#Radius of No-Build zone is TOO BIG on spawn points

1 messages · Page 1 of 1 (latest)

mighty zodiac
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There's no reason to have it this far especially when spawn points are sometimes in the perfect position to ruin amazing fortification layouts

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Let me fucking build

hot spruce
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Building is a fun mechanic in BBR and I think oki needs to realise that.

whole dirge
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Also, area that is marked as an objective should also be changed to actually fit the area it is in, instead of a big circle
Its a problem cause when defending it you dont know if there are enemies just outside of the cap point hiding in the very building you are in until you either find them or leave only for the point to be immediatelly capped

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Make cap points fit the area they are in and also allow building on them

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Except rally points

novel vortex
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Imagine actually being able to build on point to defend said point, nahhh surely that's not how it's supposed to work

thin iris
vapid wind
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Spawn points should also not be a column that goes infinity up and down, it makes no sense that a spawn point in a tower stops me from building in a tunnel

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Another half measure designed to fix something that didn't need fixing and ended up breaking something even more

mighty zodiac
novel vortex
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Certified oki moment

terse mason
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Oki when he introduces building but won’t let people use builds to make a decent defense near a point

tardy flare
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Can you like, just get rid of this lmao

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like why not just spawn people outside of buildings or something

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it's always been a bit too big and placed in the WORST positions

novel vortex
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This was not in the game to begin with and I've never had a problem with spawning neither have I heard of anyone that have. Then oki imagined that problem and now we have problem with it HyperXD

tardy flare
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like, these spawn zones are literally in the worst spots

whole dirge
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If they think the problem is that people will make inpenetratable forts they should just allow sandbags and all to be damaged easier from explosives and sledgehammers

vivid zodiac
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B U I L D

terse mason
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I genuinely don’t think “sandbag fort on obj” is a problem. Why oki decided to limit it.. eShrug

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Especially considering we can already do it on some points just by being high/far enough from the “no build zone” (on top of shipping crate in the large isle building for example)

finite moat
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the game just needs a gadget/explosive to properly destroy sandbags

vivid zodiac
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What if

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we add Bangalore to fight the sandbags?

quick copper
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the radii of the nobuild zones is random

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sometimes the no build zone is bigger than the objective, sometimes it is smaller

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depends on map

tardy flare
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I will fight for this post

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this post needs to be pinned

prisma thunder
latent prawn
prisma thunder
# latent prawn Sounds like a community skill issue then lmao (seriously though this idea would ...

It absolutely is. A big problem that the game has faced from the beginning is a pretty lack luster shooting range and tutorial. The game has some layers of depth not really seen in most major titles these days, and so a lot of people hop on thinking it's minecraft turned COD (which, kinda?)

Just like with piloting, it's not easy for people to learn how to do some of these things because they don't have an environment to play with them.

quick copper
prisma thunder
quick copper
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it might make the game easier for experienced players but what do i know

prisma thunder
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Health indicator would be nice, but I don't think the other things would have any real impact for most players.

Low TTK games tend to favor higher skill players disproportionately. Grenade indicators are cool until you're playing Namak, Basra, Construction, Tensa, or Waki and you're getting spammed with them. I don't think bleed is problematic overall.

Most players just don't know that there is a radial menu on middle mouse and a purpose behind squad points, and outside of being told by another player, they really don't have any way to figure it out except by accident

whole dirge
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It would take a massive spam of bullets and explosives to quickly take down a sandbag, which can already be repaired incredibly fast

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Hell its faster to unbuild one normally than to take it down with explosives

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Somehow your bare hands are faster at obliterating a sandbag that a fat stack of c4

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I will say that i have seen people legit not know a build menu exists and something should be added to let you know its there

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Or at least added back
Like seriously wasnt there a thing in the bottom left corner letting you know you have enougb points for sandbags and such

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What happened to that?

visual cove
visual cove
whole dirge
whole dirge
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Hell even rallies

prisma thunder
# whole dirge Not really? Like yeah c4 and rpgs are some of the most effective ways to deal wi...

To clarify, this was my point. You are correct that there is little to nothing to break them, but they can be overcome this way.

I think it's a really difficult line to make them more destructable without making them useless. Tank and LAV/BTR rounds should absolutely wreck them, but to my knowledge, rpg's actually aren't that effective against them. Of course, this is a game, and that logic need not hold for the sake of balance even if true.

prisma thunder
prisma thunder
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Rockets to destroy buildables

                    ==HEAT ON HESCO'S==

                  **SMALL HESCO**
Reduce Height 1st (by ~50%)  : 9 rockets
Reduce Height 2nd (by ~90%)  : 16 rockets
Reduce Height 3rd (by ~100%) : 21 rockets
--Stopped Counting, height is reduced to ground level to the point that hitting with RPG's would be impossible without high ground.

                  **LARGE HESCO**
Reduce Height 1st (by ~75%) : 26 Rockets
Reduce Height 2nd (by ~90%) : 40 rockets
Reduce Height 3rd (by ~98%) : 48-52 (lost count) rockets
--Stopped counting, height is reduced to ground level to the point that hitting with RPG's would be impossible without high ground.
                        ==SANDBAGS==

                     **HEAT**
Reduce Height by 1 unit : 3 rockets
Reduce Height by 2 units: 6 rockets
Reduce Height by 3 units: 11 rockets
Reduce Height by 4 units: 16 rockets
Destroy Sandbag         : 21 rockets

                    **TANDEM**
Reduce Height by 1 unit : 2 rockets
Reduce Height by 2 units: 5 rockets
Reduce Height by 3 units: 9 rockets
Reduce Height by 4 units: 13 rockets
Destroy Sandbag         : 17 rockets

                    **FRAGS**
Reduce Height by 1 unit : 7 rockets
Reduce Height by 2 units: 18 rockets
--Stopped counting
visual cove
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and all progress can be reset before you even reload once

whole dirge
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For the amount of rockets it takes to destroy a sandbag i could have gotten dozens of kills and many destroyed vehicles

hot spruce
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make anti building rpgs

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mhm

whole dirge
hot spruce
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in theory

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in theory its also supposed to be worse against infantry than frag

prisma thunder
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Pretty sure frags are just broken atm

quick copper
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it would be so much faster to unbuild...

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and they said realism is dead

visual cove
tardy flare
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man who tf cares what name does what, just make 'em do it lol

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I feel like game balance wise, heat should be middle of the road, tandem should destroy vehicles and buildings, frags should decimate infantry

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Having a dedicated building destroying rocket sounds a bit silly because why tf would I ever pick that if heat destroys walls just fine anyway and is way more practical? Just so I can swap to it for 3 seconds to take out the fortnite tower someone built?

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Tandems kind of already have this problem (and also the problem of they nuke vehicles a little too hard sometimes), and frags we don't speak of

visual cove
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hence changing the values so that HEAT isn't a jack of all trades.

quick copper
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or remove rpg and give littlebird rocket pods

tardy flare
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garbo idea smh, but let's do it

mighty zodiac
latent prawn
# tardy flare I feel like game balance wise, heat should be middle of the road, tandem should ...

I second this sort of balancing, tandem tbh should nuke most vehicles other than tanks in 1 shot and tanks in 2 if we're following semi realistic damage, seeing as the main point of a tandem charge is to negate the effects of armour by destroying the outer layer (especially era) before the main warhead impacts. But it should definitely do more against stuff like sandbags rather than just bouncing off. Heat imo would be second best against sandbags and frag worst.

whole dirge
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Tandem against vehicles currently is fine

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Its pretty slow, has pretty big drop and not great range and you get only 3, in turn it atomizes just about anything it hits

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Exception being apcs if you dont backshot them and tanks, which take 2 always even with backshot

latent prawn
latent prawn
mighty zodiac
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Yall get your own fucking suggestion grrr this is about the no-build zone NOT rpg balance

latent prawn