#Where is the teamwork they promote?
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The teamwork that is promoted in Battlebit is a fundamental part of this, which, with mechanics that encourage teamwork by making certain modifications to the current ones, can be seen again, since the current game is mostly limited to two styles of games currently, rushing or being a sniper (the latter having been penalized in the last update with bullet tracing), it is understandable that they want to give all the freedoms to the players, but that works in completely frenetic shooters, but Not in shooters where they seek incentive from the team itself, in this type of game they give certain limits to each of the classes/roles they offer so that there is a synergy between one and the other, if they give them all the tools or most of them. You are in all the classes, why are you going to want to help your team? What I am saying is that I am not asking that Battlebit be something different from what they are offering, but rather that it is what they really offered us, a game that takes mechanics mostly from Battlebit and Squad, but which also takes to a lesser extent mechanics from Insurgency, Tarkov, etc. (said of course by Oki himself, also for users who say that Battlebit is a %100 original shooter, it only shows that they need to try more shooters that's all), but which currently does not seem like a mix either with Squad or much less with Battlefield because of how absolutely arcade it is, nor did Battlefield reach that point, except for Battlefield 2042, which is Battlefield.
less Battlefield, recognized by original players of the saga, the people in Battlebit no longer help themselves, they only use the "meta" classes and play only one of these two styles of games that are the only viable ones currently, you have to start from now on. little to polish the current mechanics so that they encourage more teamwork, not forcing it, but encouraging it, being able to ask for help or request something from the other class/role that the other player has and create synergy...
make less textwall and more bullet points/bold/italic/underline/tldr
got to be real it usually doesnt work out when you try and make complete strangers work together
Of course, it is not forcing, but rather encouraging through game mechanics.
And of course, not making the classes so broken so you can be so independent.
I think that instead of writing a hug wall of text no one will read it would be better if you just listed out the changes you want to see in the game.
i read through the wall of text and there were no changes 
its just a wall of text about the missing teamplay
Drop it here
Well, those who like to take the time to read it, fine, and those who don't, no problem.
@lament bane Claims that there were no suggestions to be found in your wall of text, do you have a comment on this?
A squad utilizing teamwork will always win against treacherous squadhoppers and W pressers. SPACE bar holders too. Oki just needs to hardline forcing teamplay upon players 👍
new slaz screenshot
As I mentioned, it is not forcing, but rather incentivizing this more, showing that it is more worth playing as a team than going as a lone wolf.
also i dont think forcing teamwork or forcing anything is really a great idea... heavily encouraging it? hell yeah. forcing? fuck no
Exactly, this is it
The problem is Oki has no idea how to encourage team play. He's already made it clear that he wants to.
id argue that making classes less independent so they are more likely to play with their squad feels a bit forceish
all for encouraging it but when only 30 people on a team can understand me feels a bit shit
Thus far the only think Mr Oki has done to incentivize is the squad type which doesn't work adequately anyway. XP incentivizes would be great but against the current max prestige playerbase I don't think it will work. Any kind of change would be great but I am personally looking for something more forceful.
still this would improve the average players experience and would be a soft power way to encourage teamplay its a good idea
I know that mainly it may seem like something shit, or something of the feeling that you could no longer flank, for example, but for example if in the same Squad, despite being a missilm you can continue flanking and playing as a lone wolf (although of course more prudent way) because increasing the dependence on other classes a little will not take away their playing style, it is also so that other game mechanics that were forgotten can shine again
I'm not saying I'm against flanking or going as a lone wolf, just that of course teamwork is seen more.
I understand the point you're making but I don't flank or lone wolf, I just know I cannot communicate with my teammates and they won't help me, making people dependent on others to sustain themselves in a video-game usually ain't good, even in games like Tf2 or Overwatch where there are actual healing beams from distance
People tend not to rely on strangers as quite literally they are unreliable, what happens to you is of no consequence to them so it's like
The thing is that this is already part of the community, which of course can also be fixed from my point of view with a type of mandatory tutorial (this time I do approve of it being mandatory haha) that teaches you how to play the game with the different roles that There is, in turn, with promotion of content creators again demonstrating the change made to the game, to one more team
Of course, during the first months they would continue to play very independently of their team, even though changes were made to a more team-based game, little by little, they would adapt to the new style of play.
In addition to perhaps also an introductory video explaining how to play "x" game mode, how they look, the ideas are there to make it a more team game, they have already used the mechanics of many games that are based on working in equipment, you just need to polish them
Rather just run and gun than forced team play tbh, the game would feel like crap if you have to rely on other people do well
Just incentivise teamwork
They could always give score for riot sheild and when you revieve a downed teammate it used their bandages over yours first
As I mentioned, lady, it is as you said @lament bane and I, not forcing it, but rather encouraging it enormously, if the mechanics are present there, they only need to be polished
But at the end of the day, here we are, months waiting for that game that they sold us, and it turns out that they continue with the theme of adding skins, of course, it is their game and they will see what type of content they are going to add, but there are currently other things important to fix what more skins
How is strongly encouraging it by nerfing other playstyles not forcing it?
How is that substantively different at all?
Well, Sir, to have it encouraged is one thing but if the SPM is too high in team play then it would be a forced meta and if its too low then we will be exactly how we are now.
As Old Chum told you, the only two current play styles are either rushing or sniping, so balancing the classes so that that synergy exists will give more play styles than those currently available.
I believe he replied to wrong message
I never said anything like that.
Well, if it has to be that way, it will have to be that way unfortunately.
Sorry, translator stuff
That explains a lot.
Well, that will depend on the devs, how they can add mechanics to make it more of a team game, whether little by little or all at once.
That would depend on them, not on us.
So what is the point of the post then ?? 
Well, more than anything to know the opinion of the rest of the users about this, teamwork, and to make clear the clear lack of this same
only milsimmers want it, everyone else wants to go big dick and run in guns blazing 
Well, I highly doubt that only these types of players, even if you believe that, then there you go haha
No? Its not like teamwork is a milsim only thing
Like basic teamwork encouragment is at least required in a game like bbr
In fact, it is not, it is something that is present in very arcade games like TF2 or Overwatch as well as in more realistic games like Squad or Arma haha
Considering all the team work options in the game all ready I do not see for change, if you want to purely focus on support but still be near the bottom of the leader boards I guess that is down to the personal preference of the user if you are support I so not see why you should be topping the team with score and you are not "the main person only back up" as it where.
Considering all you have to do as medic is run up to someone hold 3 or press 5 and RMB, the skill gap is very low and so should the score
Como comento, lo que hace falta en este juego es pulir dichas mecanicas, ya que sigue siendo mejor simplemente ir por kills que jugar en equipo
English please ❤️
As I mentioned, what is needed in this game is to polish these mechanics, since it is still better to simply go for kills than to play as a team
(sorry that's why I had the translator disabled)
Yeah but like it's also 2 fundamentally different player types people who want to get kills and people who support, I don't think this would shift even if mechanics were polished as ill suggest it isn't a lack of tools and mechanics to work with your team it's just that people want to get kills
The truth is that it is a type of question and a suggestion, a question about the lack of it, and a suggestion about ideas that can begin to encourage teamwork that I have been giving in this chat recently.
I see..
And taking advantage, what do you think about this, brother, about teamwork and such? of course thinking about everything that has been talked about in this chat and also the fact that to this day it is still promoted as a team game
We're working on making it better
my take: teamplay does not become irrelevant simply because a majority of players like to play lone wolf - teamplay is only truly irrelevant when players are given little to no reason to cooperate.
when we have extremely versatile unhinged playstyles that can fulfil a number roles, that's a core reason why teamplay starts to become irrelevant and more-so convenient than anything. so in order to design seamless teamplay, you need to create unique teamplay perks exclusive to each class rather than giving one or two classes a little bit of everything.
in short; depending on the class a player chooses, its fine that players can go lone wolf - just as long as they eventually run out of ammo in more than just one life per game, or values being revived over respawning consistently, or can't easily 1v1 a tank.
And under God and said
the revive part is always annoying. sometimes I wonder why most people chose to walk past the downed guy. is it because the dev decided make the player's body ragdoll instead of having a proper downed state pose? surely if a person is downed and you walked above them there should be a prompt for revive.
A message or an icon, as in any other game of this type
I mean, if Battlefield and Squad have this (of course that Squad icon is for healing, but it also has it for reviving allies, I just couldn't find it and I was too lazy to watch videos haha) why not add it to Battlebit?
there is also the case where while you are being revive the text where it says "you are being bandage" doesnt show up
Yup, another bug/error that they should fix, but they are more focused on putting skins
I think the skull icon for revive shouldnt be reserved for medics only.
I wouldnt know until I got close to a dead body to know if they are actually reviveable or not
Maybe for medics and squad members to revive your ally like Battlefield V
(and before the typical user appears saying that I want to copy Battlefield V, don't forget to read the beginning of this post, Battlebit literally uses mechanics from several games)
currently anyone can revive anyone. just that its rare for it to happen. and when it does the person being revived sometimes decide to dip out of being revived
Well, of course, for the same reason that this suggestion/question was asked, because teamwork currently does not exist.
to alarming points
Being that this should have "decent" teamwork since it mostly uses Battlefield and Squad as a reference
and they would complain as to why they lost
my dude you be consuming tickets with your non stop respawning when your teammate could have revived you
For this reason, we must begin to demand one of the central things of this game that is non-existent today, teamwork.
as of now the only way to win is to have that 2-3 squad that can coordinate teamwork perfectly while the other 7-8 squad just fight the frontline
its crazy how most of the matches I played in there is always high traffic in the middle point that no one ever wonder if they should be checking flankable route
And that's what should happen consistently in Battlebit, but it doesn't...
That is, it is played as a team with even randoms.
only critique on your text I have: paragraphs, please.
battlebit has those exact things, no?
This is only logical way to incentivize teamplay without forcing it: https://discord.com/channels/303681520202285057/1188077569225003029 they are adding ribbons this patch it's one small step in the right direction but needs more. Currently LARPing only reason to play as team and you can do that for a couple hours a day at most, very hard to make teamplay a must between randoms on a game of this size. Game like ow, val, halo, apex, fortnite, league, cs etc. struggle with teamplay between randoms on a much smaller scale with actual ranked on the line. It's easy to ask for more teamplay it might be impossible to implement it. Especially considering the size of dev team.
Yeah sorry, you caught me sleepy in that message haha
Well, it's a good incentive idea to play as a team, really brother, but you can't also avoid making changes in gameplay, why they should be done (and I won't explain why, since @silver breach I already explained it and I explain much better than me haha)
At the end of the day, the only ones who are against these changes are the same players as always, I don't know whether to call them "toxic tryhards", "toxic casuals" or whatever, but they prefer to continue taking advantage of these broken mechanics that change these. , like the issue of the small nerf to the zigzag that occurred a while ago, they cried like children when they saw that a broken mechanic was removed
And it wasn't even something huge, it just slowed you down in 180 degree turns.
In a game with no sbmm and vastly different skill levels on the server at the same time it's incredibly hard to change gameplay to incentivize teamplay because of the skill discrepancy. It will only unfortunately make people forced into doing certain actions, which you also agree isn't something that should happen. Removing air strafing and stuff like that actually only increases the skill gap and would exacerbate said problem. If you want people to login play a couple hours a day and log off then by all means go forced gameplay change route. But the game already has phenomenal teamplay systems set up and built into the game there is just 0 incentive to use them due to every dopamine hit in game being tied to eliminations. It's a problem that has been discussed and acknowledged for months now.
Well brother, I don't know if you read the conversation above, but I'm not saying to make a forced change, but rather to greatly encourage teamwork and polish the current game mechanics, which are based on teamwork games... literally I already explained all this at the beginning of this post, and by polishing these mechanics, if or if they will bring significant changes to the game in terms of gameplay.
From everything I read it was mostly polish UI to emphasize the already existing things, which is great but only benefits LARPing unfortunately. Even if the systems in place were made abundantly clear the lack of incentive in winning or rewards for playing in a non kill hunting playstyle dont exist and without that the vast majority won't ever use these systems, this game doesn't have squads player base of dedicated role players and probably never will due to the low poly nature but that also allows it to reach a much larger audience shown by the peak player count being 4x higher than squads. Arthur mentioning squad specific incentives which is also great idea but not developed on at all either and is just a vague idea would love to see that built on more. I 100% agree more team work would be great for the game and the devs are hard focused on it too, I just currently don't see anything constructive in this thread that will help them in this pursuit.
And it is understandable, but as I told you, the mechanics are there, they have already been incorporated into the game, just look at Squad, Insurgency: Sandstorm, Tarkov and Battlefield, they have incorporated mechanics from all of these aforementioned games but they need to be polished, and that's what I'm going to do. , when they are polished, the current gameplay will change TOO MUCH, and yes of course it may not be a very constructive suggestion, but it also serves to have a small place where we can draw the attention of the devs
As a recommendation brother, watch videos of Battlefield and Squad, which are the two games that Battlebit is most inspired by.
And just because it is polygonal in design, it doesn't mean that there won't be people who will want to play as a team, just look at Foxhole, which is from a top view (I don't know what this type of camera is called) and they still play it in team, the idea as I tell you is that you can see those mechanics as a team, strongly encourage too, but at the same time polish the mechanics that they took from those aforementioned games and demonstrate what Battlebit should be
Here I leave a couple of links to videos of the mentioned games and their teamwork
If you took a look at the videos, you will notice that Battlebit does take a lot of inspiration from these shooters mainly, not only from Battlefield (specifically Battlefield 4) as many say, they have many mechanics taken from these games, but they are not similar at all, It does not have the teamwork of Battlefield, much less that of Squad, and of course, this is due to the lack of polishing of these mechanics, which to polish them will have to make certain changes in gameplay
That's why I say that by polishing these current game mechanics, the gameplay will change a lot to a more collaborative one.
It is not enough to just give strong incentives, you have to make certain polishes to the game mechanics so that team play is demonstrated more and more.
Ok now yes, a file with links to videos of all kinds
There is no better explanation than this with these videos.
@silver breach @humble wagon @ornate egret in case you get tired of giving arguments and dialogue, take this hehe
If anyone else has any ideas for what else to add to this notepad (that is, the typical arguments that some users give about why Battlebit can't add more team games) let me know.

Here I leave you an updated list with all kinds of videos with the arguments that have been given to me, not only in this publication, but in the rest that were related to teamwork
i agree that the game needs improvements to teamwork, but is there a list of specific changes you want?
Well, at least for my part, if I had to say something, it would be the class system, they all look like the others with few differences, leaving this system as something done quickly or just for decoration
you mean like visual or weapon/loadout wise?
More than anything in terms of weapons, visually you can see the difference between them, but in terms of equipment they are all almost the same, and if you make a role/class system, you must add their differences to each one, so that they can help each other. and there is synergy, come on, that's the basic thing you know when you make a game with a class/role system
so what do you think should be changed for each class?
Well, look, for my part I would say change things, for example, leave the C4 only to the assault and the engineer, the anti-infantry mines to the support, Claymore to the sniper, to give an example, what I'm going for is that everyone has their own things related to class
In addition to that of course, apart from this, the mechanics are already there, they were inspired by many mechanics from tactical shooters, such as Battlefield and Squad, they just need to be polished
And of course, when these mechanics are polished, several things about the current gameplay will also change, such as the movement system
yeah gadgets and weapons definitely need to be rearranged for each class, I’m just curious what other people think because I can definitely give you a wall of text of what I want
Go ahead brother, no problem haha, if we are talking, explain to me what you want?
sure i’ll post it once i get home
Ok brother hehe, but to summarize, I'm not saying that they change to a different gameplay, yes to be Battlebit a tactical shooter, which is how they continue to sell it today, the game mechanics are there, but they need to be polished, and By polishing these mechanics, they will be the ones that will change the game, from the movement system, classes/roles, gunplay and weapon balancing, etc.
I get you, I read the thread
I also want to leave this for those who say "and where it says it's a tactical shooter" that this is literally from the Discord additions haha
In this video I take a look at what really makes a game "tactical." Sure, any game can put a weapon in your hand where you shoot baddies, but what makes certain games "tactical" and certain games "casual?" Feel free to add more of your thoughts down below.
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And this video saying that it is a tactical shooter (and no, you don't necessarily have to be a missilm like Squad or Arma 3 to be one)
i would say it is how different this game is played when compared to others, people running at march 5, not being reward or maps making so defending points to be something of a second thought since everyone just goes to the other point only to recapture it later
and just an effect is community servers just outright making spawn time so short that there is 0 reason for you to stay there waiting to be revived
making classes more unique could be a way to go, but im kinda against of making them a total specialist
it can make some classes horrible or make you be so dependant on your team that it makes playing casually be something unfun to do
i prefer more of a ''your class is amazing at this, but you are free to do something else but you are less effective than this other class but still not useless''
Not to that point, I mean, for example, Battlefield's role system, for example.
I mean, everyone has their own things and their own playing styles, but they're not so dependent.
In fact, studying and comparing, I think that the best gameplay for this game would be one similar to that of Battlefield V, which is recognized as the best gameplay of a Battlefield saga, it is a gameplay that maintains it as an arcade game, but at the same time It encourages teamwork a lot, and if you compare it with Battlebit's gameplay there isn't much difference, if Battlebit's gameplay could be polished in that direction I think it would be the best
