#Add a gamemode with role-defined squads.

1 messages · Page 1 of 1 (latest)

unkempt hollow
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*When the game launched on steam there where a bunch of issues regarding vehicles, the impact a single player had on most of them was to high and the risk/reward ratio was all over the place. As of now, most vehicles have been nerfed, most of them can be taken out with relative ease by a single c4/rpg wielding soldier. This is the case not only on BBR but many other games, it makes sense as well since it only requires a player to use these it should require only another player to invalidate said player. *

For the time being this works, as it has with many other games, the only issue currently is that "the meta" to using these vehicles atm is to not use them proactively at all. They have been relegated to a secondary role of long range armored snipers. This is all good, but I am sure most of you would agree that it's a waste of potential in gameplay to just kill people from long range not seeing any action until someone flanks you and you blow up without knowing what was about to come.

+Now that I have established the context of the suggestion I'll explain my take on the mater in detail, keep in mind I think this will only be applicable to a select few gamemodes. Additionally this is only something I want the community and the devs to read as for them to have their own take on the matter, I'm sure some suggestions will be liked and others not so much, but that's to be expected.

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-**Make role defined squads, **
General changes:
Officers can now drop a few markers on the map, as to indicate what they are trying to do atm, can be seen by the squad and other officers, other officers will see it on a different color and can check who droped each pin on the left (a real time appendix of existing squads, color coded), officers also appear on said color on the map, their squad members are either blue or a fainter gradient of the officer’s color
Squad creations: There can be an almost unlimited number of infantry squads, special squads, appear based on a timer or some progress being made in the match.
The big heli, and both armored vehicles no longer spawn on hq, they can be selected on the squad selection and you will spawn along with it the moment you create one. These squads are created automatically based on either a respawn timer (Longer than the current one) or a particular team effort (for example a map has 1 tank per team and a particular objective allows for the second tank to be spawned, this is really hard to implement, I think the timer is more practical)
**Infantry **(current squads)
Mostly no changes.
Most of the players should be in these, they have Access to all vehicles not restricted to other squads. [Add armored half trucks btw, they are really cool]
Sniper dedicated squads:(I dont see this working) Divide snipers as their own independent unit, make them more powerful and limited in number per team, Sniper squad consists of a Officer and a sharpshooter. (This has been used to balance snipers in other games, specially since they are by nature non-synergistic with other infantry, but I find it really hard to balance given the current player demand to play the class.) This worked in hell let loose, where snipers are game-changing. I think that’s not the case in BBR, at least for now.

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Support Heli ( Uses the 12 person heli, gunner, driver and copilot reserved to the squad itself):
All squad members have limited weaponry but have repair tools, they should mostly dedicate themselfs to supporting other squads on attack and transporting full infantry squads to a favourable position.
Pilot: no changes.
Copilot: Preferable position for the Officer: has all benefits attached to being the officer, can use officer chat, drop pings, can use a camera to spot enemies and can launch smoke both airborne (emits from heli for a duration) and a massive smoke screen on the ground (X smoke nades in a circular radious for example) to aide deploying squads.
Gunners, role unchanged, buff or nerf accuracy or damage as needed. (Havent played much as one but currently they feel a tad weak)
Other possible changes:
+Heli needs to refuel every now and then.
+Other squads can spawn on heli if its on a conquered objective (currently the case, make radious bigger)
+Heli can ressuply and repair at captured objectives (good risk/reward option, they are vulnerable if they choose to do so but have more uptime)
+Heli has restrictions on repairing mid flight, but has overall more hp.
Objective:
Make the heli a powerfull tool at the disposal of all squads (12-4=8 => full infantry squad on heli). 1 heli per team, buff accordingly.
Why not add the other helis? I thin they are on the same category as regular transport vehicles and the weaponised-littlebird would need a total rework to work as a standalone squad, I think it’s better kept as it is, It also adds a counterplay option to fight a big heli as a single player.

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Armored infantry squads:
A squad consisting of an officer (regular soldier in terms of weaponry) , a btr driver and 6 other supporting troops, All allowed to spawn on the btr so long as the driver is alive, but the driver has preference or maybe be the only one able to drive the thing, (maybe make a standalone class, equiped with a repair tool and short range weapons.
No need to change much, repurpose the vehicle to favor a flank heavy playstile, think of this as the flank squad. Officer of this squad doesnt have Access to respawn outposts, they should rely on the btr to fulfill that role. Change the vehicle Hp, speed and weaponry as to balance it for this role.

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Heavy tank squads(Commander, Driver, main weapons, secondary weapons):
-Commander: Similar to the current spotter, has all the abilities of an officer, is given the smoke deploy the driver currently has. Has by far the best visibility and awareness of the surrounding of the tank. Role: guide and coordinate the three tank operators.
-Driver: Drives the tank itself, poor visibility, and restricted mostly to the front of the vehicle, needing the help of the commander to navigate the map. Has Access to two front facing guns, accurate but restricted in angle. Turn rate of driving reduced.
-Main weapons: controls the turn of the turret, has Access to HE rounds, AP and A machine gun fixed to the cannon, mostly innacurate compared to the others on the tank. Turn rate reduced, Fov reduced as to need the aide of the commander.
-Secondary weapons: The postition that currently controls the independent turret on the tank, only change I’d propose is reducing turn rate and upping accuracy or damage.
Other changes: Change the way the armor Works, making tanks almost impervious to regular explosives form the front, but very vulnerable on the back or sides. Add more ammo to the tank itself, reduce fireate overall, give periods of vulnerability. (Tanks could be used as battling rams for infantry, they are a mobile explosive hazard atm)

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Flavoured changes: add particular malfunctions similar to btf1, that can be patched up but need to go somewhere to fix completely ( give the tank downtime if damaged, make it so it doesnt need to be destroyed to be able to advance.)
Objective of the changes: Make tanks stronger when piloted by a competent group, allow for more impactful gameplay, and make them a real tool for breaking stalemates, make snipers tracking vehicles something impactful (There should be no more than 2 tanks per team; they are to be used as a tool).[Overall this would make the tank “overpowered” but it will require 4 players to properly use a tank, as opposed to the current situation, a tank driven by 1 player rn is operating at 95% capacity, with the changes this would be corrected.]

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Commander:
Standalone player, restricted to only one per team. an upgraded officer with the purpose of coordinating squads maybe he can have other players on his “squad” but at the very least fewer than normal. The death of the comander loses more tickets than normal. A commander can be demoted by voting him out either by all players or officers only. Could have Access to special abilities like bombing runs based on how many objectives the team has accomplished or in a supply point like system.
Overall Intent of changes
All these changes are geared toward improving certain aspects of the game:
-All vehicles changes try to make cooperation a vital aspect of using them: it’s already important to get support from other players when piloting a combat vehicle but there is no way to get people to help each other. Atm the norm is a random player from a random squad picks up a vehicle and other players from other squads join him as gunners, it’s working for the time being, but it would be good to have groups dedicated to operate this more complex vehicles.

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-The new tools at the disposal of officers aim to make the role relevant, as of now there is no cooperation between squads, resulting gameplay is fun but a bit too chaotic for my liking, overall the cooperation aspect of the game has potential and should be expanded upon.

fierce zodiac
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Already read wild shit like color changes and all this stuff whats' the TLDR?

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You've gotta make these things easy to chew.

unkempt hollow
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It's a ton of stuff I had in the backburner

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mostly changes to make vehicles more impactful and need cooperation in return

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Ever played hell let loose?

fierce zodiac
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So you want the Milsim mode to come out faster you say? Yeah that'd be cool.

unkempt hollow
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Yeah, I think this would fit milsim better, but some of it could be aplied elsewhere

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For example the colour thing is to tell squads appart, it's weird that you cant

unkempt hollow
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But anyway I think the vehicle squad thing would be good for conq and Invasion, that's what I aimed the whole thing towards

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Read the tank or heli bits, the rest is just context as to why I think the concepts would be good for the game.

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Main take is: make vehicles more powerful/Impactful but make them require a joint effort to use.

fierce zodiac
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You've wasted a lot of words on the intial post when your suggestion should of been the first thing I've read.

spring verge
unkempt hollow
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Idk if anyone Involved in development read the post but I think the new squads are an amazing addition, Its just as I thought it should be.

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Really cool tbh, If this feature is well received I hope the changes to vehicles and Officers come through in the future.

unkempt hollow