I feel like flashbang effects diminish a little too quickly. I believe if the flashbang duration effect would be increased by an additional 0.25 of a second or maybe even a whole second depending on how the playtesting goes. They are still good for detecting for enemy positions, but not so much for disorientating their awareness for it to be an effective strategic gadget for close-quarters-combat scenarios.
#Flashbang Duration Effect Increase
1 messages · Page 1 of 1 (latest)
Have you ever been team flashed before… if anything needs to be done removing the flash effect from friendly thrown flashbangs before they make the effect longer
@redvcted
I actually have, and I still do not find it as bad of an experience for me compared to other player experiences, thus I still find the effect duration a bit short for me to feel penalized by it. But I do agree with you, they should resolve the friendly flash effects via flashbangs that are thrown by friendly forces in an upcoming update for this game.
personally i think flash bangs in any pvp game is bad, its unfun to play against
battlebit flash bang have a longest effect compare to any other fps game, i think it need to be nurf.
Yeah being team flashes is really annoying especially when you have a squad coming in your position also, anyone here have to deal with a troll on the team that flashes everyone when the round starts
Yes, officer, this post right here
FYI OP is on Steam deck @gritty igloo is a 
😨 flashes should also give the player migraine, haemorrhage and burst eardrums because that's how it happens in real life
Flashes are in this weird area where it's either all or nothing, you can have one land right in front of you and if you turn slightly, it has zero effect.
You can have one explode 4m away and be blinded for 10 seconds if you look at it.
Overall it feels incredibly inconsistent to use, coupled with the fact you can (apparently) just completely disable the blinding effect using reshade.
Having the flash strength based more on distance and less on whether you're looking at it or not would be far more consistent.
Remove team-flashing or at least heavily minimize it, increase minimum flash duration slightly, half maximum flash duration.
i'd be up for a simulated effect trying to achieve that but lowering the flash (suppression flashbang)
as if the current duration doesn't already give a migraine
only burns my retinas
fuck migrains tho ):<
Apologies for my long response. I sincerely appreciate for all of the feedback about this subject matter and I hope that these flashbang tactical throwables will be reworked in the future or at least seen by the developers for this game for them to be aware about the matter. But not based on my suggestion, but rather have a more Quality of Life update for it, (especially what @redvcted and @sour harness has pointed out). And yes, @solemn rain, through some self-testing, the flashbangs CAN last up to a 6 whole seconds at maximum impact effects (provided that you are looking directly at and are close to the flashbang position of impact when it detonates), but in the average given situational circumstance from a moment-to-moment basis in a live multiplayer session when related with flashbangs, given on distance from the player to the position of the detonation of the flashbang based on viewing angle, in retrospective, I have found it to be quite inconsistent actually. Sometimes it can be for just a brief second or even 3 seconds if you are roughly 10 meters away from the flashbang's detonation position. It's quite random at best, speaking solely through my own personal testing and gameplay experience. Also, I would be intrigued at a simulated flashbang effect on a hardcore server if simulation is the intended experience, especially on a modded BattleBit: Remastered Community server, @ebon pendant. Overall, I have found this discussion thread to be quite good.
