#General Feedback - Not For Topics Already Set.
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me when mfs say increasing instead of longer or shorter ttk
Aren't those the same thing 🤔?
"Increasing the time it takes" is correct English I'm pretty sure
Increasing the vaulting/making it smoother tbh is a good change. It always felt weirdly stiff to me.
inb4 you vault mach 2 from a standstill
I think we'll be getting inertia next update, so that'll slow people down
I mean if they implement it wrong (they will) yea
cant wait
mfs gonna go from complaining about people moving to complaining about every mf sitting on a heady or window
Just spam vault key to teleport up and down next to a knee-high barrier
You can kind of do that to climb up some walls currently actually
Like just straight walls 😂
As opposed to homosexual walls
Yeah, current vaulting mechanics is super weird, as you can vault on literally any corner
at least its not pf vaulting on stairs tier
Smoothing out the vaulting, crouching, and such is a fantastic QoL change if done correctly
I hate how long it took to go prone and such. It felt less like dropping and more like carefully getting down
Hopefully if they do inertia correctly you can still flail around a little in the air, but not be moving at mach 10
And hopefully you don't keep all your speed when vaulting lol
In the end they are turning Battlebit into more of a regular shooter than something of its own haha
They always compare the movement of Battlefield 4, but this one had that movement because it was somewhat broken, the movement system of this game was broken in the spring 2014 update, so well, using the movement of this game as a reference is just support something that the devs themselves broke
honestly I was for it when they made it but now i kinda wish they never added healing to bandages
at this point I agree they are making it more arcade so not having a slide crouch feels wrong, and with how you have to play the game it feels like it should be there
I do kind of agree, but at the same time, not having any sort of healing for non-medics kinda sucks.
But now that medic is not meta, the people who play it seems to heal more than when everyone played "ego-medic".
Still think that having a slow regen (like SLOW) health regen after some time of not taking damage would've been nice; if bandages didnt have healing.
Can we go back when badgages healed slower and only healed 40 hp
make everyone upset, make them only heal 39
40 already pisses people off
the problem is you bandage way to fast to instantly get healed, and more people are now running over dead people because they don't want to use there healing items even tho they will most likely only use 1 before dying
like people weren't reviving before because it took to long but now its because its there healing items
I feel like the solution to that problem is to just make revives free, instead of removing something that people have learned to depend on
I remember playing before the bandage change and it really sucked. I would just go back to playing medic to get self heal
Healing and reviving are both just too fast at the moment. If you're bleeding or hurt you'll just heal to full within 15ish seconds I believe. Reviving is also pretty fast in general for everyone, so playing medic is basically just being a top off and revive bot now :(.
I would definitely prefer slowing healing and revives. Wouldn't mind if you could choose to spend a bandage to do a speedy revive, or keep it to do a slow one! That'd be really cool
Medics could then be buffed by always doing fast revives
that's why i thought there should be a separate item to heal that goes in one of your gadget slots and bandages should be left there for stoping bleeding and reviving
that's how i suggested it
revives should be free, with medics reviving faster naturally
medics should revive instantly using a gadget 
DEFIB
Necromoire please. I want to use a tome to summon the dead spirits of my fallen comrades.
Halloween special?
fun fact, Bandages were originally only to fix bleeding and reviving
I would summon the players that left lmao
Improve drone spotting capabilities (and perhaps xp)? I personally think recon should be more than just selfish sniper class and should also be incentivized to do more teamplay through reconnaissance (y'know like the name of the class 😂) Perhaps make spotting to last longer to recon class?
This guy will be shocked when he actually tries flying a drone himself
Been doing it for the last few games xD You get about as much xp as a guy with 7 kills by the end of a game and that is with me prioritizing enemies that are in the best position to die soon. I might just be bad though
Dev Updates mention needing major systemic overhauls to bring in new and longlasting players, while also wanting to increase TTK as players die too fast. Here's how to address those issues.
Give permanent toggle for minimap to always be visible + show non-silenced gun shots show up as a red dot, make the compass medium range
Give an auto-run hotkey
Minimap would be useless cuz it would just be red
ngl, I just want the option to switch to a radial compass instead of the overdone, bad "bar compass" that for some reason is in fashion.
I keep forgetting it's there because it's so useless
Radial would be nice
I would really love some minor control optimizations tbh
like making it more clear when its OK that buttons are overlapping in the keybinds, little stuff like that
instead of having 3 VC buttons give us the option for a toggle button and a vc button
It saves one key, but it can be helpful if you'd prefer to only talk in SL chat or something for a sec
crouch and prone on one key option (I forget if this is already a thing tbh)
LMAO I booted up the game and saw the "major update coming mid april" notif
Made a suggestion for it https://discord.com/channels/303681520202285057/1232713402305085565
The fact that holding shift changes the alt. Mouse buttons is really irritating
If possible could you make it so as a squad leader I could select the current objective from my map instead of having to look for it, also I would like it if you could select the point you are currently on.
You can select the point you're currently at by opening the radial menu, and on bottom left of the radial menu by default should be "flags", where you can select any objective.
Thank you
you know what "this game needs" is spraypatters, everyone remember that phase of first person shooter bullshit?
Hoping the game update comes out on the 15th June which coincides with the early access release and my birthday. Off course I wouldn't mind if it was earlier, but it would be a lovely coincidence. I just want the best baked update and want the devs to take as long as they need.
Played zombie mode for a little bit, wasn't very fun 😦
Zombies are super strong it feels like, and being able to build up into the air kind of doesn't make it fun for zombies either.
Plus you have to survive for 20 minutes, like bro that's forever lol. 10 is fine
Would definitely love the mode, it literally just needs some minor tweaks. Zombies should be weak af (except the starting zombies). Maybe give the starting zombies 1 c4 or 1 rpg that doesn't do any player damage, but can take out player structures really easy.
Zombies should basically have a tough time at the start, but snowball really hard essentially. That's what makes those modes fun imo like in halo
Also, idk why the devteam is commited to the devcast format. Just do a detailed steam blog post man, or at least link it on steam 😭
Like link little clips and stuff
it's not an official server lol
Yee, but figure I'd bitch about something
💀
Here's the code for the gamemode, you can always open an issue and label it as a suggestion! This is a very rough version of the gamemode and still needs to be optimized once we've finished the balancing. The hide and seek gamemode is in here as well https://github.com/atsmith14/BattleBitMinigames/blob/master/Events/ZombiesGamemode.cs
We plan on making this so we have a set of gamemodes players can vote on after each game
Might do that sometime! Thanks for letting me know
Is there a feedback thread for the squad type system. I couldn't find one so I'm just going to vent here.
The squad types are completely broken, you can pick any squad type you like and 99.9% of the the time you'll end up in a squad with players scattered all across the maps, who have no interest in squad play of any kind and a squad lead who does absolutely nothing other than change the objective every time orders are requested so he can avoid being removed as squad lead. Why waste a player's time at the beginning of a match pretending that it matters what kind of squad you pick. Why even bother forcing players to join a squad?
The focus of the devteam is supposed to fix this (highly doubt it will change literally anything as long as squad spawns work as they currently do, and as long as movement speed is as high as it is atm).
I totally agree that squad play should be a higher focus, but it seems like this game is trying to be more like a CoD or BF clone than to focus on squad play.
They are making the game more "easy to pick up, jump in and kill people and not use your brain for simple fun" than "coordinate with your squad for winning objectives and strategically win the battleflow to win" type of a game.
Calling it now, the new changes rewards running around with an SMG, and now that TTK will be increased, people who know how to use the movement will be even harder to kill, while ambushing people will remain just as effective 💯 🫠
So playing with a squad will be just as meaningless as it currently is.
Unfortunately, encouraging squad play demands more restrictions on solo play, and the playerbase will absolutely fight with all their power to have more restrictions placed on them in order to play as a team.
(Its an extreme example, and I dont really think its a good idea, but when ONLY medics could heal, people were forced to rely on medics... Its restrictions like these that encourage teamplay, like engineers spawns without rockets and would need supports to place a "new gadget" down that would allow them to get rocekts or shit like that. Again, this is not a serious suggestion, just an example on mechanics that enforce teamplay)
TBF if they let people play classes other than assault without being in a squad, it wouldn't force people to join squads who clearly don't want to do squad play. That way any squads that exist are more likely to have players that actually want to be in a squad, rather than forced to be there
barely anyone wants to be alone because you are missing all your spawnpoints
PISTOLS
Pistols feel kinda crappy because you can't swap to them faster than you can quick-reload some SMGs, ARs, PDWs, etc.
Especially the heavy pistols that best compliment such weapons.
Additionally, the pistols effecting your sprint speed so heavily feels unnatural to me. IE, why does an extra 5 rounds in a glock mag incur a -16% run speed debuff?
Also, a 6x optic option for all the heavy pistols would be cool, rather than (or added on top of the option for) an 8x on just the Unica/RSH12).
they do whip out really fast and it's not actually -16%
About the speed debuff, have you not read my magazine debuff suggestion, ive complained aboit this for a good while
I mean, this is more of a pistol issue for me. I get where you're coming from, but IMO, pistols in general should have ZERO influence on sprint speed.
Have you tried to take out the Deagle before?
You could get dinner and a movie waiting for that thing to finally clear the holster.
Tbh the speed debuff isnt even that bad and its only on heavy pistols
The speed debuff for all attachments is half of what it says in the stats screen, so I think it would be 8%. Also, speed debuffs from pistols only apply while the pistols are out.
True
So they're feeding us incorrect data... why?!
Also, M200 with deagle (but not holding the deagle) is definitely slower than an M200 buddy carrying a standard 443, last I checked.
not since the buffs lol (also rsh is better because big revolver)
well obviously, deagle has a 1.06 (not quite sure) movement speed multiplier while the mp443 has a 1.1 ms multiplier and equipment multipliers get averaged so this makes sense
Does it actually perform better in some way, or is that just a meme?

copium
the bigger bullet shooting gun is still worse in almost every aspect
Yeah, but im saying it applies whether the weapon's out or not, and it shouldn't effect your speed at all regardless IMO.
There's no reason for it to do so, but there is reason for it NOT to do so.
this averaging behavior stems from the milsim roots afaik
I like the Unica personally, just because the RSH takes too long to unlock and seems virtually (literally?) identical.
The data is wrong because there was a bug that caused attachment movement speed debuffs to not apply at all. Once Oki fixed it everything was way too slow, so he made them apply at half value. He didnt actually go through and change the values, presumably out of laziness.
Im quite sure movement speed of pistols does not come into effect while not out, although its possible Im misremembering what I tested. If not base speed, definitely attachment debuffs are ignored.
and ms multipliers offer a bunch of balancing options for the devs imo
unica only 2 shots
and is smol
See, this is why you set the displayed values as tie-ins with the actual values, rather than a seperate displayed value you have to also change manually each time it's rebalanced for each gun that changes something.
IE - Change gun's damage per shot, the "show value: damage" will now pull the new damage per shot (rounded to nearest 1st decimal).
They are tied in with the actual value, its just that Oki didnt change the actual values, he seems to have made a special case somewhere else in the code
technically they are tied in, but there's an unseen multiplier applied afterwards xD
Sounds like the tie-in could use some updating then, to display end-result values, not "just the gun/attachment's baseline value".
You would think thats a good idea, but its not actually possible to do
the entire codebase is made of spaghetti 
A lot of people have in honesty, any larger magazines are not used often due to the sheer amount of downsides
Yeah i know, just saying its a know issue
not complaining by any means, sorry if it came out that way
Its the reason i practically never use anything but defaults and no-downside mags on the few guns that have such mags.
It feels like the gun balance was carefully made around everything else, and then someone realized they should have mag options as well, so they just slapped in whatever downside stats looked good on paper as "balance", but the added downsides make the guns feel nigh-unusable on top of the delicate balance from the other attachments.
What was changed about the bipods?
when from -Everything to the one you know now
Old bipod had so many downsides it wasn't worth it. Pretty much every stat went down, including your standing recoil, to the point where the deployed bipod barely accounted for it's own recoil downsides.
it was equal to the Vertical grip if I recall
Thanks.
Funnily enough, more ammo in a mag can typically reduce felt recoil because of the increase in general mass, even slightly, but drums over and mags over 50 are pretty heavy. They would reduce "stability" while standing but while kneeling or prone, they can have modest effects... provided you can lay down proper with said banana or drum
I have an issue with the scopes. I do like them, but only 3.5x scopes and 4x scopes are just better for me because, they are not too closed to the screen. What do I mean by that? Well, I just dont really like, when 6x-20x scopes are just too close to the eye. It's really uncomfortable, its feels really off. I dont have issue with scope mechanics it's self, they are fine and reasonable. But I just cant use the bigger scopes, just because they are... Too close to the eye.
200 objectives is absurd
bUt It WiLl InCrEaSe TeAmPlaY aNd MaKe FoR bEtTeR mAtChQuAlItY
(that said, if you find this hard to do, try to find a 32v32 server as its easier to get objectives on those. But lets be honest, its more fun to play as you usually do, and you will get overall more exp from playing normally for 35-50 games, than you do for playing 32v32 for 35-50 games, not having fun, not getting exp in the traditional way as you're only focusing on capping objectives)
I have trouble getting 50 in a week... I'd never get to 200 lol
no ammount of team play will make 200 obj cap a normal weekly challenge lol
Yeah, and it's only a few extra ounces/dozen grams for stuff like the AK15 40-45 round mag (anything shy of a drum, really), so it's a weight you'd hardly feel when lifting the gun to aim down the sights, but every bit does help counterbalance against recoil.
Add to that the fact that virtually all modern weapons used in military combat are designed so the mag/magwell can be used as a makeshift grip point, and a larger heavier mag only serves to provide better control even if you don't have a foregrip applied.
This is kinda like the Barrel-Velocity issue.
There shouldn't be a single barrel option out there that lowers default velocity, because at the end of the day, the gun's barrel length is fixed so the velocity should be as well.
Adding ANY length to that barrel only increases the amount of energy the released gas can impart on the projectile, which in turn can only increase bullet velocity.
While short ones like the Flash Hider and Compensator shouldn't add more than maybe 1-5 m/s for any gun, something as long as the Tactical barrel or the Long Suppressor should add a decent chunk.
Anyone got the tldl on the devcast?
Nvm reddit answered it
What I realised this morning is that it isn't that the game is bad that I have stopped playing. I play games, because it allows me to have fun with other people on a regular basis. All my friends have stopped playing the game, not because of poor sound, but because working together as a squad was never really fostered.
Pretty much
Lmao, that's what I thought
It does seem a lot better, but it's gonna be really funny if it's just the new sound system, some visual upgrades, and maybe a map rework
The community will blow tf up lol. Hopefully they've got some new guns for us too. I know they're changing a bunch of gameplay systems too, so we'll see. Hopefully testing can start soon
new guns are being remodeled 
Not what I wanted 😭
too bad
Is there any space for game night suggestions? Was going to suggest rpg only domination, with infinite ammo.
Melee only would also be a great one
Of course, you can always recommend game mode ideas and we can build them. Eventually we’ll have a way to let people vote on the custom game modes after each round
The more fleshed out the idea is, the better as well
Well besides the simple one I just mentioned. Maybe a vip game mode? Seems terrible, but it might be fun. That's my last suggestion for now
Yeah I like that idea, could do something like make the VIP flicker on the map and make them wear all red or something. Each team has to keep their VIP alive and whichever team kills the vip X amount of times wins
VIP could swap everytime the current VIP dies, give it like a 3 second timer and only tell the next VIP they're about to be swapped to it so they know. Then respawn them
Something like that
Another custom game mode could be KOTH, but it's point based. The hill moves after gaining a point. Would be chaos, but could be fun. You could do two hills to make it an either or situation
So saw this on the L86
I'd choose Camofulage over Camouflage any day🧑⚖️
"Combine Magazines" will currently combine a useless 1 round mag with a 2 round mag to make a useless 3 round mag. Combine again will combine the new 3 round mag with a 2 round mag to make a (still useless) 5 round mag. Combine again will combine the 5 round mag with a 4 round mag to make a (still useless) 9 round mag. etc etc etc.
Could it instead combine a 15 round mag with another 15 round mag to make a 30 round mag FIRST, then start start combining smaller mags? or even better, set combine speed based on number of rounds remaining combined into new mag? ie, combine a 3 round mag with a 27 round mag really quickly, but two 15 round mags more slowly? Complete mags are much more useful.
I hope that after the update, this won't even be possible with assault.
while yes, you also missed him
I am aware, but at the start before I scoped in the game can't even keep up with that movement at distance
It looks so bad:
https://www.reddit.com/r/BattleBitRemastered/comments/16s5nwl/what_is_this_speed_hacks_server_issue_01_second/
IDK where to put this, but can we fucking make the bipod just work?
Like just gimme a button to deploy it, please
How about we just dont let you deploy on this perfect-height wall?🫠
Literally anything please, it should be easy to use not impossible
please
p l e a s e
More bipod complaints, if you don't wanna change the height they activate, maybe you could give us a short and long bipod? Kind of silly, but hey it'd work
Take a page out of Enlisteds book, make the gun snap to nearest surface when pressing deploy button.
Dont add inertia plz
We're bringing it back
being honest I feel the bipod could just get a general increase and it would be fine
General increase in what?
Recoil Reduction? Or do you mean "general increase in range it can deploy on surfaces"?
Snapping to surfaces would be good, especially with some kind of small deploy time
Slowing down even a little makes you way more vulnerable, so it offsets the advantage a bipod would bring
Gonna have a whole lot of fun making new reload animations, limits, an inverse kinematic animations for moving the character model around tho
just being able to deploy would make it so much more usable
just let it stick to some shit, when I'm using a bipod I'm not moving around lol. I just want it to work
forgot to say hitbox size
my bad
general increase 2 me in ur mom, got 'em
I earned that a touch
But to the bipod, a general increase in length (Along the gun) and a bit further down would most likely make it feel better to use
would also be a fairly easy solution that doesn't require writing new code and such
saying increasing the range since it feels very, precise at the moment (Annoyingly so)
Imagine no guidelines for clan making and no feedback for when a name is or isnt allowed and surprise no communication banned from making a clan. Classy devs
I don't need to
Maybe stop being racist/offensive?
Interesting assumption that doesn't adress the problem.
What did you try and call your clan?
Regardless if it was racist or whatever, do we have something to tell someone that they cant create a clan due to being banned from creating one?
At time of issue no, there was zero feed back, i had to ask a mod why the request was pending for weeks. That was after dozens of other attempted names which only lagged then upon reopening the game it let me put in another, so it was unclear whether it even went through.
Still haven't said what it is
JewRbad
I got sCat in, so anything is possible
It's sadcats btw
No I didn't realize until I made it
Variations of otter based puns and stuff along the lines of femboy supremacy the usual stuff
hey. I have an idea for a different gamemode that would be very easy to implement and would make a lot of a niche group in battlebit very happy but also be super fun for everybody else. An Air Capture battle or something like that would be extremely good because it allows a lot of Helicopter pilots to practice and be able to fly a lot all together. I feel that there would be different capture points with an Anti Aircraft gun to shoot at the helicopters. People would of course still be allowed to use a limited number of cars (or tanks and stuff) and still of course ground combat but there would be a lot of helicopters. I feel that a lot of pilots would really like this and it would be a really fun way to have another gamemode. It would be kind of similar to the tank battle but helicopters. Probably smaller lobbies but idk. I really hope you consider this as it would be really fun and good and easy to implement.
un poco triste cerrar un canal por cuatro monos
the space battles from the 2000s battlefront II was an idea i had like two carriers fighting each other with maybe an island or two for infantry combat. 900 helicopters and like 2 btrs or something. it would be super fun in this game.
Can we please make it so that tank and APC drivers don't have the same clarity of hearing as infantry... They're inside load AF vehicles... It sucks trying to sneak up on a vehicle while crouching only to have them hear you...
Nah they've got directional microphones duhhh

We giving armor more reasons to never take risks in here. Good idea. 🐴
It'd be a good idea if people were actually encouraged to support armor. As it is, bad idea.
This wouldnt be relevant in most situations where they taske "risks"
Its mostly only relevant in sitations where you've stalked and flanked a vehicle sitting on a hilltop, only to have the gunner/driver just do a 180 with their turret because you got up to crouch 20m away.
You're almost right, but this will effect armor brave enough to traverse near the points but this won't be relevant to the hill top guys and will probably lead to more of them sticking to the hills and exacerbate being spotted, you won't even get get 200m away before they get paranoid and scoot back into the safe zone; especially after this next update where players will be much more visible being covered in glow sticks and having health bars over heads after taking damage.
Vehicles in such a large game is a really tricky one, either you add a few vehicles and they fall prey to dozens of engineers, you make them tankier but that will just mean they sit on hills even more and enjoy absorbing damage, or you add loads but this would make it way more vehicle focused and would force the game to pivot more to engineers
Cutting down the number of helis would be the best start, then nerfing C4, then lowering the weak spots on vehicles to specific areas instead of quadrant hitboxes
Vents/tracks/hatches, something where getting close enough and aiming is worth the risk
Have ramming into buildings/trees damage vehicles too (soft skinned), but also knock down the tree
@near ibex can we post a poll to collect opinions on current TTK?
I actually liked the way Enlisted handles tanks: you are vulnerable to close range infantry, but said infantry has to seriously risk getting spotted for about 5+ seconds while they either cook their AT nade, or climb on top of your tank to plant an explosive charge and slowly switch to the detonator. Having a tank made a big difference.
add stealth bombers as vehicles
Im not aware of if u guys have complete power over the anticheat but can you pls make so Autohotkey doesnt get me kicked by the anti cheat when im not using for battlebit im running it in a remote desktop thinking about it deeper it will just let ppl use autohotkey to remove recoil so tbh im prolly fucked but if you find a way that would be nice:)
Ok 😉
Biome update looks sick
new map looks sick too
Tbh, based on what I've seen I don't think the gameplay changes will hold me so far
I'm really hoping it does, but it sounds like it's changing a lot of the things I liked
Hoooopefully it's still fun I guess though
Hopefully testing can open soon
Mainly the changes to armor and classes


Night-mode, and NVGs... our time will come, eventually.🥲
Seems like a fair trade-off to lose the unique lighting for each map, for a generic, but a number of different weather patterns and time-of-day's,
I liked all the changes personally. The only thing, I hope they fix, is night maps. But that can wait.
Slower TTS is gonna be great. Will be less unfair on people that get hit.
Armor being only cosmetic is dope. The multiple hitbox + different value was too random and it didn't felt good to play with or against.
HP pool will make this way more consistent.
It's less customization of a random element, so I'm all for it.
Balancing with only Total HP Pool being different by classes, Headshot multiplier, and maybe limb multiplier. Will be a lot faster/easier to tell.
The grenade indicator was needed. The sounds is top. Explosion reduction is great too. Too many times it feels like all buildings get razed to the ground too easily.
Maybe, the HP bars argument that was pointed in #1254381992271679591 is my only "not fan idea".
Armor never felt random to me personally
I think it hit boxes were all the same in reality? I'm not sure about that 100%, but i think it just covered your chest only
I really don't think TTK was ever an issue at all personally. I think the game feels damn good currently
I really don't like the hp values being different per class rather than the armors being the differentiating factor. You can still add armor as a flat value to hp, but it shouldn't be cosmetic imo.
What this means is there's one less thing to customize. Everyone will have the same mags, etc now
I can't turn my medic or engineer into a speedy class if I want to, instead it's whatever the developer wants. I really can't see this as a great decision overall
Like sometimes I wanna be tanky, other times I wanna be speedy. Sometimes, depending on the gun I'm using, I want ranger, other times I want light
The grenade indicator is NOT needed. If the grenade made a noticeable enough noise when it landed so you could track it with your ears it wouldn't be a problem. I'm not necessarily against it, but I think indicators are the laziest solution
With the hp value thing the ttk is going to be different per person now guaranteed anyway. It's just the least interesting way to do it, and creates it's own balancing problems that are different from the current system. It also creates a different gameplay feel depending on how oki wants to balance speed and mag count
Well they can always add new mag modifiers or other system mechanic for this purpose.
It'll probably be on the belts or something
Belt / backpack yeah
But like, I liked the armor not being cosmetic either or. I feel there have been a lot of solutions to armor that would work fine without oversimplifying the systems
armor will still affect mags
I can agree with that, if the sounds system allow for you to hear really well, and evaluate where it is thanks to it.
Then it's not cosmetic 💀? It's just size based I guess
Then it's just the same as currently but worse imo lol
I think it's better. Because the current system has too many "if" for the armor.
Like if I have it same armor no matter what, but it still affects speed, I'll always choose faster
Not really. You've got 4 types of armor that heavily affect speed. You can see if someone is REALLY armored like support, so I know I need to shoot them a few extra times
Well 5 I guess if you include empty
I do think visually the armor could be clearer, but because the ttk is so fast it's literally never been an issue for me
The real problem with armor was slowing down after it breaks. This could be solved with armor packs pretty simply, or by making it tied to hp like they just did
Add Unhealable HP Pool that only works if you're hit at a specific part. "Regained" only when you get killed. With speed downside. I think it's a bad system.
The problem you have of people having different ttks hasn't gone away, it's just moved to hp directly. You could argue the problem will be worse because the ttks are higher now. Do we know if armor breaks anymore?
It was bad because you couldn't repair it
I have no fucking idea why oki didn't just add an armor to engineer or medic tbh
Can you repair it now?
No
Then yeah, I stand my point.
Moreover, that our characters are massive square box. So the armor cover is kinda meh, since your limbs are extra thicc.
Most games have big ol hitboxes, this game just matches them more 😂
I actually love when the armor visually and mechanically covers where it actually covers on the model
I think it's cool
I think it's a cool idea too. But it doesn't work for me, in this current game.
It doesn't work currently for me because there's 0 way to repair the gear. So you're better off going for speed only, or dying asap to get your armor back
Needing to die to get back an advantage you had. Is such a bad mechanic tbh.
Yea it's pretty bad
Especially since you still keep the downside. But then if you got rid of the downside when you loose the armor. It'd put the balance the other way, where it's kinda just free.
That's why medic was so strong, and why they got so much weaker when everyone became able to heal faster than the medkit
There's a lot about the gameplay loop that have had really reasonable, rational, GOOD solutions suggested. It's just frustrating in a way to see the baby tossed out with the bathwater in a sense
Well, there's been a lot of solutions proposed. But then, we don't know how code goes behind, and how easy or hard they are to implement. Nor the problems they'd cause.
That's not our problem tbh, and that's a problem the developer created for himself

If it's hard to create the best solution for your game because you did some less than ideal code, guess it's hard
Waaa waaa not my problem lol
But yea, a lot of the cosmetic stuff is nice about the new update. Any sound changes would be good changes. I'm just overall concerned about the gameplay changes. I genuinely hope the dev team isn't stupid af and let's people test it publically in a beta branch before launch
is there any game with a similar system in term of armor?
I suppose tarkov. But there are other games where you can select armor between different classes that gives you a little more hp and such. I know I've played them lmao. I think insurgency does it with ammo types for example. Lots of games let you increase or decrease your damage based on gun stats
Games like tf2 will often play with the ttk of classes a ton based on your gear
It's just not called armor
@near ibex I am once again requesting that you get on your knees and beg Oki to do public beta testing 
I know this community man, it's gonna blow up unless the gameplay is literally perfect lol
At least if it's beta tested publically first it gives the impression that things can be changed lol, even if they won't be
ppl die and give up so fast that it doesnt really matter rn xd

Add a "staying alive streak" bonus that stays as long as you don't respawn
Like maybe as you get kills the bonus could increase
I'm asking for a combo meter lmao
XD
What's the bonus tho?
Idk, score
A combo multiplier would be kind of cool. Maybe if you get 10 kills in a life you get a 1.2x multiplier. Getting revived let's you keep that. Could be called the "long life" multiplier
Or a killstreak multiplier
dont think that will work. Either its low and doesnt matter or its good and many ppl will start camping etc. Beside it would favor sniping vehicles and recons a lot while smgs wouldnt get that much
Eh, you could adjust it per class of gun
https://discord.com/channels/303681520202285057/1255534798496333845 made a suggestion for it
lots of balancing that way
Plus snipers kind of already camp lol
So I don't think this changes much
Tbh the idea is to incentivize staying alive just a little bit longer, so if people play a little slower I think that's ok.
dying needs to just suck more and not be a 4 second resupply
personally i think that like 70%+ of problems of the game are because of fast respawn and bad maps
I agree about the fast respawn, but I do think this suggestion might actually be a good, fun solution if done well
The key is to have multiple bonuses you can earn in a life - which I noted in the suggestion
I actually really think this could be pretty fun
i do think having a rolling 30/60 second counter going and each death within that 30/60 second period would increase your spawn time by a second would cut down a lot of the spawning speed issues
that would also punish new/bad players
any respawn changes would do that and it would also encourage a bit more thoughtful respawning , more reviving
Anything related to spawn timers doesn't encourage reviving to most of the player base that doesn't already revive
i mean its hard to encourage reviving when you probably would come back around with full hp and ammo people not reviving in part i imagine is because lives dont really have a meaning and respawn times are a way of giving lives meaning
on top of that the suggestion was mainly to curb clown car spawns people reviving squadmates more would just be a bonus
I don't see oki fixing clown-car spawning because the clowns want to throw them selves as close to the combat as possible, for constant action even if that means repeated instant death on spawning; he expanded in-combat blocking for this already to get them to stop asking for longer spawn-protection in the middle of fights and to make it easier to clear them out at least if they're in the same building or being shot at, the area of effect needs to be again expanded or blocking spawns if a player is in the line of sight of an enemy, especially if he's not going to humor the idea of making it squad leader and beacons only.
(SL's in official servers don't really preform their roles but it's worked out awesome so far in the Hardcore community server)
Los already does block spawns apparently
The distance check is comedy tho shits like not even 10m
Yeah, then it needs to be expanded by a whole lot. lol.
he has discussed a few times now that he has no issue changing it if a adequate solution is found it might even warrant its own suggestion with that in mind
X
Make point spawns not useless the end
Although this has been done for some time, I am noticing it more frequently in the recent weeks and I personally feel its becoming a problem. People have started using Large Supply Drops as a way to block areas, with a focus on spawnzone areas that have historically been ‘No Build’. Since there is no real way to move them, or despawn them it can cause sections of the map to be permanently blocked.
I recommend that there is a way to despawn supply drops. As with all other buildable items you can counter them by tearing them down if they cause a force blocking of a doorway. I propose adding a way to ‘Break down the Create’. I could be something like “Hold F to Break down the Supply Drop”, then 7-10 seconds later it despawns the supply drop.
you could build there, before they fucked up objective building...
You can still build in some areas of there, but the thing is you can tear down player built buildings so it doesnt perm block the route. People are abusing the fact that ammo creates dont Despawn and you cannot destory them to perm block the entrance there, and other places on other maps. They will spawn in 10-20 ammo creates in one spot.
based
womp womp
that is ridiculous
It's like 300 atm
Depends
So it sounds like about 1-2 extra bullets to kill
Primary TTKs BODY/HEAD (Excluding snipers and secondaries, Average TTKs at the bottom of the sheet)
So it's double
I think my bullet estimate may be accurate for some guns, but not others
Everyone has exo hp wise
So tldr: they're doubling the ttk for the most part
Well leaked M4 has a ttk time of 400ms, you'd assume smgs are still faster so we might end up with 350ms average or something
And since we talking about such small values as milliseconds, the difference is going to be quite small, but enough to register whats happening
It's small, but feel is everything after all
Well imagine that they are essentially adding the time it takes to blink once (if you a longer blinker) or twice (if you short blinker)
Or twice the time it takes for pain to register in the brain
It seems like they're trying to make it more reactable up close
Sub-reaction time TTK doesn't allow for "understanding" what happened, Go look up CamiKaze78, he talks about this TTK change in his recent video and put it decently
As long as it feels good, it's fine

I'm not opposed to the ttk changes mostly, I'm just worried about all the other changes lol
Like classes will naturally have different hp now I believe
Armor being cosmetic, stuff like that
Armor options per class already did that to a certain extent
I knoooow, but it matters to me
You'll keep your drip after taking damage
That's neat
bullets should spall on plates and ohko eveeryome like irl
Here's my "Refuge from CS2, played for a couple of nights feedback":
- I felt lost, like utterly helplessly lost. I tried to utilize the map but felt a radar á cs2 would have been a great way to replace both the directional compass at the bottom of the HUD as well as the map for most of the gameplay. The radar could be expand and contract with a hotkey, be configured with opacity value and what not.
- What, where's the health indicator? Haha, either the heat of war was too much for my brain or there's no indicator except for blood stains during low HP and text during first aid usage.
- Settings options are for the most part self explanatory but some would need a little infobubble or some indication as to what it does.
- In CS2, I'm sure you are familiar there's the Q key to switch between the the current and previously selected item/weapon. I missed it. I might find it to not be particularly useful within BBR, but last night I wanted it.
- Man the game is easier to play with waaaay lower FOV than default value. Remember defaults are king.
- Leaning could be more intuitive somehow? Maybe it could be done through a [modifier] making A and D do leaning. Maybe, A D acts as Lean {right,left} if Caps Lock (or whatever) is being held?
(to be clear, the value of my feedback lies within it being from someone completely new to the game experiencing it for the first time. All of my feedback might just be made redundant and false with experience)
Anyhow! Very much looking forward to my time on Battlebit and the upcoming update. What I've seen from the update it looks FIRE!
minimap won't be a thing, default values are there to be changed in like every game in my experience at least and leaning is just not difficult to pick up?
were gonna get minimap the update after at this rate
Why would the radar/minimap not be a thing? It's super useful and could distill the map and directional compass into one feature. Also the indicators of bases/camps or what they are called could also be removed as they are on the edge of the radar. Or is it just not a thing in milsim/battlefield style games?
Well, as stated I realize I'm not a versatile gamer at least not withing FPS:es, it's only CS for me. Haven't played Battlefield since the old 1943 versions or whatever. Coming from CS2 strafing is one of the absolute most important parts to staying alive. This made me feel uneasy removing fingers from A D for any prolongd period. Might very well be an adjustment thing.
Really, oooh 🙂
no
well, the devs just don't see a minimap to be fit for the game, which i agree with i hate playing fps games on the minimap instead of playing the fps game itself
but oki has a fuckin hard on for player awareness rn sooooooo
💀
I mean, game is abandoning all tactical aspects, and going full arcade, we should have minimaps,instant weapon swaps etc. If the player has to use their brain, its bad
auto pinging gooofy ahhhh
fuck you ahhhhh
nah that wasn't my idea
nuh uh
argghhh frick u
Woah, sorry if I stired up some feels (backing out slowly)
just you

Btw, you can bind both LEAN and STRAFE to A and D key if you want. Just be aware that lean-spamming (repeatedly pressing opposing leaning in quick succession) will mess up your leaning speed and make you easier to hit.
Yeah the double binding of keys, intentional or not is kind of cool and a curse. Cool as you can do the drag a friend and first aid bind on the same key and a curse since there's no indicator when something else is bound to the key that you wanted for some other function.
A modifier maybe Mouse4 to trigger A and D to act as Lean would be great. Strafing is ready and locked in, just release the modifier.
ignore sworce and his toxic posting, you're right to point out some legitimate problems with the game, thought I don't think minimaps or health bars would be an improvement
he wasn't even being toxic lmao
Yeti is legally obligated to say that any time sworce posts
oh my bad
spalling is the fragmentation of a projectile when it hits another object that is harder and tougher than it. the projectile shatters along the plane of the object it hits and sends tons of shards around. its very lethal as it tends to hit under the jawline and into the neck of soldiers or down into the thighs.
😄 just add it to fix armor 🤮 🤓
What's the point of creating a helicopter squad if any player from yours can take control of any equipment on spawn. It's a shame when you're going to play helicopter pilot, but in the end you run as an infantryman, because all the helicopters are occupied by guys from default squads or crashed/drowned by beginners. By the way, this is the second problem, because you can only learn management in a game session and the polygon is useless in this regard. Transport aviation as a class is stillborn and I don't understand why everyone is satisfied with this
ppl arent satisfied with it
And nothing changes
Transport aviation isn't a class tho
Because corpse isn't a class
Could we try adding carbines to the support class please?
Could we try getting the update released please?
Positive feedback
I love how BattleBit is really fun, I have played shooters like: CS:GO (not CS2), Valorant, Rust. And it really feels like a shooter where I can have fun without feeling bad if I lose some rounds or die because of skill issue, unlike of competitive game where I, or teammates could roast someone or me for being bad. Best game if you want to have fun while playing shooters.
New changes look great, loving the new UX and UI
Only thing I would ask for is for the gun customization screen, please add tooltips when you hover over the stats that describe what they do!
Like control
(Edit: in response to the devscast yesterday)
Would love for the map screens to retain some form of simplification.
Straight up a "top down photo" of the map is so messy in terms of details.
Suggestion Feedback
There should really be an option to vote to replace the squad leader. I have had some toxic squad leaders but really good teammates in a few games. For example, the B site was secure for a while but no order was given to move on, so I requested an order. The squad leader got on the mic and was upset that I requested that and kicked me from the squad. Before kicking me, he switched the order to c, then back to b, so he has the power to kick anyone but doesn't need to make orders. A vote to kick system would be a great way to fix this annoying little power issue...
Edit, then threatens to kill me...
I don't really care that much it would be a nice fix tho 🙂
Hey can we just get a date on the update?
I'm happy we're getting like 4 new maps basically with the reworks and stuff, but still man I just wanna know 
Main reason I mention this is because you guys keep annoucing new stuff. So I feel the worry at this point is that you're just going to keep pushing it back
Vil and Larry aren't doing anything that is going to push back the update, it's just going to take oki so long to finish what he started
(something something BBR to industry standard? )
that they've got enough time to pump out everything in between; it's out when it's out could very well mean next year.
Add a Health Bar to the UI, not knowing how long I have left while bleeding out stagnates gameplay, thanks.
Glhf
I think he does not know
Regards to new scoreboard.
I think it would help readability to have the player class still on the left side, maybe left of prestige.
Also, for the squad UI element, please don't forget to add something next to the squad leader so its easy to understand.
(so you know how to yell at for not putting down a radio)
I think that in the end game stats the stat for best squad leaders should be changed to best squads, because while squad lead is squad lead, the only reason that the squad has that many points is because the entire squad put in the work, not just the squad leader, so it should recognize the entire squad rather than just one member.
someone pre aiming a glock against someone sprinting with an lmg should in no way have a disadvantage when it comes to time to first shot, ultimax 100 should not be able to go from full sprint to +10 bullets in the time it takes an average player to just left click on their mouse.
When I think of an average player, I think of a window licker with almost no reaction time. You could add a several ms delay to the support class raising their weapon after a full sprint and the average player holding an angle would still "shit-fuck" it up.
Then we'd still have white names in here saying it's not fair they've got the ack and the other guy didn't.
Going to be pretty interesting after the update support players are going to just eat shots no matter where you hit them because the armor won't be regional on the body anymore; they're just going to have more health you might have to dump two glock mags instead of just the one. 🐴
A tick longer ttk too with the stat rework to give people enough to have a reaction; these changes are really going to hurt the average player more than help them.
Nono, trust me. They are thoroughly testing this new update. All the playtesters are getting access to this new update before it drops, as was the purpose of the role, trust me.
This is all (hypothetically) done with the new player experience in mind and will 100% (hypothetically) help newer players get into the game more easily.
In reality, it will most likely just be a new version of "Experience players can now tank more damage while going on crazy solo flanks, and wipe out groups of inexperienced players".
TTK increase means nothing to experienced movement-abusers, but it WILL mean something for newer players.
Like, they guy you might have managed to kill as he jumped across a rooftop, will now survive, and a 0.2 increase in TTK will not matter for him as he gets 3 guys looking the other way.
In all fairness though, in evenly skilled firefights, it will probably result in better combat for your average beginner/newbie player.
What makes me saddest is that they're killing off Long-Range combat (Assault/LMG etc at like 100m will be just unusable now).
I'm all for a slight increase in TTK, but 0.4 as the "norm" is just too long imo.
having 0.3 as the "norm" would be better, I think. Not that what I think matters, but you know.
In all fairness though, in evenly skilled firefights, it will probably result in better combat for your average beginner/newbie player.
The results of 1v1's will be different, but those who spar like this are playing an entirely different game anyway your 'average' player doesn't stray too far from a full lobby let alone know there are more game-modes than what they see in a 127v127 unless they're too lazy to change the quick match settings or use the server browser.
What makes me saddest is that they're killing off Long-Range combat (Assault/LMG etc at like 100m will be just unusable now).
Hopefully the damage fall off isn't that clownery when the final product of the update is released, but something had to be done about it; the majority of players just don't care about line of sight or cover a lot of people would much rather be farmed than take a route that wasn't in a straight line from point A to point B holding W and shift speed running spawn to death.
I hate the music at the end of the round. Let the setting turn it off
overall the music can have a kick in it, i really liked the Battlefield music in the end of the round coming and fading
Give server owners the option to have it if they so wish it
Battlebit NEEDS a minimap, with silencers keeping you off it - with TTK's as low as they are, this just needs to happen
Create a "Auto-Run" keybind option, would be a nice QoL feature
I like BBR's lack of minimap.
Its a great game to train your situational awareness.
for fans of the 254p maps which gives that planetside/mag nostalgia, the extremely low ttk's with no minimap & bleed mechanic makes it a bit too much xD
hell even battlefield is removing their 128p modes to cut down on server costs over time
You can press M to open the map! (default key-mapping)
Make it a habit to open the map A LOT. Most skilled people when watching them tends to open their map a LOT, and glancing at it for 0.5 - 1.5 seconds a time.
In a game like BBR, having a mini-map doesn't really give you much advantage over what you can notice if you have base level awareness in your immediate vicinity. The macro-flow of the match is much more important... and you can't fit that on a minimap.
this pretty much
i like the tactical squad although i find it difficult to communicate with squad members using only proximity chat and text chat, i think something like a squad radio would be great, while the proximity would mainly be for players outside of your squad
there is squad vc and even sl vc 💀
look at your damn keybinds people
dang
Prestige icons? I think the current simple numbers and basic pre-school shapes are extremely dull and underwhelming
New ones arent much better
I hope that is pre-alpha-alpha stages of icon design
#bbr-news message its almost been a year since the announcement of an announcement for an update... any update on that would be cool.
!update
So.. You want info about the update, huh?
Click This For UNOFFICIAL But Relevant Information
If you want to know what led to all of this feel free to ask
Otherwise most of what you want is in the link
is the community making its own update?
or what is that document otherwise
The original devs and new hires are working on the update + some followup update stuff
The document is made by a couple of people from the community to efficiently document everything that we know is coming in the next update, for everyone to read, until the dev team drops official patch notes
The doc itself has verified sources, from the devs and community manager and is approved by mods and the community manager himself (in short, its not bogus)
Honestly this “big update soon rather than small frequent updates” has been the worst decision I’ve seen an indie dev make. If the dev team would have released a series of small but frequent updates this would have given them more control, reduce the risk of what the game reputation is now, and it allows for a better alignment of the connection between the devs and the players. Now I understand, that they have “been working on it” but the dev team is small and even with the new hires, the decision to make a “one big update releasing at some point” has honestly been the worst decision. The “big update” will have bugs, issues, and whatnot and will ultimately hurt the game even more before the dev team can issue hotfixes.
(This is my opinion, I don’t care to argue about it.)
My thoughts on the upcoming update
I'm sad to hear they didn't like the lighting for the maps, personally I loved the previous skybox lightings, they looked so pretty, it gave each map its own sense of style
I also hope that even if they do push for the rework of the maps, that they don't remove the old map from the map pool, would love to still play waki and barsa when the update does drop
They did also seem to remove the bleeding mechanic, which i persobally thought was pretty good, but otherwise it looks very nice, I've seen they didn't get rid of repacking bullets (at least on one of the ui pics)
I lowk kinda fuck with the gun sounds as well, they sound a lot cleaner and pack more oomph, the smoke from each gun is interesting but they may have overdone it a tad bit
Finally regarding footsteps, we'll they seemed to keep the same footstep sound effect in place, where it's dependant on how close someone is to your position, it doesn't seem that they went with the other system they have which is dependant on how close you are to them but obstacles between obscure the sound a bit, personally I like the 2nd system more as the current footsteps sound very noticeable and if im trying to get melee kills it def will be pretty hard, it's alright though
Everything else is fine, I love the charms and skins that they are including
Tldr, looks good, hope they don't completely remove the current waki from map pool, and I'm kinda sad they removed the skybox lighting as they didn't like the "filter" it put on some maps, I think it looked pretty though and gave an unique sense of charm
add nuke mode
Same way just lower blind time
2 years ago 💀 + i played cs2 in the meantime
Lol
this is necro posting at its finest
It put me at the top of the thread
Indeed
yeah it tends to do that every once in a while
BattleBit’s biggest strengths were always its great optimization and genuine military atmosphere, even in 128v128 battles.
But the new shooting system feels controversial, turning the game from a semi-realistic shooter into more of an arcade experience. The new color palette is also very Battlefield-like.
This playtest showed that recent changes affected the core combat feel.
Gameplay is slower, player behavior has shifted, and the game now resembles a CoD + Battlefield mix instead of the unique old BattleBit. Optimization is also noticeably worse.
Introducing features gradually would’ve been a better approach.
After two years of silence, we now have bugs and a weaker user experience. Many players feel BattleBit is no longer a strategic team-based shooter.
Overall, I’m disappointed with both the performance and the new direction.
Even if optimization improves, the current core mechanics shaped by the new shooting system worry me.
The mechanics of spawning had a big change, now costing FP points to spawn on squad members. After running out of FP points, the player must spawn at an objective in order to get back FP. This is an attempt to incentivize teamplay and to create a way to integrate FP into the regular gameplay loop (spawn, kill, die, repeat) outside of building. I think to further push for integrating squads would be limiting our squad spawns to just the squad lead. This incentivizes keeping them alive/staying alive, while giving a focal point for the squad to build/fight from
Sup team. In perfect world
I would like to have all of the features of the original with the updated graphics of the beta, minus the player visibility issue.
With new armor sets that give, depth to different play styles
Maybe adding ammo types to further define roles and player agency .
“GAMEMODES” GAMEMODES”
As maps in the base game are in a decent state right now. all we need is more game-modes- different ways to play them. That’s really all we’ve been asking for.
Even a better version of bf4’s commander role for better team play would better align with the games core fundamentals and overall vision.
spawning on squad mates costs field points.. i hate this
I think it's a good way to get around the "one guy survives, the whole squads back" issue, which was an actual and real issue.
tying it to other game mechanics I'm not too sure about
There's a better system than this I hope
especially when spawning on objectives is buggy, or worse, intentionally not allowed because "it's too close to enemy spawn"
Fix squad spawning logic ❌
Limit squad spawning by having to use squad points and kill all teamplay ✅

So.. You want info about the update, huh?