at 200m (radius centered on the player location) you cannot see due to a fog.

This would solve spawn-zone camping snipers and vehicles as far as I can see, without bringing too much downsides (in terms of being spawncamped, as those spawncamping generally has to be really close to the actual border of your spawn-zone to be effectively spawn-camping).

warm vault
#

you guys just need to use the rangefinder with the regular rpg not the sight and you can hit almost any vehicle thats not looking at you,cause the rpg goes where you point it

untold quartz
#

Yea, it's 100% accurate out to max range, kind of wish it wasn't

untold quartz
#

Or whether it would tank performance

vestal ravine
untold quartz
#

Literally "where", any map id expect to have something has nothing (looking at you Sandy Sunset)

vestal ravine
#

sandy would be the map i immediately think of when thinking of ssfog (it's pretty promenent when sniping)
other examples would be district, outskirts and old district just to name a few

untold quartz
#

It's not that prominent since you can snipe from the edge all the way past the middle

#

The only one I can think of is new District

vapid badger
wild sluice
# vapid badger The problem this creates is does the enemy team have fog to see into spawn as we...

No, enemies don't need to see any fog, since its a non-issue of enemies shooting into spawn.
I dont think I've ever had a situation where enemies outside the spawn is shooting 200m into the spawn except for when countering spawn snipers.

But again, most of the problems with BBRs gameplay is 100% because of bad map-design. If the spawns were made better, none of this would be an issue... but... you know...

vapid badger
# wild sluice No, enemies don't need to see any fog, since its a non-issue of enemies shooting...

this literally happens every single game. there are groups of people who try to spawn camp and even games where an entire team is being spawn camped and cant get out. the fact you cant see that makes your ideas less interesting because you cant think oof things such as this. you need to open your eyes and look at what could possibly happen or what may already be happening. what this could do to affect the game currently etc.

wild sluice
# vapid badger this literally happens every single game. there are groups of people who try to ...

Does this happen at more than 200m when the effective range of weapons is basically out to 150m tho? What if the fog was at 350m, would that change things? Does "groups of enemies" camp outside of 200m and super effectively spawn camp?vilCry
Please provide some data of how this happens every single game. (data of how groups of enemies spawn camp every single game This supposedly happens every game, so please provide data for several matches)
Please provide some source for your super real and not totally made up claims.

"even games where an entire team is being spawn camped and cant get out."
Bad map design. Again, bad map design is the root problems of most all of BBRs gameplay problems atm.

anyways, I'm not about to go into semantics with someone who just want to argue for the sake of being crass. You can probably think of some really smart solutions to this as you seem very intelligent and elevated in both understanding and practical thinking, more so than any of us normal mortals. I still think think its a better idea than most, nontheless. Happy theorizing.

vapid badger
wild sluice
# vapid badger Im not arguing for the sake of being crass. if you cant understand i am pointing...

So you cannot provide data to back up your inane and untrue claims. Roger. I'll go ahead and uhh.. just disregard your opinions until you can back them up. Especially after looking at your responses to other suggestions here as well.

I've already stated that there isnt really any problems with my suggestion.
You're not providing valid feedback, on top of actively lying. The situations you're explaining happens on rare occasions and it has insignificant impact on the gameplay and outcome of match, opposide to what my suggstion would fix. 200m is really far. No one can effectively spawn camp at those ranges. Effective range for non-sniper/dmr/vehicle engagements is under 100m. And if they're locking in your spawn, like on Salhan, 200m is far enough to shoot the spawn-campers.

tawdry warren
vapid badger
# wild sluice So you cannot provide data to back up your inane and untrue claims. Roger. I'll ...

I don't need to provide this evidence if you actually paid any attention but if you want to I'll get on tomorrow after work and record it for you. Further more if you can not be open to ideas that could improve your idea why even post in the first place? I made it perfectly clear time and time again what problems could arise from not just your ideas but my own as well. It is clear you do not want to support any ideas that wouldn't end with one side gaining an advantage over the other. Your whole fog idea your whole 200m idea has holes in it I have already thrown out to you but you keep coming at me like I don't know what I'm talking about. Please try to realize that I think your fog idea is good but has glaring issues and all I am doing is pointing them out and making a suggestion that would enhance it. Because once again people do infact try to spawn camp or shoot at the enemies spawns. Yet you continously try to say that this is either fine or does not happen. I have also stated that teams get spawn camped on a number of occasions and your only come back to this is "Bad map design" instead of idk making a suggestion. That the fog be at the spawn line to prevent that from happening. But hey your ideas are apparently far more important than anyone else's or any problems that they may bring about to the game.

patent fjord
#

If youre talking about conquest, just use a vehicle. If youre talking about a mode without them, just walk around them or spawn somewhere else.

wild sluice
# vapid badger I don't need to provide this evidence if you actually paid any attention but if ...

If you place a fog wall for enemies just at the edge of spawn as a curtain, it makes helicopters hovering just at the edge for spawn stronger, not sure if that's something people deem good or not. Or if they enter their spawn zone highly damaged, it makes finishing them off before they reach the repair zone harder as well.
Which is why I dont think its necessarily a good idea.

Spawn camping inside the spawn zone at ranges over 200m INTO the spawn zone just never happens outside of shooting snipers camping in spawn.
Which is why not having a fog wall for enemies a non-issue imo.
But what if we just gave all players a 200m radius which makes a fog wall inside any spawn, friendly or enemy? So if you stand at the edge of enemy spawn, you can only see 200m in.
(btw 200m is just a suggestion, I dont care if its 300m or 100m, but most all of non-sniper/dmr/vehicle combat is at under 100m of range)

Again, you keep pointing out something that almost never happens (spawn trapping and spawn camping in any organized fashion of groups of players) and isnt an issue outside of maps where bad map design is the biggest issue, as I've stated above.. But somehow stating the obvious issue seems to trigger you? As old Chum is saying, you can circumvent spawn camping in almost all maps except the "bad map design" ones.

vapid badger
# wild sluice If you place a fog wall for enemies just at the edge of spawn as a curtain, it m...

The helicopter thing is a great bit of feedback and a good reason too. However people do shoot into spawn. ive been shot into spawn while not sniping out of spawn numerous times. but id say that is more likely due to the snipers being in spawn than me just being there. However i still dont believe the "Fog" idea works very well. maybe just make people not render past 200m out of spawn and make it so that enemies cant see into spawn unless they are within the 200 m. and make helicopters always visibile at long ranges for everyone so they cant be OP. Spawn trapping DOES happen. not so much on conquest because bigger maps but on dom and smaller maps it most certainly does. You dont trigger me. all that i am doing is simply stating issues. once again you seem to think i am triggered because im having a discussion with you and pointing out problems? Not sure how else i can help you with that. Maybe take what i am saying and going hey this guy actually doesnt hate my idea he just is seeing it from a different perspective. because honestly Im trying to see your view point as a different perspective.

vapid badger
# patent fjord If youre talking about conquest, just use a vehicle. If youre talking about a mo...

Id love for this to be something you can realistically do in all scenarios but it just doesnt always happen. some maps it is almost impossible to get out of spawn. but in others its almost impossible to spawn trap. ones i have seen literal spawn traps in are valley, wakistan, salhan, construction is always this way (due to map design), namak/old namak and a couple more i cant remember the names of. ofcourse as stated before conquest doesnt usually have this but im not concerned with just one map type as not everyone plays conquest.

vapid badger
# wild sluice If you place a fog wall for enemies just at the edge of spawn as a curtain, it m...

Actually I think I got something that'll make us both go nice. Instead of limiting shots to 200m let's just limit them to no actions available until out of spawn and invulnerable while in spawn. If you go into spawn you have a few minutes until you are killed for inactivity. What this will do is make spawn camping inaccessible but also make it so that you can't camp in the spawn while also limiting abuse for those who go into the spawn for new vehicles ammo etc. (Of course this could be abused even with a time limit so we would have to come up with a way to stop the abuse or limit it.

elder sandal
#

I dont see why the game needs to kill you if youre in spawn for too long? If you cant shoot back anyways, its kinda nice to just chill and maybe coordinate with your team

vapid badger
elder sandal
#

I feel like in the current state of the game, dying and respawnimg with full ammo, full grenades, full armor is more preferable than hanging around spawn

#

Theres no purpose for hanging out in a space no one is contesting unless theyre an ultra long range sniper, in which case they dont really affect the match too much anyways

vapid badger
#

that is a very good point

elder sandal
#

Snipers deserve at least that after all theyve been thru HyperXD

wheat marten
#

Meanwhile, Stardew Valley patch notes:

wet swan
#

damn

untold quartz
#

After playing again for a couple hours yesterday, I've been thinking about what someone posted a while back as I took time to play medic (rarely played):

Respawning needs to be more punishing, reviving needs to be more rewarding.

No idea how they'd do it, but the near-instantaneous nature of respawning means playing fast and dirty is meta and is often just used because you're running out of ammo.

I'm not saying it should be a flat 30 second respawn and walking back from the main base each time, nor any other milsim bullshit, but I think increasing the time you're actually dead (be it revivable time or map respawn time) would help make the game more purposeful and also be a soft-nerf to the current nonsense of squad-spawning

#

Do not mention milsim mode, I am not asking for milsim, I'm not asking for BBR to become a roguelite, take your strawmen and burn them

mystic brook
#

Easiest single one change that would massively improve the game in every conceivable way.

untold quartz
#

Remove squad spawning, make spawn beacons easier/quicker?

#

Have a good Squad Lead or walk a lot

untold quartz
#

Reviving should be quicker/instant, with some other delay preventing revive-spam instead of having to hold a button on a person for 4 seconds

#

(I'm talking just about medic here, not all classes)

elder sandal
#

I actually kinda agree. Support can instantly build structures, why cant medic insta revive?

#

And back to the main point, insta respawning give you full ammo, full armor, full grenades, while waiting to be revived gives you: ????

mystic brook
# untold quartz Remove squad spawning, make spawn beacons easier/quicker?

Follow Planetside 2 model: by default any squad member can put down a beacon at no cost with a player-specific cooldown, it overwrites any previous beacon but the squad leader can disable this option.

Also would make sense to remove the constant buzz from the point, it should only play it for a second as someone spawns in so it can be hidden more reliably (and further shifting the balance in favor of revives over respawns).

rocky spruce
# untold quartz Remove squad spawning, make spawn beacons easier/quicker?

Removing full squad spawning on the 'hardcore' server has made the game feel a whole lot better in my opinion, we opt'd for the players being able to only spawn on squad leader because the average players hated having to find their own way but once we changed it a lot more people started to stick around we also turned off vehicle spawning.. so the only options were to clear the points, spawn on squad lead or use the beacon.

You're going to step on the Kills-per-second players toes if you make changes to the spawning system, they thrive on the pace that the current spawning provides and will cry if you lower their kps and their cattle will cry if they can't spawn in the middle of the fight and get beamed instantly all while simultaneously complaining about 'instant' deaths like it's not their own fault for wanting to be there.

wild sluice
mystic brook
untold quartz
untold quartz
azure osprey
vapid badger
#

Squad spawning is super annoying. Idk how many times I've installed died while spawning on a squad mate. I've stopped doing it recently even tho it kills my kps because it's less frustrating lol. Would love to try this out without changing much else.

untold quartz
#

Make flanks worthwhile, make defending worthwhile

hardy pulsar
#

Any news on when the update might drops?

#

It's been since december hasn't it?

patent fjord
#

@near ibex ^

half pebble
#

News next week when Larry is back from pax and updates infographic

#

maybe

hardy pulsar
#

Gotcha

scenic remnant
#

just wanted to throw this out there, but i see you can report people for bad behavior. can we get a report for good behavior? like good sportsmanship, etc. maybe add some skins or badges as rewards for that?

wild sluice
scenic remnant
#

just limit it to one commendation per user, that way the spam would be lessened

wild sluice
scenic remnant
#

no one per user per account, ever

#

maybe yearly i guess if you want it to repeat

wild sluice
scenic remnant
#

a cosmetic of some kind, maybe a star or some kind of identifier next to your name to show you are of good conduct. the cosmetic could be a bit humours, maybe like a good samaritan badge on your character or some medal/badge for your character to wear

wild sluice
#

We're getting weapon charms soon too, so thats a good place to place a badge!

scenic remnant
#

oh yes! that is great then

wild sluice
#

There's a lot of details I could see people having issues with/could be misused, but I generally think its a good idea to reward people for good behavior, and not just punishing them for bad.

You could try making a thread in #1170727258537865367

scenic remnant
#

sure yeah, ill toss it in there

pine pike
#

Lower the rate of Ammo Kits ability to resupply Frag Grenades and RPG's
This level of explosive spam takes away from gunplay, no different than One Man Army Grenade Launcher/Thumper campers from early CoD

untold quartz
#

I have no clue where the hot take that it's somehow difficult to hit people at medium range full auto came from

#

The only thing the nerf to falloff damage is going to do is push more people towards sniping

#

And protect snipers from being pestered by medium range weapons

vestal ravine
#

it's just such a dumb decision, just because bf does it doesn't mean bbr has to do it too

rocky spruce
#

Also slipped in that he is still going to remove bleeding.. 🐴

wet swan
#

imagine if bipod would work properly and would actually be worth using for med-long distance fights

vestal ravine
#

omg

#

but hey, with the new recoil scopes over 2x may actually become viable

untold quartz
#

Snipers, once again the motorists of BBR

#

the most protected class

untold quartz
wet swan
#

red dot >>>>> any med scope for automatic guns

vestal ravine
untold quartz
#

2x is generally best for rifles

#

I use 3.4x on lmgs

half pebble
#

hear me out

#

near 0 horizontal recoil

#

on an RPK or an m249

#

and we don't know which side of damage falloff Oki is touching

untold quartz
#

I mean, I think shootings already easy?

#

When something gets too easy, it stops being fun

half pebble
#

Ur range is increased

untold quartz
#

Nnno, the range is the same

half pebble
#

if ur hrecoil is lower, ur able to put shots out further out

#

it's why the ultimax was pretty good

untold quartz
#

Shooting to those ranges is just easier

half pebble
#

Hrecoil is rng

#

that's not easier that's just possible

untold quartz
#

No, it's not

half pebble
#

lol?

#

what?

untold quartz
#

Yea my thoughts

half pebble
#

the recoil that randomly chooses what side it goes isn't RNG?

untold quartz
#

You compensate and if even further out, burst fire or single shot

#

It's really, really not difficult

#

And also challenging and fun?

half pebble
#

compensate for RNG

#

yea

#

ok

untold quartz
#

Yea, I bet you do it already

half pebble
#

by removing it

#

with attachments

#

and not shooting beyond 50 meters

#

u right

untold quartz
#

I mean, I guess? You can play easy mode, just don't force me to play easy mode too

half pebble
#

run a battlerifle then ig

#

enjoy not hitting shit

untold quartz
#

I do?

half pebble
#

so what's the issue

untold quartz
#

it'll be easier therfore less rewarding therefore less fun

#

I dont think you understand the concept of a challenge

half pebble
#

if your idea of a challenge was shooting in single fire, do you?

#

Now the game rewards tracking instead of waiting

#

if anything the challenge is increased

untold quartz
#

I mean yes, you still have to track, thats the one thing that isn't changing

half pebble
#

you have to track more accurately and for longer

#

because of the health buff and falloff nerf

#

now if you're not hitting all your shots instead of 3 you're not getting the kill

untold quartz
#

Hard modes in videogames must fucking baffle you

half pebble
#

you're not proccing bleed either

untold quartz
#

"It's harder to win? Why would anyone play this!?"

half pebble
#

The fact that the only form of challenge that exists in your world is camera shake is truly baffling yes

untold quartz
#

No idea where you're getting that argument from

#

Oki literally said he's making the game easier, his words

#

I don't like that, the games already easy

vapid badger
#

Reducing recoil will not make the game more fun itll only lead to more beaming from across the map. a problem that makes the game less fun because you can just die from someone halfway or across the map at any time without warning. that is not fun

untold quartz
#

^

half pebble
#

so the reason usually half the lobby is snipers?

#

sounds like nothing important is changing

vapid badger
#

Just limit how many snipers can be in a game

#

problem solved

untold quartz
#

half the lobby is snipers is because sniping is easy as fuck in this game

half pebble
#

He's never gonna do that

untold quartz
#

also eastern euro "i snipar..." block

vapid badger
#

Ive been playing TBG games because they limit snipers and its been a god send

half pebble
#

There's some guy here convinced that sniping is skillful and basically impossible now

#

forgot his name tho

vapid badger
#

I mean not really its still incredibly easy you just have to be more wary of when you scope on someone lol

half pebble
#

no shit

untold quartz
#

fucking with the ability to hurt snipers mid-range is, not a good choice

half pebble
#

by your own words it's being improved

#

since it's easier

untold quartz
#

It is both being made easier but also teh dropoff is being nerfed

#

so snipers will know when they're hit and have plenty of time to move

#

whereas a few well placed BR rounds killed them before they could react

half pebble
#

On the flipside, more people are going to be able to surpress them accurately, since it's easier

#

they might still be sniping but they're out of combat for longer, topped off with the 50 tells they have alr

untold quartz
#

regardless, I will probably enjoy it less, and that's key to me

vapid badger
#

I actually prefer being supressed as a sniper makes sniping more fun

half pebble
#

I'm personally looking forward to having LMGs reach their proper ranges without having to use a 1x for less visual recoil

#

Test it out in the shooting range rn, it's easier to hit ranged auto shots with a 1x than a 4x

untold quartz
#

If you have issues using a 3.4x on an LMG going full auto then sorry, that's a skill issue

half pebble
#

sure

#

It's a skill issue that I get more kills with a 1x

untold quartz
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you're not wrong

half pebble
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uhuh

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So what's the scope for

untold quartz
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I mean you not being able to utilize a 3.4x is a skill issue

half pebble
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uhuh

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what's the scope for though

untold quartz
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people without skill issues

half pebble
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Such as yourself I assume

#

what's that kills per game lookin like

untold quartz
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40-60, with ~10 deaths

half pebble
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I'm not sure I'm the one with the skill issue

untold quartz
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😉

half pebble
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just run a 1x, it sounds like ur search for a challenge is gimping you

untold quartz
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in a tank there bud?

half pebble
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do you see a tank?

azure osprey
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Clearly not tank. Death count is higher than 1

half pebble
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you can claim RPG too, I absolutely love the tandem for it's player killing effectiveness

azure osprey
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If you don't want to play against snipers then just play 32v32

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Honestly just brain issue if you complain about snipers

untold quartz
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But anyway your KD is higher than mine so you're obviously having more fun

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they're linked right, fun and K/D?

half pebble
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my fun is linked to my impact on the game

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Whatever measure you want to use it's probably higher

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and it's only going to go up when 4x scopes aren't keeping me down

azure osprey
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Surely people don't play sniper because it's fun

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So just make sniper not fun

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🤯

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Every action they take doxxes them yet yall still complain like holy shit get a better position and use utility or the building mechanic

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Is 2000 sound spread not enough to notify your entire bloodline about a sniper 💀

vapid badger
untold quartz
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I mean, some people openly use Groza unironically

vapid badger
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my main weapon is the g3 lol

half pebble
untold quartz
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it's not an argument you win against because it's not an argument, it's a statement

vestal ravine
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kat 🍿

tawdry warren
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my face when horizontal recoil

untold quartz
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That's your face when anything

vestal ravine
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fal my beloved

ashen pier
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Press Quickmatch
Play on Azagor
See an enemy APC in the northern sea shooting uncounterable at you
Leave

I think vehicle rework should be one of the next projects

stable gorge
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have you tried c4 drone?

ashen pier
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Yeah I should have, but on maps where tanks and APCs just spam from the hill at the spawn, like on Zalfi or Sunset there can always be 1 soldier just shooting them down. It's the same picture there

tawdry warren
untold quartz
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we're back to Groza/MP7/UMP/M200 meta, the sweatiest timeline

wild sluice
# ashen pier Yeah I should have, but on maps where tanks and APCs just spam from the hill at ...

BTR's being objectively better and more viable than heavy boats kinda suck.
Heavy Boats have gunner/driver separated, so you can't 1man them like you can BTRs. BTRs go in both land and water, and have more HP(?) as well as being resistant to small arms fire. Literally the only thing Heavy Boats have going for them is speed.

I'm no game designer so I won't claim to know the perfect balance, but...

stuck sonnet
hardy pulsar
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Or really any previous smg meta

untold quartz
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Man does, but vector was in a league of its own

hardy pulsar
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The new sounds are better than before, but they do sound a little "sci-fi beam gun" when he goes indoors in this one

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tbh I'm down for that though, but I know lots will not be

untold quartz
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New sound for the m249 is, a little strange

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It doesn't really sound like a gun

stuck sonnet
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Idk m249 just sounds like a different gun

ashen pier
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Please, they shouldn't remove bleed. They add more inertia now, but at the same time remove bleeding. So again they remove a milsim interaction while having a more reasonable inertia, additionally (also very realistic) you now even hear a breath when you hold your breath while sniping.
They should do something with bleeding like add a tourniquet for medic class that almost instantly stops bleeding and increases your HP after you got revived (to 50 or so) as long as you don't respawn.

stuck sonnet
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Also on topic of gun, the smoke is excessive af like how are you supposed to see around you

untold quartz
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Smoke as in from shooting or from smoke grenades?

wet swan
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shooting ig

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barrel smoke

untold quartz
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Healing mechanics have been weirdly iterated upon over time to combat specific issues, it does kinda feel like it needs fully replacing with a fresh system designed from the ground up around Medic

stuck sonnet
stuck sonnet
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You quite literally just bleed too frequently

ashen pier
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It gets across that you are low on health and that you need to heal up. The only difference is that it increases team interaction ("I am bleeding but I dont have bandages left please bandage me") an puts and end to solo players that have run out of bandages. The timer isn't low enough so that you are forced to stop the bleed immediatly anyway

tawdry warren
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does he know

ashen pier
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what?

stuck sonnet
# ashen pier what?

The way bleed works according to termi i think is like this:
Basically timer is entirely dependent on how much health you have
And bleed triggers every time you get below 40% health
And when you already are below 40% HP bleed will always trigger

tawdry warren
stuck sonnet
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Yeah bleed timers pretty weird idk

untold quartz
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It can be pretty hard to judge the amount of health you're at, I've had times where I've bandaged up to 51 HP and it felt no different to the times I bandaged to 80

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1 away from dying and I couldn't tell

ashen pier
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I think someone once made a picture comparison for 100%, 75%, 50% health remaining and I think there is no 25% I think?

stuck sonnet
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Around 60% is when there is a noticable difference

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Which is already not a good thing

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And around 25% i think there is a small one

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Idk

patent fjord
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When you are bleeding you lose 10 health every 10 seconds

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Which makes the amount of time you are bleeding for inconsistent because you dont know how much you got damaged for when you started bleeding

tawdry warren
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Fuck you damage feedback isn't real here's more flinch tho

coral lotus
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Guys will be add more extended magazines in game ?

wicked mica
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So ranges from 1-4 of those "ticks"

patent fjord
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It starts at 40, so its possible to survive 10-40 seconds of bleeding depending on how much damage you took

tawdry warren
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Or 1 m110 would trigger it

untold quartz
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Or two shots from the vast majority of weapons

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Kills with absolute impunity whilst getting lit up, then just leaves lmao

wicked mica
tawdry warren
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51

wicked mica
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So wonder why there is a difference between the M110 & the rest

tawdry warren
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There isn't

carmine granite
# untold quartz Healing mechanics have been weirdly iterated upon over time to combat specific i...

the biggest problem with bleed is it works for slow paced tac shooters with the needing to stop it or die before making a more tactical push. with the faster paced game play of bbr all it does is force you to stop moving and bandage which feels annoying. Bleed could possibly be reworked to only deal 5 damage after like 10 seconds if not treated and then it goes away so there is still a trade off to not bandaging but your not forced to.

wild sluice
carmine granite
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at this point they aren't going to slow the game down

wild sluice
wicked mica
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But the game was slower paced towards launch

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it has only got faster paced over time

mystic brook
stuck sonnet
wicked mica
wheat marten
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But of course, they sold this game as Battlefield with Squad... yes, of course, I can't even believe that Vilaskis or any developer of this game has played since Battlefield 2 and learned what makes Battlefield a Battlefield...

wild sluice
# wheat marten But of course, they sold this game as Battlefield with Squad... yes, of course, ...

#1185513255888760842 message

They gave up on trying to add any unique mechanics to battlebit because of the backlash of the ignorant playerbase that flocked to the game when it became a smash hit at EA launch.

#1185513255888760842 message

So I can only assume that any mechanics that can be seen as milsim will get tweaks further on. We already got snipers arcade-i-fied with scope glints and vapor trails. Bandage is now a heal instead of bleed-stopper.
DMG profiles will be made to fit SMG mains small brain etc etc

wheat marten
pine pike
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Remove the ability for ammo kits to resupply Frag Grenandes & RPG's specifically for 254p maps only

kindred trellis
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Or decrese amount of supply point for this

kindred trellis
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please remove effect of throwing armored vehicles in air after getting hit from rpg/cannon

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its fo fucking anoying

hardy pulsar
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A lot of the backlash for a lot of the changes wasn't because of "arcade vs milsim" (a stupid argument btw, just make a game you wanna play bro) it was because the changes were legit just BAD

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The audio changes really just don't work properly and don't sound good.

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People can shoot at me from a mile away and sound like they're right next to me. I much prefer how it was before. Yes I can't tell where I'm being shot at when I'm in a battle with 100 people, but so what? That's kind of the point lol. It worked great when in smaller skirmishes imo

#

Uhhh pinging changes just weren't it imo personally. I've suggested a nice middle ground (that the game THE FINALS actually implemented) where you spot someone and the ping tracks them until they're out of view, then it drops in place. A nice middleground imo between the old and new system that only has one kind of ping button still

hardy pulsar
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Voting was a whole thing that's really about personally preference and how it feels for the players. Some prefer mario kart voting (me) others prefer majority.

hardy pulsar
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The previous patch

vestal ravine
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ahhhh

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highly agree then

hardy pulsar
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The new gun sounds are pretty neat, I'm excited to hear them in game personally

vestal ravine
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you could say i was lost and mixed it up...

hardy pulsar
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@pine pier can we crush this guy's balls?

wet swan
jade adder
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I'm disappointed with the proposed changes. Take Helldiver's 2 as an example, they had people asking to remove friendly fire to make the game more accessible and easier. the devs said no because it's a part of the experience. I think Battlebit being a battlefield milsim combo is great, and trying to dumb it down into another generic shooter that anyone can play will be the end of it

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Having a clear vision for the game will keep players intrigued

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we want to see how the devs will make their game good, not how to make a generic game passable

wild sluice
# jade adder I'm disappointed with the proposed changes. Take Helldiver's 2 as an example, th...

The devs are saying they dont want the game to be a "Squad clone" or a "bf clone" (while at the same time removing mechanics that makes BBR unique 🙃 ), so we cannot do anything but hope that the actually know what they're doing.
||Because from someone on the outside, it certainly looks like they're bending over, spreading their cheeks and lubing up for all the people who flocked to the game on EA launch, expecting a movement shooter with nothing but arcade mechanics. Increasing TTK, lowering damage over distance, giving snipers glints, etc... Everything you'd expect from one of the 100s of boring ass AAA stale arcade shooters out there||

tawdry warren
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😭

hardy pulsar
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The people in this server that use the term "movement shooter" upset me to no end

hardy pulsar
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@wild sluice I'll remember this

wild sluice
hardy pulsar
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Joking aside, I just don't think this game was ever expected to be a movement shooter is all lol

tawdry warren
hardy pulsar
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And movement shooter comes with so much baggage, my elitism for the genre can't let it be misused

wild sluice
tawdry warren
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cringe

#

give the game warfork dashing then we ball Clueless

hardy pulsar
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This game's movement is as complex as BF4 - less complex in some ways. So people calling it a movement shooter when you can jump around a little is infuriating to me 😭

#

Crouch sliding is a QoL feature tbh, like please add it

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It's ok for movement to be smooth, it can still be tacticool

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But if they want to slow down the pacing I'm fine with that. Games like intruder are very slow paced and tactical which works really well for that game - but their crouch transitions feels better than this games even without a slide

tawdry warren
hardy pulsar
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It doesn't have to be fast 😭

tawdry warren
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twist his balls 🔥

#

(10/10 reason would delay for doors again)

hardy pulsar
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THE FINALS has crouch sliding, and it barely adds any speed. You can slide downhill with it, but if you removed that it'd work great in this game without affecting gameplay much

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I'm down for the game to be more tactical, but now they're increasing ttk which will make movement even more of an emphasis ironically

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But I digress