When a bullet flies right past you're face, there should be a very small flinch to throw off your aim. It should not be nearly strong enought to give you an advantage on CQB or short range, but a medium to long range it would further incentive players to lay suppressive fire when moving towards objectives. It would also serve as a means of balanced snipers. Even a small amount to flinching will significantly throw off a snipers aim with a 8x scope, and will prevent them from 1 shoting the poor support player who already landed 2-3 hits. It should scale with either weapon type or damage, so that DMRs can be slightly useful against snipers, and so SMGs aren't used as rifles. It should only occur if a bullet missed by 1-2 meters, and go only as far as to throw off shots that would be 200+m out or while zoomed through a scope. It doesn't have to be like squad or anything, although when harcore mode is added, this feature would be well more suited to it that the current mode.
#Minor suppression and flinching
1 messages · Page 1 of 1 (latest)
i feel like if this was a thing, all you'd need to do is shoot at any glint you see every few seconds to keep them from doing anything from that distance
the change would be more balanced if they made glint less prominent or only visible to those being aimed at
just my two cents
That's kind of the idea. Scope glint is so far the only balance for snipers, and it doesnt make them easier to avoid, and its just less fun for snipers too. Spotting and suppressing snipers would encourage snipers to play more carefully, and it would be without messing with any weapon stats
And give other infantry a way to counter them at long ranges without just hiding from the glint
i agree and perhaps holding your breath makes you immune to near-miss flinching so they can counter it for a short duration
That's a pretty good idea
also nerfing glint but adding the flinch would probably make long-range scopes not a death sentence to use
cause right now you have little reason not to just use a medium scope unless you're doing extreme long range
1-2 meters seems a bit extreme
something like 0.5m sounds more realistic in this game imo
yes it should be around the same distance that vignettes start appearing at
idk how much that is tho
vignette is ass 
high damage weapons / large caliber weapons creates louder passing and crack sounds
suppression was one of the reasons that held back BF3, nobody liked supression in that game, it should only give you some sort of tunnel vision not throw off your aim
Would be happy to see this added and scope glint removed, just to where it becomes tricky (but not impossible) to take sniper shots
Glint is the only thing that makes playing against snipers bearable. I'd rather see a warning that I'm about to get shot and have some choice over the matter than hope they miss their first shot
I mean, currently that's the case since everyone uses medium scopes, but the glint-cone is actually pretty large. Maybe narrowing it down to who's being aimed at rather than them and everyone around them.
That's exactly why I'm calling for the removal of medium scopes from sniper rifles
bumping this thread. Oki is saying he wants to take BBR in more of a tactical direction and yet there's** no suppression system in place yet**. Just throwing my hat in the ring:
- each bullet landing within 0.5m (or something similarly close but not a true hit) slightly darkens FOV and causes tunnel vision cumulatively to max 5-6 bullets (preventing complete blindness)
- check if body is within 1m of fortification/tree/rock, if so reduce suppression effect (promoting use of cover)
- class passives: assault mildly affected by suppression, minimal if using riot shield. engie and medic fully affected. support mildly affected, minimally affected if using exo armor. recon fully affected unless ADS, then minimal
There was already flinching earlier. Nobody liked that.
It's much better now workout it
actually agree w/ no flinching, limit suppression to darkening vision only
Also: Happy holidays to everyone! thanks to the dev team for this awesome game and shout out to all other degenerates hanging out here instead of with family!
didnt they say they where not gonna add milsim like chnages to the base game. Just wait for the mislim/hardcore servers
If anyone wants to see what it would look like, Post Scriptum (Now called Squad 44) has those types of effects. When you’re shot at your aiming flinches, which doesn’t re-center, and your vision darkens a bit
Hell let Loose also has it
That's how it should be.
i feel like no one that agrees with this can aim (if you didnt know there is flinch for when you do get hit)
its minor enough that getting headshot does nothing to a sniper who can fire right after they got hit to dome you.
that
it's so dumb, i already have 2 shots in within my effective (full auto) range
yet they still get a headshot
the absolute bullshit of that
It’ll be in the milsim mode I’m sure. Nothing more terrifying in Post Scriptum when an MG42 is blasting at you and nades are blowing off because there’s an enemy squad using comms and flanking your ass
This suggestion isn't about flinching when you get it, it's about flinching (and/or other effects) when a bullet lands close by you
there's a reason LMGs have some form of suppression at the least. kinda the whole point of an LMG.
I just want a squad of 249s just PTSDing a building full of enemies with a barrage of bullets
I will join you with the ultimax 👍🏼
In ARMA the LMGs penetrate walls. It's so great to continue firing on a person after they've taken cover inside a building and still get kills.
I love the idea of suppression for sure, but I think consistently we're running into the problem that people don't want to lose control of their ability to aim, which is totally valid.
I think Hell Let Loose's suppression, which only affects your camera shake and vignette, would be a better fit for this game than the flinching mechanics of Post Scriptum.
the counter to that is snipers still being able to just dome you despite you hitting them and suppressing them
a slight flinch not allowing precise shooting at range would be fine if it flinched you a small amount that you don't really feel until you start using 4x and above
An interesting layer I just noticed: bf1, which uses flinch on top of suppression, actually may have an answer to that.
Bf1 does the vignette on top of moving your aim around slightly, but ONLY from a far enough range and a certain amount of bullets being fired down range. That means there isnt flinch up close, BUT after certain amount of range the flinch kicks back in
I believe there is flinch up close, but well its up close you ain't noticing it as much
its also only applied by LMGs really
the flinch I mean
I think if tweaked right, this would still give us the control we want in firefights while still giving support an actual "support" role in medium range while giving us a nice way of suppressing snipers
yeah that would be nice. we don't need RS2 suppression.
I'd say the flich should be dependent on caliber. The bigger the caliber the higher the flinch... or maybe instead of caliber, the muzzle velocity
Hell let loose's supression system is my favorite, if an mg is firing towards you, you can't fight back because of the camera shake, but that might not suit battlebit because of the faster style of gameplay. Battlebit ain't as milsim as Hell let loose.
size of bullet(damage?) and amount maybe?
type of gun (smg, lmg, dmr etc)
range (less effective up close, most effective at medium range, still effective at longer ranger)
those are variables i can think of
I’m a sniper and I’d agree with this, as long as they fix the drop off for a lot of guns like LMGs. I’ve been 3 tapped by so many LMGs at 200 meter ranges, that id hate to have to battle one suppressing me after I’ve already gotten my first hit marker
At the same time, I also hate switching to a medium range class every once in a while and shooting at a sniper a million times, only for the suppression to actually be useless
lmg don't 3tap at 200m...
Being honest, generally MGs in games act either as heavy ARs (Slower reaction times, but a whole lot more deadly), Laser beams when properly setup or suppression machines depending on game, mechanic & so on
usinga example spitfire in Titanfall 2 is the first, Squad when I played it last did the other two and such
Pls no aimpunch 🙏
if I recall the exacts of BF1 suppression is a infinity symbol is drawn on your screen, sniper's gain 0 benefit from breath holding pretty much, it is applied weakly at closer ranges but stronger the further you go (& is weapon dependant, so marksmen rifles & snipers were most effected) also the CoF was increased (So less accurate return fire if suppressed)
that would honestly work the best as is
otherwise there was some flinch every so often when actively being suppressed by a MG if I recall (unsure if others could do that)
keep in mind, in BF1 the sniper's glint mainly appeared when they were in their one tap range as well
a slight flinch that would only really effect magnified shooting would be an easy patch until a better system is put in could work too
So gave some back forth with snipers & Supports
(So a sniper could while suppressed, could one tap a support if within their sweet spot, but they had several disadvantages as well (some flinch, consisent scope sway and Cone of Fire is increased beyond 0)
already is aimpunch when you get shot but for some braindead reason these people want to be able to spam lmgs in peoples general direction and win
I've never noticed it
oh but its good for immersion. who cares its a low poly game for fun
its fairly slight but more noticable on mid range scopes
So zubi I am bored, up for a discussion?
sure
using the M249
What category would you rather put it in
heavy AR (So increasing the damage output & such) or laser beam( Think ultimax but less laser)?
yeah, because that's what lmgs are for, fucking suppressing the enemy. not allow a sniper to dome you from 200 meters while actively being shot at.
For reference heavy AR will 9/10 make the fire rate go up with a recoil decrease to help compensate
so roughly similar recoil
could be more through, could be less
up for debate
i feel like most lmgs are a lazer
havent used them that much tho
IRL wise, they tend to be both heavy AR & Laser to a degree
oh but snipers are ment for stealth
aka the M249 is 850 rpm irl if I recall
the hell does that have to with anything?
and they have trail glint and with a surpressor stupid high sound spread
its not about realism its a low poly shooter designed for fun
high sound spread so you can't be found easily by sound anymore, such a nerf
zubi it has a mix of mechanics between a more arcade game & a more hardcore/milsimy game
glint is hardly effecting snipers now. only the trail is badly implemented.
Bleed as a example
honestly i think that if you want a roblox style game that has your broken lmgs go play phantom forces
various mechanics & setups were similar to squad infact (to clarify I last played squad around 2020)
And not saying make LMGs broken
it would either make them broken or incredibly annoying to fight against
so might as well ask
What would?
the heavy AR, Laser beam or suppression machine?
I want to make sure I am not mistaking is why I ask
its supposed to be annoying to be shot at
i see most lmgs in this game as lazer beams
Personally I do not
Ultimax is (it is designed to be one at a cost of dps)
M249 I would say it isn't
VIDEO GAME yk ment to be fun
if you want the exact same TTK & DPS, the M4 would serve better
ill have to go to the shooting range and give it another go
yeah, its really fun to get 3 hits on a sniper but he can still dome me because reasons
to clarify why I say the M4 would serve better
it has several stat advantages for this
if hes fighting you at 300 meters would you say thats fair?
Including less than half the horz recoil last I checked
and only a touch more vertical
snipers will be snipers
especialy now since they decided to make them very killable under 100 meters where everyone knows exactly where they are
I'll always say this, Recons do err, recon things
what are you asking?
before they started nerfing the hell out of recon mid range i had some friends that would go under 100 meters of points and hide in grass it was funny to watch them just obliterate the point and no one know where they are
also
I must correct a earlier statement
forgot about the last balance changes effected M4
It when from 0.6 to 0.7 H-Recoil compared to the M249's 1.3 H-Recoil
didnt they buff the reload to
whats the firerate?
M4's or M249?
m4 is 700 ik that
m4 seems to beat it for recoil unless you factor in bipod
does have higher vertical i guess
and Ultimax
jeez more of a lazer than i remember
M4A1 wise has .3 higher V-Recoil in trade for a .6 decrease in H-Recoil
did say it is designed to be a laser
ultimate intercontinental lazer beam
and Aug time
aug has great uptime tho
as well as velocity and is ads speed considered uptime?
yea ik
seems like ars outclass lmgs but most lmgs have a lot more bullets
and bipod
hmm Uptime wise for me I tend to go "How long do I spend reloading vs able to shoot if I hold the trigger"
LMGs wise get 100 bullets each in trade for slower handling and movement (makes sense)
they also tend to suffer lower velocities (Was worse prior to the last pass on balance where they had 600 velocity)
i feel like reload usualy beats out having more bullets unless your behind cover as lmgs usualy are
I'll say this Magazine size has a point of diminishing returns
around 50 esh I would say is that point
this depends on Rate of fire (but considering these two have 600 rpm & 700 rpm respectively)
also because you caught my curiousity prior on uptime
M249 has a fire time of 8.55 (rounding up) with a reload of 6.67 average
Ultimax fairs better at 10 seconds fire time (600 rpm is such a lovely number for math) and a reload of 5.27
M4 has a fire time of 2.56 with a reload of 3.79 average (unmodified)
just tested out the m249 and yea i feel like its a lazer
Being honest I mixed on that, depends on range I suppose
closer ones i can 100% see that
i tried the slip sight on both the m4 and m249 feels better on the m249 at futher ranges since barely need to pull down tho missed a few shots from the horizontal
Being honest I prefer more V-recoil to more H-Recoil
fucking V-recoil on an lmg
same but on 2x scopes i feel like its a lot worse
100 meters and 50