#Rework Infantry Combat

1 messages · Page 1 of 1 (latest)

white sinew
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Thinking that, of course Battlebit in several parts is recognized as a "tactical shooter" and we have the constant problem of the "medic meta", what would be necessary for this game is a complete rework of the infantry combat, one not so " arcade" by the developers, but also not so "Realistic" so that the change is not so tedious for the players, making a gameplay more similar to Battlefield V, since, as is known, this is recognized by many as one of the few good things that this game had, its gameplay that encouraged teamwork a lot, something that in this same game also wants to encourage but its current gameplay leaves a lot to be desired, taking advantage of this opportunity thus being able to refine the gameplay of Battlefield V and bringing in several people players of this saga, and attributing to the fact that little by little they begin to play more as a team, since of course, in order to start playing more as a team, the player's individual strength must be limited more and the team strength increased.

ps: if you read this, the developers let me tell you that there will ALWAYS be a group of loyal fans for any type of game, you don't necessarily have to make it so arcadey to attract people, make Battlebit for what you want and not for what you want most average players

white sinew
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Taking advantage, I am going to explain in a little more detail the changes that could be made:

WEAPON DAMAGE:

Doing normalized damage based on the caliber of the weapon (As was done in Battlefield 4 or World War 3) this would serve to have something more normalized and generalized giving the same damage, but of course some weapons could continue to be differentiated from others depending on aspects such as your rate of fire, control, bullet speed, etc., this would be for most weapons except sniper rifles (bolt action rifles specifically) since these are fine

SUPPRESSION:

I find this necessary for better performance of the light machine guns instead of just being a high capacity assault rifle, in addition, the same bipod of the machine gun would give a little more stability to the weapon, this would make it more useful. to support by giving cover fire and screwing up the enemies' aiming with suppression, instead of being the only ammunition class

SOLDIER MOVEMENT:

Some are going to criticize me for this but... we have to be honest, the very accelerated movement may not be so... good in a game of this type, not to say that this gives points in favor to those who give it the same would help your squad or go to the objective and go directly for eliminations, limiting movement would not only make you move with your squad, it would also make you use more cover and objects on the map, better coordinating the capture and the positioning of your allies in the game using, for example, the current sprint of Battlebit, in theory it is 8 m/s, since reducing the speed of Sprint to, for example, 6.04 m/s would give a good balanced speed to what you want to do with Battlebit.

RESPAWN:

Adding perhaps two more seconds to the respawn system would allow for a better, more strategic way of moving, giving more value to your respawn in short.

And at least those are some ideas I have for a rework, at least for now xd

sand pulsar
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milsim mode coming soon™️

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also medic us no longer the assaulting meta, assault is

white sinew
sand pulsar
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no but if you want tactics and teamwork you either wait for the milsim mode or play support

white sinew
sand pulsar
white sinew
white sinew
sand pulsar
white sinew
sand pulsar
sand pulsar
white sinew
# sand pulsar the mechanics sure seem like they support teamplay but they definitely don't for...

The point that happens with this is that in the end it feels like a game without its own essence, that it wants to be an arcade shooter is fine, that you want to be a tactical shooter is fine, but if you go and stay in the middle then at the end of the day neither know how to actually play it, that I've been reviewing and people have commented on that, the lack of essence of the game, and since they continue to point in the direction of tactical shooters...

opal hearth
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So instead it should give up what it has right now to become battlefield? I think the game is fun and many agree

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This thread is "make game into battlefield 4"

sand pulsar
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insane news, the game has an identity crisis
surely that hasn't been said like 100 times already

white sinew
sand pulsar
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(turning a unique game into a worse version of a game which is part of a franchise that is hanging on to the last bits of life support it gets from its devs is just dumb)

opal hearth
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Honestly i think it doesn't. It has it's own balance. You're fragile but also fast. It enforces power in numbers. If you play with a friend and communicate while sticking together then just two people can achieve a lot more (medic + support for example)

sand pulsar
white sinew
opal hearth
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Last time i played battlefield 5 it was full of LMG campers

sand pulsar
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that would make it worse for casuals and good players

white sinew
white sinew
opal hearth
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-Normalise damage:
Pointless really
-Suppression:
As if it stopped anyone in any battlefield game. It's a nice visual.
-Movement:
You want people to spend even MORE time running between points?
-Respawn:
I agree with the timer if the person is close to the enemy.

white sinew
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It's a little late here, I'll answer the rest in the morning, rest guys

sand pulsar
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-normalizing damage will literally take the fragile balance we have rn and just crush it

white sinew
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keep making excuses, I'll read them tomorrow, bye

sand pulsar
opal hearth
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@sand pulsar let the person sleep. This topic is over. You don't need to bump the post

sand pulsar
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maps all cater towards run and gun in some capacity

tepid flare
white sinew
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Good morning everyone, now I continue answering

sand pulsar
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funny

white sinew
# opal hearth -Normalise damage: Pointless really -Suppression: As if it stopped anyone in any...

Now I explain better in detail:

DAMAGE:

I know it may seem like a bad thing, but giving it the same damage based on the caliber would give the opportunity to greatly reduce the existence of a "target" weapon as such and of course, the difference could be made by giving something special to certain weapons, for example, that the M4A1 is precise, while the AK-74 is more controllable (of course the AK-74 itself is more controllable than the M4 but it is an example xd) also giving the submachine guns the same damage as the pistols and vice versa, making them differentiate, for example, from assault rifles by their faster bullet speed (making them more ideal for short distances).

SUPPRESSION:

This, as I mentioned, would increase the use of support, allowing cover fire to screw up the enemy's aim and helping the team much more.

Soldier movement:

Well, there is not much to explain about this, vehicles are there for a reason, and if there is so much problem, add a couple of vehicles on other flags and that's it, limiting the speed would make you move more cautiously around the map

sand pulsar
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support is already seeing more use btw, assault as well
there won't be any movement changes looking at the communitys reaction to such, and there's a reason behind that lol
caliber based damage is just Facepalm_Battlebit

white sinew
sand pulsar
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they are more precise than most ars, if you're using a bipod
are you using a bipod?

tepid flare
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bipods still feel a little bleh rn cuz of the inconsistency of actually deploying the dang thing

white sinew
tepid flare
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however as it stands now i use it a lot on the rpk and l86 now because they have Useable recoil when you shoot it without the bipod deployed

runic mason
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n OMEGALUL

solid cove
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if you want to play battlefield go play battlefield

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oki wants this to be an arcade shooter built ontop of milsim bones

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he wants the option of teamplay or lone wolf without being punished

vital geode
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Dude the Support guns have less recoil and better or equal velocity than AR's now, you don't even need to be stationary to fire these things. Your only trade off now is less move speed/ads speed for a way better gun stat wise, and I forget to mention, has ammo capacity to mow down 10+ people. Why do you need them to also add suppression when the act of shooting 3-4x amount of bullets over time does that already. You have the option to just shoot at an angle and wait for people to run into your bullets cause the uptime for these guns are much longer.

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This change would just shift the meta and have sweats running min armor support class throwing 8 grenades a spawn and abusing the suppression system making players already with bad aim have even less of a chance of killing them. You're just adding RNG for these players.

tepid flare
nimble crest
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LMGs have fine recoil BBHuh

Y'all running SMG builds on these or something?

sand pulsar
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ultimax go dakka dakka dakka and m249 is just fun

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especially with a bipod