#General Feedback - Not For Topics Already Set.
1 messages · Page 4 of 1
Yummy big open maps to get mapped by snipers and tanks
Made a suggestion for it lol
I like my snipers with my tanks, in my spawn
Just flank and just use cover mfs when i introduce them to the flanks with no cover
Valley conq is a fucking bad map. Still you need to have Sandy(also terrible map) or Waki for it too lose the vote.
But the data!!!!
sandy is weird because like
the middle of the map is really fun
but then it's 5 years of walking to get to anywhere else
and there are snipers camping every goddamn hill in the distance
Sandy frontline 
Its fun n games till we get map workshop in 2026 
My man can't let off caps lock lmao
Everything Sandy related is bad. Map is due for a rework for too long.
Good thing you probably can't make it worse. Just different flavour of bad
Fuck you removes every building
everyone blaming sandy
It's not ready for testing, but this update is supposed to be the first one to use beta branch
Because that's a wierd map that either caters to recons or run and gun ADHD sweats, depending on gamemode.
good to know!
exciting
You have to follow the thread or smthn it's a setting the thread creator fucks with
Messages are missing from search 
You really gonna make a conspiracy theory instead of accepting discord doesn't know how to make a good platform
Aight
bit of a odd one I suppose
Can you please fix the movement in this game
Tweaking rats exploiting the movement bugs like a bunch of crack heads
Hi Valawala! I see that you are upset about the current state of movement! I’m sorry to hear that. Is there anything the devs can do in specific to help relieve your concerns?
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?
I'm sorry if you feel that these are exploits. I'm sure that being under the impression that these are exploits can make them very frustrating when you come across them. Fortunately, these movement mechanics are working as intended. Feel free to keep this in mind for the future.
Intended or not it’s still annoying to face
You dont face it very often and unrestricted movement is very fun.
The trade off isnt worth it
well, this game is not battlefield... a big part is having alot control over your movement, you need your mouse(aim) to fully utilize it tho
using these movement mechanics is not hard and definitely doesn’t require alot of aim, it is fun for you but frustrating for your opponent. Idk how movement is in battlefield but i’m not asking for extreme changes
i see it regularly, especially on community servers
I already did a whole thing on this. It doesnt happen nearly as much as people think it happens. #1170730270492721253 message
TLDR it only happens ~3 times per hour in the worst case and most of those times the movement doesnt even do anything
take it as that in movement shooters u use your movement to actively dodge. just thank anathon that there is no double jump
Its like dying to snipers, it rarely happens, but people for sure remember when it happens
Yeah but you dont see many people seriously suggesting removing snipers
Im confused what’s a video of you abusing movement against casuals supposed to prove?
ok so you discovered that an average player doesn’t use it? and that if you utilize it poorly you still die?
Moron. I told you exactly what I discovered.
If you play for an hour, in community servers, with a cqc playstyle, you still only see someone using movement 3 times.
And you need to play for 2 hours to expect to see one person succeed at it.
This is not a problem AT ALL.
Ok so thats what i’m saying? casuals don’t use it as much?
If that's your main takeaway from that then sure.
In which case you must concede that movement isnt a problem, because the casual playerbase doesnt run into it.
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.
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.
Unleas you end up in a lobby with cat eat lol
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.
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.
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
Im pretty sure that 4 hours from a perspective of 1 person isn’t representative
Its not representative of the entire population but any perspective of a more average player would be biased significantly more in my favor.
how’d ya know?
No. I was in lobbies with catEat in lots of the games.
You cant really know for sure, but it's a pretty safe bet considering the average scoreboard barely breaks 50 kills a game
And you want to say that one of the best a d most effective players players do not use move properly?
Both points are wrong. If movement was effective you would see it working more than it actually did. And of course the problem is with how much it's used. Even if it was effective 100% of the time, but was never used at all, it wouldnt be worth changing it and in the process negatively effecting how the game feels.
What?
I would expect sweat lobbies to use movement the most out of any set of players, they dont.
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 😭
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.
is there even a movement shooter that doesn’t have inertia?
No
At least not something that's relatively popular
Mayby you find one if you search long enough
it's really funny because most movement shooters introduce inertia with the goal of making the movement more interesting
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
For the reason of being glorified Locker and for benefit of assault/medic mains
There seems to be a reason behind this maddnes
it's like. sure not everyone is zipping around and avoiding bullets (which isn't that easy anyways) but the movement being so fast basically prices out all vehicles and makes bad positioning extremely easy to mitigate
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
reducing the movement would produce even more snipers tho
Then make sniping less appealing
BBR has problem with snipers like with some kind of Locust
50% of lobby can be recons, I have never seen that in any game
thats because both the maps and the current balance favors snipers. Sniper glitn and trail + current challenges make it even worse
Turbo Overkill, it is single player (and coop), has air dashes, sliding and a double jump (with the ability to upgrade yourself to a triple jump...)
no disagreement there but that's honestly because as it stands the game is just so awful for doing anything other than killing
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
well yeah, they been busy making charms n shit (totally changes up gameplay). they could have done many things to change up the game or atleast try to follow their roadmap. idont know how this game still has 85% positive reviews
because overall its still a decent game
Yet it fails in comparison to its competition
not if they put beta features into the main branch, when they are broken as fuck
Because 85% of the reviews were probably made in the first month of release when it was benefiting from a mass influx of sad bf players
To blinded by how bad BF2042 was, to see that this game isn't like BF, even though it claims that.
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
Not CS. Idk how to compare it, but it's just simple run and gun with fucked up movement
as intended
Oki inertia
Me when I abuse movement to throw 2 c4 into a stationary LAV
I feel like youre just not listening to me or youre trolling or something. People do not use the types of movement that you guys are complaining about. It just doesnt happen. If it did actually happen often i would have seen it more than 3 times per hour.
the benefit is it makes the game more fun
Brother I had no idea you were complaining about drop shotting. You should have made this more clear earlier so I could have disregarded your opinion.
I dont know what they dont understand about this. Every. Single. Game. Has restricted movement of some kind, its extremely fun to be able to just control your character.
some people dont want to feel restricted and bbr offers that
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
it’s almost like it’s restricted for a reason lol
What is that reason?
to make shooting people not feel frustrating
Does it feel frustrating in bbr? If so is that because of a lack of inertia?
when they abuse no inertia nonsence? yeah
How often do you think shooting is frustrating because of a lack of inertia?
for me armor and low shooting ranges is what makes shooting people frustrating
everytime the other guy does it and even if he fails and dies i still wasted more bullets than i needed to
there's no way people on official servers even do any kind of movement abuse outside of one person every few games
yeah thats why i started avoiding community servers among other reasons
the containment zone for cateat abusers and cheaters does protect some people thankfully
like just because not everyone abuses it doesn’t mean that it’s not broken when someone eventually does
Does what?
No, consoles. Unpresice input that need extra code to work proper(autoaim)
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...
This game is far from Battlefied.
That's all from me
Yes that's why i love it. Bf is for consoles and gameplay feels dull and soulless
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?
I dont see anyone superjumping
Containment zone 💀
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.
Fortunately for you, you dont have to play that way.
Someone did the thing
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
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.
Camping in spawn by what?
Snipers and vehicles was what that conversation was about
Didn't realize I'm a couple days late, whoops
That would fix snipers, somehow. People would still do it if there are enemies close enough, like first point.
It definitely would not fix the problem with vehicles tho.
game issue
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.
Yeah, map design changes would be the solution to SO many problems that people currently have with BBR.
ptfo sure except objectives are miserable
dw charms will revive the game!!!
And there ar ea lot of people who want to play frontline 24/7 instead of domi / conquest only. You dont see them asking Oki to remove conquest to filter players to FL.
Seems like most people just dont want to play the way you do.
I didn't asked for frontline/domi removal? Where did you get this? Out of your ass or made it fucked up?
I said that game would benefit from PTFO and teamwork, even on frontline or domi.
Not to mention that this game was suppsed to be mix of BF and Squad, not Frontlines kill farm simulator.
You understand its an analogy right?
Hardly disagree. A lot of people complained about that before they left the game or server.
Those who stayed, for sure, prefere what this game offers right now.
I never implied you wanted to remove frontline
It was more like putting words in my mouth but OK 👍
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.
No it's not. It's far from analogous. I am asking for this game to promote teamwork and PTFO on ALL gamemodes, all sizes.
Sure, the movement doesn't help with that. And lowering top speeds and buffing lowest speeds, to make them closer togeter would benefit the game.
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.
You want to nerf the movement playstyle to help encourage people to play as a team more, yes?
Well yes. Not movement playstyle. Movement alone. That change would affect everyone, some more some less.
But that would promote teamowrk and combined arms expireence. Thing this game says it has, but in reality lacks them very much.
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.
Oki wanted tactical game that bridges milsim and arcade, and I want to see his vision fulfiled and prospering
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?
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.
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.
Make ground vehicles usable, nerf helicopters
Fix some of the more broken unfun maps
Fix communication
Fix annoying stuff like " can't switch weapons if ADS" too.
How is that an issue? Just stop ADS
====
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
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)
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
===========
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.
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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.
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.
some of this is incoming with next update
Namely statistics and goals
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
5 engies and heat
Never post again
Needing to wait for the weapon to be out of ads to switch weapon is annoying AF. and It's even worse with toggle ADS.
And that's not the only thing that has QoL problem like that.
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
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
if I recalll HL2's armor system is absoprtion based on the battery level & damage dealt
be it I thought the AR2 dealt 11 damage on a body
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
Ain't no way that's gameplay.
ADS shouldn't stop you from switching weapon. Weapon switch time should be the only variable here.
That's weapon switch time.
I don't think I've ever played another FPS that has a " if you scope you can't switch to sidearm ".
Surely this isn't a "design choice" or "gameplay element".
you mean just like you cant run in ads?
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.
ye its the same with sprining isnt it? seems like a code issue
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.
No idea, maybe it is. I don't code, I can't see the code 
i see no reason why sprinting not cancelling ads should be a design choice
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. 
Game still need to cook for a while to be really good. Core gameplay is fun, but lots to work on.
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
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
toggle mode
ok, 2 buttons, but the number of actions is still the same
Do you mean you want to ADS on your main, switch to your secondary and still be ADS?
TTK really low = Any time advantage is tilting the balance.
It's not tilting the balance as it encompases everyone equally
plz learn what balance is
Wow so why have a choice that objectivly worse?
I think toggle ADS is objectively worse as you have to do a second action to pull out of ADS
So, yea/
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.
Not like it'll make any abuse or anything. 💀
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
Bro. Are you really saying Skill issue on an animation lock due to an option?
😭
This is next level cancer.
and reduce individual skill on chosing when to use secondaries
Skill on toggle aim 
Please seek help
whether you toggle or not it's the same animation lock
did you just call QOL a skill issue?
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.
tf
There's a debate on whether it's QoL
Actually seek help
its the same speed just less buttons needed so yes its QOL
it's a non-issue
😭
it definitely is an issue or it wouldnt have beeen brought up
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.
Do you consider the possibility to pick up your mag while doing the lightning reload a QoL feature or a gameplay element?
gameplay element that was not intended in this way. more like drop mag->reload->shoot->pickup/ let it rest there.
That's a bug and also appears with other actions, you can currently use your hands for multiple things at once and it's kind of dumb
Like bandaging and vaulting
Or reloading and picking up a mag
Or reloading and vaulting

I do agree, the fact that a lot of actions that take time/requires you to hold a button cannot be interrupted to preform other actions is a bit counter-intuitive.
Hey, something I've complained about!
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.
It is a challenge tho 🤷♂️
There's plenty of games out there that have you participate in challenges that don't make you bleed out of your eyeballs.
These ones were hardly a challenge to complete, especially the Unica one.. 👀
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.

don't 1v1 with it but flank from behind
No, become Chad, 1v1 anyways.
Finish her? I barely know her
the game is loosing players in eu rapidly... some dev announcements other than maps would be nice
Maybe working servers?
what do you mean? all servers are stable and working? 
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
i think everyone fucked off months ago
Not everyone, just, like 70%
Only 1 australian server operating at peak time here. Last year you had multiple full servers concurrently. I think the server browser killed the game here. There isnt enough population here for a 64vs64 or 32v32 to consistently run anymore, which is sort of astonishing
Game has more than enough maps tbh
Keep making the current maps better and better. I want more gameplay content
Like guns
Or vehicles
Or any improvements to vehicles
We have like, 20 ish maps? Covering all important areas, a.k.a city, mix, forest areas etc.
reworking under performng maps till they are good seem better than adding new maps every patch or two
Just make sure that those reworks are postivie
I want wack maps
gimme a map on the moon yo
Gimme a map in a skyscraper
where you can't destroy the outside structure, but can destroy between floors and stuff
Gimme a big boat
gimme like, idk, a fucking volcano
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
Yee
About locking classes per level: please do not.
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.
Feedback team apps are open ☕
What could go wrong
reddit complaining about it alr lul
Seriously
Can we PLEASE get a "que" button in the server browser?
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.
lmfao oki will come up with literally anything other than reading the feedback threads
hurrrr we need feedback teams hurrrrrrr just reading the threads that have thousands of posts of feedback is not good enough hurrrrrrrrr
🔥
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.
Except update got delayed for doors and i don't think anyone suggested that 💀
funny how that works
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."
@summer mortar there's ur feedback bossman, remove everyhthing but conquest lulul
Yeah that too
"Just listen to feedback" doesnt make sense when there's mutually exclusive, equally popular feedback to listen to
Not all feedback is mutually exclusive (buff frag), and not all feedback that is mutually exclusive is popular. But yeah, what you describe happens
Me when xp gets mentioned
Funny that dropshotdolphin diving is getting reworked by the devs as it's viewed as a movement exploit.
Also adding in inertia xD
Guess those crackheads were indeed exploiting movement @patent fjord
that's smallest movement problem this game have imo
Where did the devs say it was an exploit and where did they say they were fixing it?
All they said in the dev stream was that they were changing the prone animation
Vault too. And run animations over all.
And they look CoD-ish as fuck
I think theyre just changing all animations
inertia is real, it will hurt you.
Inertia is based
And you are just wrong fr fr
So, I went through the entire devcast again and put together my thoughts a bit
because I have some Thoughts
Doors.
Doors.
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?
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.
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
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.
Tac sprint is literally just for long distance sprints
Gonna be completely unusable for anything else
yeah, I like that about it
But we have vehicles 
No, since Philip with 3-15 score, dies seconds after reaching the frontline, and he's dumping all the vehicles outside the spawn zones
It was marked as spam because of the markdown headers, use of # header etc. is blocked because otherwise people will just use it to spam. Unfortunately...
Ooooh, yeah that tracks.
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
Cool! I’ll do that in the future I think
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 💀.
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.

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
And no joke, what will be the end of the assault? take out a grenade launcher?
The funny thing is that the character already runs fast and they want to do it faster.
By the way, here I explain why the current system of movement is so disgusting.
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.
🚪
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.
Gun audio is the entire point of the next update
It is an entire overhaul
can you please link me to where it says that? Not trying to be passive aggressive, I genuinely would love that
🚪




Stop Sworceposting

Stop doorkeeping 🚪
Is that a lesser version of gatekeeping?
⚰️
I'll let actions speak at this point
I'd recommend anyone on the fence to do the same
Emails aren't getting sent out till this weekend at the earliest
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.
unless they are all recons I guess
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'
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
the next update is the sound update 💀
I'll believe it when I see it 😭
devcast moment
I'll believe it when I see it
watch the devcast on yt lmao
When I see it in game bro
Or in an update
They say a lot of shit on the devcast, and tbh I ain't watching all that
mf they literally showcase the new audio on there
I don't think he gets it
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
are you suggesting for snipers to lose their effectiveness after 200m?
from spawn
he didn't specify, that's why i'm asking
ye in spawn
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
that im a whining about a non existent problem ima think about this more maybe ill come up with something usable
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.
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
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
the issue is that maps allow them to snipe from deep inside the red zone
Too many long LoS
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
it doesn't help that because some maps are so small that cars and helicopters are only useful for rushing points in the first 1 minute of the rounds and after that its always run/die/respond/repeat with little to no thoughts about vehicles
except for the [all the choppers] constantly circling the map
And I think thats more because vehicles are just so awful to drive
i mean for transport
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
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.
why does a bunch of this nerf vehicles 💀
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
idk what you mean, every verhicle is very controllable. To me it sounds like a skill issue.
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

if you complain about vehicles like that, i would believe so yeah.
I don't, my map tier list is: Dusty Dunes, Outpost, Valley, Sandy Sunset (despite its huge flaws)
its oil dunes and equally awful like sandy and wakistan
Sorry, Dusty Dew
thats a good one. gotch
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
Yea this tbh, vehicles in this game are Not Good
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
K 😉
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
So nothing could be improved for vehicles?
barely anything NEEDS to be improved
everything else is subjective
you change something and you might like it more, i might like it less
We'll have to agree to disagree
but i see no general flaw in the game design itself no
its okay, i never agree with stupid opinions 🙂
I love ppl that use graphics as an argument for game mechanics
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

guess I'm not skilled enough to stop a tank from spinning from literally hitting pebbles on a road
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?
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
Half of those are straight up nerfs that would make vehicle gameplay even worse
Like, terrible takes
Tanks are underpowered tho. They are strong literally only in 32vs32
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
I mean that's basically what I said, lower top speed, significantly increase handling.
no, that's not that.
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
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
lol no. take a tank, go from Villa building on Zafli to base, resupply and go back.
Much more than 10-15 sec
it takes more than 15s one way only on District
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.
Fair enough
True, but I am sure it's physics fault, not speed
Limiting speed would be a band aid solution
Physics is a much, much, much harder problem to solve, as it's the engine
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
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
pls no
Why not?
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
You can, could also get an alarm if there's a missing coming at you.
i can already hear that alarm in my ears non stop
But if you're standing perfectly still, maybe you shouldn't be able to dodge?
i mean you cant even dodge it while driving as long as he has a sightline to you
You can, it's all down to how the implementation happens
the rocket would need to have really bad speed or turn speed to make that work
Bad turn speed is the big one, that forces you to pre-empt target leads
It's not. Not with 127 people per team
It can get unbearable on 32v32
It is unbearble on 64v64
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
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
hm guess you would need to test that ingame and see how it goes
You are saying that there is to much RPG'S, yet you want to nerf AV's even more
Wtf
2 shots to burning on lav
That's heat
Heat is 2-shot smoking
Heat is 2 shot burning
I mean like, 2 shot and you have 5 seconds to either repair or get out before it detonates
Yo wtf
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
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.
What is skill issue?

Your inability to fathom GamePlay is your ignorance, nothing I can do about that
You still have a chance to repair it, but more importantly you have a chance to get out and run so you're not just dead instantly
That's not how that wokrs
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
Yes, you have 'chance' to reapir. Chance implies pure luck.
And then repair tool sucks
Too slow, and doesn't even fixes to 100%
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"
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
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
yet you are proposing making them more paper than they are now
The games balance around vehicles is just overall wonky, they sort of feels like an afterthought
literali nerfing survivabality, which they need the most
They aren't that papery, it's just that Tandems and C4 are stupid
no they are
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
Literally anyone who played any game other than BBR will disagree with you. That's most common complain about them right beside physics.
Conformation bias tho, you're in the vehicle getting blown up
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
RPGs are slow in PS2 and most tanks still only take 4-5 standard RPGs to kill
The map size is a bigger thinf
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)
still, most AFV's in BF require more shots to kill than 3
Newer BFs, yea, but you can fire way faster
What's the alternative? Any higher and you'll just encourage vehicles leaving after taking 3 hits, repairing, and coming back
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?
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
Yea, I think honestly that's my biggest issue with the game rn
Trying to clear out flanks is just aids
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.
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
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
I think having everything would be a bit too strong
Buffing repair tho, definitely
Along with the steering issue
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
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
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
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
It should get weaker. There is 40 engis in every team FFS. Class that's specialised on AT. And then there is C4. With that huge amount of players, you can't afford for everyone to be able to solo tanks
Being able to ride on top of a tank would be nice...
Like 4-5 player sitting on top
Then what's where 'used correctly' comes in. Rn even if you are good, pushing is suciside
Gimmick at best. No need nor use. People already don't use APC's
Yall mfs filling this thread like crazy
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
At least go fight somewhere empty lmao
This is constructive
Because the transport sucks, you can't see out and you can't shoot out, basically a death sentence
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
Well, that's APC for you. It's better transport than jeep, yet less used
That's why BBR needs to be slower
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
I mean, is that supprising? Players are given 30mm, but they can't get close to anyone to use it. To little survivability and awerness to not keep your distance
Not really, no. The turret traverse sucks and the splash damage is weak
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
Bad troll attempt
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
Agree
It sucks so bad to hit a fucking twig as a jeep at top speed only to crash...
Buildings calculate both explosive damage, AND vehicle damage (collision damage) to allow for destruction.
For some reason, trees is ONLY affected by Explosion Damage, and not Collision Damage... Its really frustrating.
"It balance"
Someone, somewhere
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
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
What do you have teammates for if you don't have teammates go and clobber his ass with a pick or a hammer or spray his ass with a glock there is a lot of ways to kill a sniper not only that fancy sniper rifle
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
I'm honestly just gonna respond with have you ever played this game? Because it sounds like you haven't. Getting out of spawn isn't easy some games. Or have you not seen entire teams getting spawn camped in some games. And some maps are so small that sometimes you can be in spawn and not even notice. I really think you didn't think this one through.
District is like 30% spawns
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.)
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
AND THAT IS A GOOD IDEA THANK YOU
this was not sarcastic btw just excited
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
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).
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
Yea, it's 100% accurate out to max range, kind of wish it wasn't
The whole game kinda needs render fog, but I have no clue if the game engine can actually handle it
Or whether it would tank performance
ssfog is rather high performance (and the game already has it)
Literally "where", any map id expect to have something has nothing (looking at you Sandy Sunset)
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
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
The problem this creates is does the enemy team have fog to see into spawn as well? and at that case why not just make the fog wall 200 meters from spawns in general for everyone?
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...
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.
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?
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.
Im not arguing for the sake of being crass. if you cant understand i am pointing out the problems of your ideas and mine then you dont need to be making any suggestions period. this is called criticism and it is very much necessary because you clearly dont pay any attention in games
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.

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.
You are definitely wrong about this. Spawn trapping almost never happens on conquest. The only times there's ever really a spawn trap is on certain gamemodes (domination) on certain maps (Namak, Old Namak, Edu, etc.). Maybe there's sometimes a squad sitting around the enemy spawn but thats not even really an issue.
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.
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.
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.
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.
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.
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
thats because players would abuse it since they cant shoot and cant be shot meaning you can effectively escape death by running into the spawn. its to stop players from abusing it but it could just make things more problematic
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
that is a very good point
Snipers deserve at least that after all theyve been thru 
Meanwhile, Stardew Valley patch notes:
damn
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
Just remove squad spawning. 😌 👌
Easiest single one change that would massively improve the game in every conceivable way.
Remove squad spawning, make spawn beacons easier/quicker?
Have a good Squad Lead or walk a lot
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)
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: ????
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).
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.
Anything that will "objectively" improve the game will step on the kill-per-second players I think...
I generally think making things matter more is a good move though. And it can be done without turning away too many "LEL SPEED SKILL ISSUE XDXXDXD" players
What server is this? I'd love to try it
Honestly this sounds way better, I'd love to see that on regular servers
Hey man, some people just love to parade how good they are when they do the equivalent of playing on easy mode
The 🐴 has been blessed with the truth and is spreading it
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.
Make flanks worthwhile, make defending worthwhile
@near ibex ^
Gotcha
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?
Like endorsements in Overwatch?
Not sure if this is a thing in games like BBR, BF, CoD, etc?
Sounds a bit complicated to do (you should not be able to just spam-endorse your friends/clan over and over to "boost" them for some rewards or something), but I am a fan of encouraging people for good behavior instead of only punishing people for bad behavior.
just limit it to one commendation per user, that way the spam would be lessened
1 commendation per match? Per week? Per match?
If you give them too often, I could see people just giving them to friends / clan for the most part, but that said, a LOT of people play solo, so it may just work out fine
Do you have any suggestion of what it would do?
Like add a star next to your name (in scoreboard)? Right now we have extra symbols for Patreon Backer, Supporter pack, prestige, etc
Add a cosmetic/skin?
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
We're getting weapon charms soon too, so thats a good place to place a badge!
oh yes! that is great then
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
sure yeah, ill toss it in there
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
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
THIS
so much, lmgs and lsws are gonna be useless
and ars are going to be glorified smgs?
it's just such a dumb decision, just because bf does it doesn't mean bbr has to do it too
Also slipped in that he is still going to remove bleeding.. 🐴
imagine if bipod would work properly and would actually be worth using for med-long distance fights
They already are, it's really a skill issue
red dot >>>>> any med scope for automatic guns
i use the scoop don't come at me with skill issue lol
i just don't see good returns from anything over 2x when weighing the upsides against the downsides
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
I mean, I think shootings already easy?
When something gets too easy, it stops being fun
Ur range is increased
Nnno, the range is the same
if ur hrecoil is lower, ur able to put shots out further out
it's why the ultimax was pretty good
Shooting to those ranges is just easier
No, it's not
Yea my thoughts
the recoil that randomly chooses what side it goes isn't RNG?
You compensate and if even further out, burst fire or single shot
It's really, really not difficult
And also challenging and fun?
Yea, I bet you do it already
I mean, I guess? You can play easy mode, just don't force me to play easy mode too
I do?
so what's the issue
it'll be easier therfore less rewarding therefore less fun
I dont think you understand the concept of a challenge
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
I mean yes, you still have to track, thats the one thing that isn't changing
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
Hard modes in videogames must fucking baffle you
you're not proccing bleed either
"It's harder to win? Why would anyone play this!?"
The fact that the only form of challenge that exists in your world is camera shake is truly baffling yes
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
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
^
so the reason usually half the lobby is snipers?
sounds like nothing important is changing
half the lobby is snipers is because sniping is easy as fuck in this game
He's never gonna do that
On that we agree
also eastern euro "i snipar..." block
Ive been playing TBG games because they limit snipers and its been a god send
There's some guy here convinced that sniping is skillful and basically impossible now
forgot his name tho
I mean not really its still incredibly easy you just have to be more wary of when you scope on someone lol
no shit
fucking with the ability to hurt snipers mid-range is, not a good choice
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
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
regardless, I will probably enjoy it less, and that's key to me
I actually prefer being supressed as a sniper makes sniping more fun
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
If you have issues using a 3.4x on an LMG going full auto then sorry, that's a skill issue
you're not wrong
I mean you not being able to utilize a 3.4x is a skill issue
people without skill issues
40-60, with ~10 deaths
I'm not sure I'm the one with the skill issue
😉
in a tank there bud?
do you see a tank?
Clearly not tank. Death count is higher than 1
you can claim RPG too, I absolutely love the tandem for it's player killing effectiveness
If you don't want to play against snipers then just play 32v32
Honestly just brain issue if you complain about snipers
But anyway your KD is higher than mine so you're obviously having more fun
they're linked right, fun and K/D?
my fun is linked to my impact on the game
Whatever measure you want to use it's probably higher
and it's only going to go up when 4x scopes aren't keeping me down
Surely people don't play sniper because it's fun
So just make sniper not fun
🤯
Every action they take doxxes them yet yall still complain like holy shit get a better position and use utility or the building mechanic
Is 2000 sound spread not enough to notify your entire bloodline about a sniper 💀
To be fair challenge are about gimping oneself to make something more "Challenging" so maybe you should understand the word and not make a fuss about why someone has fun or how. but hey if you like being meta as that is fun thats cool too.
I mean, some people openly use Groza unironically
my main weapon is the g3 lol
I'm obv never gonna win against the argument of "game is less fun for me"
But if they're gonna claim skill issue, then it's fair game
As for meta, I run SG550 and L86. I wouldn't call those meta defining, just not intentionally gimping myself beyond practicallity
Thats fair. SG550 is fun too
it's not an argument you win against because it's not an argument, it's a statement
🍿
That's your face when anything
fal my beloved
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
have you tried c4 drone?
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
we're back to Groza/MP7/UMP/M200 meta, the sweatiest timeline
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...
Not even
Groza my beloved
Man doesn't remember the vector
Or really any previous smg meta
Man does, but vector was in a league of its own
The new sounds are better than before, but they do sound a little "sci-fi beam gun" when he goes indoors in this one
tbh I'm down for that though, but I know lots will not be
Idk m249 just sounds like a different gun
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.
Also on topic of gun, the smoke is excessive af like how are you supposed to see around you
Smoke as in from shooting or from smoke grenades?
I think bleeding was poorly implemented, I'm happy to see it gone for now but would like to see it return in some capacity when they decide to revamp healing/medic in a later patch
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
I thought it was clear with what i meant but yeah i meant the smoke coming out of the barrel while shooting
Like it is cool but there is just a ton of it coming out
Seems very excessive and clouds your vision to the side a bit too much for me
Bleed is a system that is in need of a rework
You quite literally just bleed too frequently
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
does he know
what?
Also, nobody wants bleeding gone. All posts about it on #1170727258537865367 are in favor of the bleeding mechanic (and yes some are in favor of a rework). Even here there is one https://discord.com/channels/303681520202285057/1118993737046048909
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
https://discord.com/channels/303681520202285057/1214535681624506368
Rework in question
idk about timer but the other bit is pretty much right
Yeah bleed timers pretty weird idk
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
1 away from dying and I couldn't tell
I think someone once made a picture comparison for 100%, 75%, 50% health remaining and I think there is no 25% I think?
Around 60% is when there is a noticable difference
Which is already not a good thing
And around 25% i think there is a small one
Idk
When you are bleeding you lose 10 health every 10 seconds
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
Fuck you damage feedback isn't real here's more flinch tho
Guys will be add more extended magazines in game ?
if I recall it can start at 50 HP
So ranges from 1-4 of those "ticks"
It starts at 40, so its possible to survive 10-40 seconds of bleeding depending on how much damage you took
Or two shots from the vast majority of weapons
Here's some feedback, this is bullshit
Kills with absolute impunity whilst getting lit up, then just leaves lmao
last I checked, doesn't the M110 do 50 esh a shot?
51
So wonder why there is a difference between the M110 & the rest
There isn't
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.
Would like it if it slowed you down, disabled sprint and jumping tbh.
I detest how they keep making the game quicker and quicker.
at this point they aren't going to slow the game down
Yeah... 😔
being honest, when the game launched it was fine
But the game was slower paced towards launch
it has only got faster paced over time
The people playing it were slower on average because they were new and had no idea how to play optimally. C4 SMG Medics were the most absurd combo from day one tho.
The game played a lot differently since launch
Healing by bandages wasnt a thing, and it wasnt as fast as it is now
Mixed with bleeding became less a serious threat and more a annoyace over time it seems in part due to this
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...
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.
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
Well yes, I still remember those messages, all to pamper Oki's kindergarten.
Remove the ability for ammo kits to resupply Frag Grenandes & RPG's specifically for 254p maps only
Or decrese amount of supply point for this
please remove effect of throwing armored vehicles in air after getting hit from rpg/cannon
its fo fucking anoying
Eh I think oki is just suffering from success in this case
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
The audio changes really just don't work properly and don't sound good.
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
you high again?
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.
The new gun sounds are pretty neat, I'm excited to hear them in game personally
you could say i was lost and mixed it up...
@pine pier can we crush this guy's balls?

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
Having a clear vision for the game will keep players intrigued
we want to see how the devs will make their game good, not how to make a generic game passable
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||
😭
The people in this server that use the term "movement shooter" upset me to no end
Not about start arguing about semantics.
We can be nemesises if you want
Joking aside, I just don't think this game was ever expected to be a movement shooter is all lol
And movement shooter comes with so much baggage, my elitism for the genre can't let it be misused
Yeah, I meant more along the lines of rapid movement, dolhpin diving, sliding (like sprint crouching lets you slide etc)
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
It's ok for movement to be smooth, it can still be tacticool
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
mods kill this user
It doesn't have to be fast 😭
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
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
But I digress
