#Radius of No-Build zone is TOO BIG on spawn points
1 messages · Page 1 of 1 (latest)
There's no reason to have it this far especially when spawn points are sometimes in the perfect position to ruin amazing fortification layouts
Let me fucking build
Building is a fun mechanic in BBR and I think oki needs to realise that.
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
Make cap points fit the area they are in and also allow building on them
Except rally points
Imagine actually being able to build on point to defend said point, nahhh surely that's not how it's supposed to work
I believe this is the root of a few issues 
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
Another half measure designed to fix something that didn't need fixing and ended up breaking something even more
No-build zone my BELOVED
Certified oki moment
Oki when he introduces building but won’t let people use builds to make a decent defense near a point
Can you like, just get rid of this lmao
like why not just spawn people outside of buildings or something
it's always been a bit too big and placed in the WORST positions
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 
same! I never saw it as a problem when the game came out
like, these spawn zones are literally in the worst spots
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
Wouldn’t be against it? (Obvious explosive fan bias) but most of the issues just stem from oki disabling sandbags instead of fixing the spawn issues related to it
I genuinely don’t think “sandbag fort on obj” is a problem. Why oki decided to limit it.. 
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)
the game just needs a gadget/explosive to properly destroy sandbags
the radii of the nobuild zones is random
sometimes the no build zone is bigger than the objective, sometimes it is smaller
depends on map
I think the bigger thing is that forts (particularly indoor forts) can already be defeated with C4 and RPG spam, especially if it's a low ceiling, but a lot of players wont switch to engi to take care of it, or tanks won't HE it to the ground.
It's a mechanic that most players don't even know exists, let alone how to use it or defeat it.
Sounds like a community skill issue then lmao (seriously though this idea would be great if people realised they could counter it)
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.
the solution is removing bleed and adding more indicators to baby noobs instead of just implementing a tutorial
Not sure if facetious or serious
health bar indicators when shot, footstep sounds only come from enemies, grenade indicators, removal of bleed, increased ttk
it might make the game easier for experienced players but what do i know
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
Not really?
Like yeah c4 and rpgs are some of the most effective ways to deal with forts, but thats because it kills the massive clumps of people on the other side
Explosives legitimately deal small amounts of damage towards majority of buildables
It would take a massive spam of bullets and explosives to quickly take down a sandbag, which can already be repaired incredibly fast
Hell its faster to unbuild one normally than to take it down with explosives
Somehow your bare hands are faster at obliterating a sandbag that a fat stack of c4
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
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
What happened to that?
It got put in the circle menu
to be fair c4 would be shit at that too without being a demo charge which is at least 4 pounds of c4 in one go.
Should still be better than bare hand tbh
That sucks
It let you know when you had enough for airdrops and such
Hell even rallies
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.
Yeah, it definitely needs to be a part of the HUD again
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
and all progress can be reset before you even reload once
For the amount of rockets it takes to destroy a sandbag i could have gotten dozens of kills and many destroyed vehicles
Isnt heat already meant to do that in theory
Pretty sure frags are just broken atm
they are just terrible damage
it would be so much faster to unbuild...
and they said realism is dead
that would be thermo drop, HEAT would not do much to a fortification.
man who tf cares what name does what, just make 'em do it lol
I feel like game balance wise, heat should be middle of the road, tandem should destroy vehicles and buildings, frags should decimate infantry
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?
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
hence changing the values so that HEAT isn't a jack of all trades.
or remove rpg and give littlebird rocket pods
garbo idea smh, but let's do it
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.
Tandem against vehicles currently is fine
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
Exception being apcs if you dont backshot them and tanks, which take 2 always even with backshot
Yeah, but they're like peashooters against sandbags lol
Like the fact this shows it takes 2 hits to reduce sandbags by just 1 height is pretty ridiculous seeing as those 2 hits would take out a tank. Imo a direct hit from tandem should at least be 3 units of height if not a full destruction, though a barrier block or hesco should be less affected
Yall get your own fucking suggestion
this is about the no-build zone NOT rpg balance
Yeah we went off topic lmao, but it is relevant imo, if we can't destroy built stuff then people won't want people to be able to build on spawns as it will make them near impossible to capture if they camp inside it