#Build / Fortifications Limit: too easy to Grief Squads, and hiding the numbers made it worse

1 messages · Page 1 of 1 (latest)

twilit condor
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Before the build menu was moved to the new radial style, you could see your squad had "X/20" built for each fortification type.
After the update to the build menu, these numbers are now "invisible" variables for your squad, that you have to track by A) approximation, and by B) hope/luck that your squadmate didn't use them all up.

This frustrates me, because it often leads to me redoing the input to make a structure over and over, wondering why the hologram wont appear, and right at the critical moment, leading to lost firefights.
In those cases it turns out my squad collectively put down all 20 of a thing. Usually it's me using up most of them and when I hit the limit I might go "oh, that makes sense, feels like I put down about 20".

I can't tell if my squadmates are "builders" until we ** run out** since the number was hidden. There is the corner notification when sq. points are spent, but it's so tiny and out of the way, that I don't even notice it happen most of the time. A lot of players just run n gun while barely using structures.
You used to get a little bit of info about your squadmates tendency to build or not build, just by glancing at the numbers when you build stuff throughout the match. I see the number is higher than it was a minute ago and go, "Oh some of my squadmates like to use hesco walls and and the peek-hole walls? I won't use up more than 6 or 8 then."

Now with the hidden info, I have reduced ability to be economical with the squad's resources, and it's so much easier to accidentally use up all 20 of a fortification. I feel like an asshole when I do it because I know it might be getting my squadmates killed. Maybe they needed to put that wall down to defend from a sniper, I don't know.

Maybe needs to be on a per player basis, not per squad. I'm personally fine with people building a lot and making huge forts, the problem is that one can selfishly deplete their squad and go find a new one to get resources from, for their build project.

twilit condor
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Also I would like to add, looking at this diagram, it is a pretty busy menu now that the keybind numbers are on the wheel. I guess that might be a good enough reason to hide the values.

I swear I requested this feature on here once and it got added so I feel bad complaining about its implementation. (So I'm sorry some of us players impossible to please lol!)
Sadly I haven't really got use out of pressing the 1-6 keys. I ping with "Q" key like in battlefield, so I can't hold that and press 1-6 easily at the same time. My shortcut to the squad menu is "F", but if you use the squad menu keybind, you have to double tap the number keys to "confirm" your selection I guess? it's easiest to press my "F", then cursor and click somewhere in the top left side of the wheel.
honestly it was easier to click the huge boxes. only because the builds only get like 80 degrees of the wheel and theyre tucked in the outer layer of the wheel (hidden until you mouse over there).

my dream would be 2 radial menus, one for "support" and one for "command". "support" for making fortifications and calling ammo boxes. "command" for choosing an objective and placing markers as squad leader.

and hell while im on a roll, ill say id really love if you could choose a personal flag objective. at least while in a "casual" squads. i like choosing where to go and i sometimes try to set objective, only to have nothing happen because im not the sq. ld., making the bottom-left of the radial kind of redundant. if it could be utilized by non-leaders then it would feel like it really belongs there.

thank u for reading, gamers please chime in if you are also a little bothered by the invisible build limit. i like making unnecessary forts and i dont wanna be a detriment to my squad that's full of people trying to win.

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I'm not super clear on how I think the radial menu should be handled.
Maybe other players get good use out of the 1-6 keys.
Maybe it is too much clutter to show the build limits and the keybinds onscreen.
I think a toggle in gameplay settings to "show build limits in radial menu" would be suitable. So obsessive players like me can have their cluttered menu.

The suggestion I think I AM pretty sure of is making build limits based on per-player not per-squad. It just sucks to have your squad waste all the structures.
Maybe per-player within per-squad, like, the squad can only build 20 Hesco Walls and each player in the squad can build no more than 5. It would limit some opportunities for bigger builds, but it would prevent that situation of having no cover to build in most cases.

sonic basin
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personally I think walls need bigger counterplay than just deconstructing enemy walls per hand. And once we have sth (like an anti structure explosive) remove the limit or make it way higher to make building more interesting

subtle smelt
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Building mechanic just has a lot of problems in general

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Buildables being practically indestructable unless you are like close to them (or under them lmao) because you can unbuild with bare hands faster than throwing a bunch of C4 at it i guess

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Lack of visible limit or hell, a notification for why you cant build in a spot

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I build as support the most in areas with a lot of people, and i for the life of me cannot tell at times why i cannot build

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Did a friendly happen to step bit too close for me to build or has my limit been reached already?

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Lets not even mention the fact you cant build on capture points

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I can understand not being able to build like a rally point on top of a capture point for obvious reasons

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But why not sandbags and other stuff

compact moon
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like one map had a problem of buildables on the spawnpoint itself and it fucked alot of people up

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they then applied a blanket "fix" to disallow building near spawnpoints

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near being like 30 meters or more

subtle smelt
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So because of a problem on one map the defense of all objectives on every other map got ruined?

sonic basin
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beside why do I get a cooldown if a teammates places a wall just before I do

subtle smelt
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Almost forgot

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Unbuilding also makes like zero noise

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You cant even tell its being damaged or unbuilt unless you are looking at it

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Theres no sound cue or anything

sonic basin
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any why do I need to learn advanced building techniques to get the window walls in a useable height

subtle smelt
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You telling me a tank or BTR or some shit cant just plow through a small pile of sand by just driving through it?

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I mean driving through barbed wire is already a thing they specifically intended to be destroyable by just driving through it

sonic basin
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would make the big boxes actually worth building if vehicles could drive through walls

subtle smelt
subtle smelt
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Sandbags in bbr can withstand a tank shell and a barrage of 20mm with minimal damage

sonic basin
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one button press of a support is stronger than all dmg an engi can output