#🌀FINAL BALANCE🌀
1 messages · Page 1 of 1 (latest)
Balancing feature based on gauge and other aspects of Battlefield 1
Description of weapons from "World War 3"
Maps used as an example of "Battlebit"
"World War 3" conquest system
Mechanics of medics nearby and on the way to "Battlefield 1"
Wakistan with the marked part that grants a large "Battlebit" free zone
"World War 3" 3-shard life system
You should try to use the Squad construction mechanic
You know, instead of giving birth your squad teammates, use the FOB system that squad uses
Some squads try to put this nearby the points
And the others try to capture objectives
Then all can respawn in a certain point
Here I made the same notepad, but in a Word version for whoever likes it too
In fact yes, but don't worry brother, let's go in parts
i don't like caliber based damage and the other weapon balancing at all
how things currently are is fine
Seeing how they have balanced things lately, it does cause some distrust, but if they do it well they would give different gameplay with each weapon of the same category, we have to have a little hope
what is bad about the balancing?
What's wrong with this brother?
apart from obvious things such as attachments still being wonky and mags being 💀
Well, it is a set of statistics that done poorly end up producing more "goals" or weapons that are better than others, the clear example of this would be the vector submachine gun, in its first months the game was released to Early Access, with a more sophisticated system. Normalized damage based on caliber would give good damage to each of the weapons (of course with certain exceptions explained of course in the post) without leaving any of them aside or less powerful than the previous one.
vector was borked because of aimpunch and too good fall off...
and if damage was based of off caliber the vector would've been even more obnoxious with a 4sk
And this is where the arcade formula comes to the rescue, since we are in an arcade environment you can easily balance the vector with more recoil and more dispersion at distance, making it the best submachine gun at close range.
With the arcade touch you have more possibilities of swinging weapons of course
yeah nah fuck full arcade balancing
Unlike the Insurgency Sandstorm vector 💀
no thank you i don't need bf and coc balancing here
haha okay brother
Go play battlefield clown
Good arguments brother, they impressed me
BANZAI
BANZAAAAAAI
As does your suggestion
meh
Weapon balance part is indeed interesting, but simply saying rework all weapons to have standard caliber based damage aint a simple task when you have so many weapons.
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Therefore, for my part, as long as they comply with that, taking their time to do it is no problem, but once done, it will simplify adding new weapons with their balance later on.
thread
And why, brother, explain which points you thought were wrong and why?
Adding suppression to BattleBit is the day I stop playing, flinch mechanics are already bad enough.