Support and/or Engineers can have access to stationary weapons to builds, the support and/or engineer will select to build it but before they can construct it they have to request to the squad leader. The player building the weapon will send a notification to the squad lead who can accept or deny the request. Accepting a request will take away squad points and depending on what they requested it will be differing amount of squad points. Additionally, only a certain amount of emplacements can be built around the map. Unless fully constructed each weapon will not work; if a weapon is inoperable it will not count towards the total cap of emplacements. Depending on the weapon you can only have one or a few built in a certain radius. If there aren't enough squad points the engineer or support cannot place it down to build. If the map has reached the cap of emplacements the support or engineer will not be able place it down to build and no squad points will be deducted. If an emplacement is destroyed, then the cap is reached (because inoperable emplacements dont count towards the cap) and the emplacement is rebuilt, the emplacement will not be fully constructed and inoperable. To operate the emplacements you hold F, most controls will be pretty obvious such as RMB for ADS and LMB to fire. Some emplacements can be manned by two players. Due to discord character limit I will post more below
#Special buildable weapons
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Recoilless Rifle
- Will fire anti tank and anti personnel rounds
- Deadly blast back
- Secondary player can load rounds into the back
- If one man operating it, reload will take longer than with 2 people
- Spg 9 for Russian team, M40 for US team
- HEAT (High explosive anti tank) rounds for tanks, IFVs, boats, and light vehicles ; Effective firing range up to ~ 1200-1300m
- Fragmentation/Anti personnel rounds for players; Effective firing range up to ~ 300-400m
- Has a scope
- 3 HEAT rounds as reserve
- 3 Anti personnel rounds as reserve
- Damage values are the same over all ranges due to firing chemical rounds
- Muzzle velocity of ~ 500 m/s
ATGM launchers
- Fires only anti tank rounds
- Deadly blast back
- Secondary player to load rounds will make reloading faster
- Due to firing ATGMS targets that are below 100m of range will take no or reduced damage
- 9M133 Kornet for Russia, M220 TOW missile launcher for US
- HEAT warheads for tanks, IFVs, boats, and light vehicles; Effective firing range up to ~ 3500m
- Equipped with SACLOS; players can steer the missile within line of sight*
- 3 ATGMS as reserve
- Has a scope
- Has rangefinder
- Has thermal sight
- Damage values are the same for all ranges
- Maximum speed of the ATGM ~ 300 m/s
Mortars
- Fires High explosive rounds
- Can be two manned but doesn't provide an advantage
- Very difficult yet rewarding weapon to use
- To set the mortar on target you either have to through trial and error or display the degrees or elevation and rotation of the mortar on the HUD so people can use math to calculate it*
- HE rounds useful against Infantry, tanks, IFVs, buildings, and light vehicles: Effective firing range up to ~ 3400m
- Once the mortars are angled how you want it, you can load it and fire it because it does not need to be aimed
- Allows up to 5 mortars in close proximity but then has a quite large radius for exclusion for any more mortars
- Each mortar can go from empty to fired in 3 seconds giving it a 20 rounds per minute fire rate
- Each mortar comes with 3 reserve shells
- 2B14 Podnos for Russia, M224 or M252 for the US
- Muzzle Velocity 110 m/s
- Doesn't have a scope, however it has instruments showing the degree of rotation and elevation
Protected firing position
- A protective sort of cubby
- Small enough to crouch and prone in but not stand
- Will protect you from above and sides
- Some frontal protection
- Enough space infront to fire from and to be shot while not risking exposure from snipers to your sides or fragmentation grenades
- Can be built on top of an already constructed machine gun
- Hovering over a built machine gun while having the protected firing position selected will allow you to snap-to-grid of the machine gun
- Universal for both sides
- Meant to conceal and protect you from indirect explosive damage
Special weapon ammo depot
- Build it in the radius of a stationary weapon
- When the weapon runs out of reserve ammo the depot will automatically replenish it
- Each depot can only refill a certain amount of ammunition per ammunition type (say for example it can only replenish each mortar 5 times)
- The depot cannot be used to fill up on regular ammunition
- You can open a menu in the depot to see what weapons and how many of those weapons are in the refill radius
- In the menu you can see how many more refills each weapon gets and how many they have left
- The depot can be destroyed
- The depot will disappear after all the refills of each weapon in its radius is used up
- The depot will disappear if there are no operable weapons in its radius
- There is a cooldown between the finished use of a depot and building a new depot whose area encompasses the weapon(s) that the previous depot covered; this is in order to prevent constant spamming of these weapons
*Only if possible
These stationary weapons provide uniqueness in playstyle, foster teamwork, and reward skill full play styles. These weapons also cover some features that certain parts of the community has been asking for such as some sort of anti aircraft, which you can use the stationary machine gun for. Overall, I think adding these buildings/weapons is an overall net positive for the health of the game. If anybody would like to add or tweak a few things here, I would love to hear the feedback below.
Credit to @gusty cipher for sparking this idea, thank you
Chat clown emoji this guy
Special buildable weapons
I still think the way I suggest mortars is unique enough from those suggestions
M2 browning emplacement would also be nice
These ideas very interesting and detail, and may I suggest something more.
I think these buidable ones can only be built by Support, need a HUD circle health (vehicles should be, too) and then repaired by Engineer.
Mortars have minium range too, at least 100-200m, for not hiding in fortress then spam into cqc battle 50m nearby.
One last thing I wonder is, may these thing can be built in spawnzone, or can shot into spawnzone ? Spawn camping and snipe in spawn, these two problem...
Had that on there before but this post has already been locked by mods before and i was forced to remove it
For the last issue of sniping into enemy territory, in 127v127 where maps are really large you can only do so with ATGMs and if they were to be line of sight guided id be pretty hard to hit tanks from each spawn point. Nevertheless sniping from the safe zone is still a problem today with tanks and snipers and i hope to see changes there that could also apply to some of these weapons
About the minimum range i just forgot to add that but yeah minimum range would be around 100 m
We need upvotes yum yum yum
For mortars calculation, we already demand small gridlines and rework ping.
It means when ping something on POV, map also display exactly, and vice versa.
Elevation may be similar to pubg, display distance meter, or more milsim just only dislay degree like OP say. May see where shells land on map is optional, imo I like it display some sign on map.
One last thing, personally I think mortars should only be Support's gadget. Used by any class if reloaded, but built, move, reloaded and resupply only by Support.(Let see after next update for more detail, then we will see more about class identity rework and gadget rework)
it kinda worked in BF because spotting, I think it could work better if we need to use coordinates to actually be effective and not just get lucky
Yeah it'd be great if binocular rework too. How many things need to be reworked 
About ranging, it would either have to be using the grid squares or if the thing is in line of sight you can use a rangefinder on your gun
While I can get behind the idea of an immovable turret, I believe it would simply make the game worse.
For stuff like anti tank weapons such as ATGMs, TANDEMs already wreak havoc on heavy vehicles so this would be overkill and make vehicle even worse.
Cubbies would be a neat idea if weren't already in the game (literally just build a cubby with sandbags).
And mortars have already been rejected multiple times.
For all the weapons requiring two players, ever getting a partner to man them with would be a rare occurance. People already have trouble just staying in a vehicle to get to an objective, so sitting in a turret wouldn't really be fun.
Don't get me wrong, these ideas are great, but they don't fit into BattleBit in its current form. So even though this post has been written with great attention to detail, I cannot support it.
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If you introduce ATGMS this will allow you to nerf tandem to bring to par with HEAT as well, additionally because the ATGMS have to fire at targets further than 100m away this makes them not viable for close support instead the ATGMs are then meant to fire at targets which have positioned them very far away, take a sniping tank on the corner of the map. Additionally, if the ATGMs use SACLOS to steer them they will not be viable to shoot into areas with a lot of cover. This can then promote the use of tanks in infantry support roles instead of cross map sniping.
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The thing with cubbies is that I wanted to introduce an easy to build spot to protect you from both above and the sides. The problem with sandbags is the wonky placements so trying to create a good enough cubby is already janky as is.
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I think the reason mortars have been rejected is because instead of acting like precision weapons that take time and skill to be able to use, a lot of people have suggested noob friendly mortars and then obviously making them very broken. Instead I suggested a very high bar of entry but as a result you obtain a high reward.
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The idea of having 2 manned emplacements is that it should foster teamwork in a game marketed as a team game. The game currently has very few roles that foster teamwork and basically none of them punish you for not having a teamate. When commanding a tank and you are sniping across the map you do not require team work to do so. The idea was to sort of punish the player for not using teamwork in that scenario.
I applaud you for being respectful and professional with your critism and it means a great deal for the evolution of this suggestion into something that may one day be able to fit into Battlebit.
Great points, but I still see issues in having cubbies. If you can instantly place down a single piece of cover that protects you from every side, why even use sandbags or walls?
Everything else has been cleared up.
Well sandbags can provide utility by allowing people to shoot through the hole in it not exposing you too much but limiting where to shoot. Cubbies would allow for a more exposed front view allowing for players to cover more ground but exposing themselves more, the cubbies also limit the position the player is in height wise making shots towards the player a higher chance of hitting the head, the idea of the cubby is to protect then against shrapnel and such and is may less versetile than sandbags. Building sandbags would provide direct cover while cubbies would allow for greater freedom to provide supporting fire while still keeping yourself rather protected from frag grenades but at the cost of limited forward protection
just make it not be usable by support. so no instant placement. boom, no longer just better wall for support
Thats a pretty good idea tbh
Cubbies also help spice up fortifications which is always nice
you are talking of like bunkers no?
Well no
More like a cubby for about 1 person
It also has a roof covering
So i would see if you got confused
Yeah ig
honestly make it have more room just like slapping 3 sandbags perfectly square(minus the 4th wall) with a roof
make it a proper sanbag bunker like from nam
Yeah i just thought of adding some sort of protection that acts like that but for just 1 person, but the idea was meant to contrast a placeable mg so you can kind of have placeable protection around it but mods made me remove the section on machine guns
I can post that section somewhere but not in this suggestion otherwise it might get locked again
I cant find an image about cubbies on gg. Do it something similar to protection on M2 Browning vehicle ?
Those would be pretty neat no lie