#Collateral damage
1 messages · Page 1 of 1 (latest)
The amount of further combat fuckery that would introduce would be, insane.
would just punish blobs
We have the wide assortment of explosives for that
not really cause of cap
this would help defenders a bit, but not change the game nearly as much as you are thinking
i would love this
we kinda have a pseudo version of this with ragdolls, i.e dead people, don't take bullets anymore. having it be official won't change much but would make combat feel alot better
Use more
still not really lol
it literaslly would not change much lol
ragdolls already do nothing to bullets anymore
remember when everyone was complaining that we couldn't shoot through players to hit people behind?
it would not add anymore fuckery beyond ragdolls not existing except to block vision.
and why? because it is a change that would make combat feel better, and not actually drastically change what we already have
At its core you are introducing ANOTHER situational variance in a game that is already overloaded with variables given its player count, map design, and small reaction window.
You also introduce anoher element that requires substantial balance and time dedicated to it, for in your own words "not actually drastically change"
So double fuck no 
Every gun has to have a pen amount and damage applied to it, a seconary set of damage fall off has to exist.
In the design space, you then need to think about that element as it comes to weapon capacity and values.
or, you have a flat board based on total damage
or limit it to one enemy
so 2 targets max
some do 5
you don't really need COD levels of collat
10% pen damage to 1 target would be a decent catch all
I say that because its fucking stupid given the player counts and design limits we've seen 
For the tangible benefit of "not much"
lol
QoL change "its bad because reasons"
the maps are not tight enough for it to be a problem

barring tunnels and the few chokes on other maps
so again, why not lol? beyond your reasoning that it would somehow break the game?
My reason is, it adds an additional element of "how did i just die?" to a game that struggles with that substantially. If you apply any sort of limited damage value like in the single digits, you arent going to impact and bullet to kill break points. If you do make the damage substantial enough, gun balance gets that extra layer of fucker added to it. The only thing I see it adding is, you get a random extra kill because people happen to be in a line.
Theres a LOT of weapons active at one time and a LOT of sight lines. Its not an absolute, but its the additional introduction of an element for the sake of "fuck it bullets go through people right?"
the point is able to put damage into a zerg rush for defenders, which is likely the few times this would help or even come into play beyond running up to a blob of medics. its not meant to kill, it makes the "rush through door at same time" a less effective stratagy
And their point is..
this feature requires a LOT of time and the margin of improvement is minimal or even null
if it takes a long time thats because of bad code

if done correctly on unity, its literally a check box
max target = x
right now its 1.
so unless the code is so poorly done that a checkbox change would fuck up everything, it would be easy to impliment, because ideally its to 1 or 2 extra targets, for a flat amount of damage.
don't even need to change it for everygun, hell add it only to some classes of guns if that would make it easier
think about balancing each gun, then you will understand why would take time
I was promised a checkbox 
take away from SMGs if you are scared of HRoF
literally what it is for penetration of characters.
it just continues the ray until it hits the max amount of targets.
The point of my comments is that the design work and context of battlebit, i do not believe aligns itself to having any value in the game that battlebit is.
Thats it. it doesnt matter if you say oh well do smgs or a flat number or, whatever. The fundamental design idea behind it, I dont think has a place.
I hope that makes sense
sure, try that "balancing method" with scenarios like PP vs ultimax, it would require custom dmg for each player after penetration
1 target extra
You want the bullet to do full damage?
I don't need nor want that fuckfest
what
I was saying the dude right behind a guy gets a flat rate of damage, say 5 hp.
and no more than that
the calcs for hitting 20+ people would be astronomical
So the m2000 does 5 damage, and the pp19 does 5 damage?
for penetration
Blimey you are dense as shit
Its one thing when its a corpse that isnt an active combatant that blocks bullets, and another when a living one does
Because its a fucking videogame
Not being able to shoot thru them was bullshit
Palma just drop kicking the door down
Thats, so, far from the issue i have described
not 1 dude right behind first dude
"do this because"
"thats a lot of extra work for no real pay off"
"yes, and?"
has been this discussion so far 
It either adds bullshit or it adds absolutely nothing and is a complete waste of time that does not even fit the arcadey nature of BBR
as for specfiic weapons. Honestly thinking if added it should be an LMG or at least Rifle thing. SMGs and snipers don't need it because its not really meant for them.
its not a lot of extra work though lol
hence why that point is moot
My reason is, it adds an additional element of "how did i just die?" to a game that struggles with that substantially. If you apply any sort of limited damage value like in the single digits, you arent going to impact and bullet to kill break points. If you do make the damage substantial enough, gun balance gets that extra layer of fucker added to it. The only thing I see it adding is, you get a random extra kill because people happen to be in a line.
Now, your turn. Why does it make the game more enjoyable
helping defenders, and 5 hp is a pretty good amount of HP for damage since all the damage is going down. like thats 20% of (future) m4 damage.
It helps the attackers
Why do you think blanksp immediatellyy liked the idea

much more rarely, but not often at all either way
Man just go play gray zone or some bullshit
there are very few scenarios beyond defending that would allow attackers to take advantage
quite the opposite, defender protects specific locations while attacks come from "random" places, so.. easier to attack
it only helps if people are in a line.
its not like its shooting through walls (which is still being looked at)
players should stick together less, yes perfect
Wall banging is being looked at, in bbr?
And a lot of them will be because thats how defenders function
in each others asses? that's a good thing they seperate a bit.
yep.
haven't heard anything beyond that though
Oh you going to need to drop a citation for that one
Vil said they were looking into it when they started looking at buildings again (map side I mean)
A line has no inherent length associated with it.
So the goal is to help defenders, and to achieve that, you want to do more damage to people who are in a line
And that makes.. defending better and more fun?
I mean I guess? the 1 extra ray would take care of that pretty much everywhere unless you are shooting up to abackdrop of the sky
Ok so you can do, an amount of damage, to two people, in some distance
And as a defender, this, makes it more fun?
Easier?
Whats the goal
it makes holding a choke/door/window better. since right now you just zerg rush though the same point as an attacker against basically anyone and even with all your models combined into one one one maybe 2 guys bite it. which is one of the more prevelant reasons defenders can't last long against an attack of more than single squad.
why is it better?
the idea is that rushing through the same point at once is currently rewarding attackers
It only helps... when in a tunnel?
How does it reward them?
doors and windows? entrances?
I promise im not just being smarmy, im trying to understand the perspective and desire
I do want to come back to "which is one of the more prevelant reasons defenders can't last long against an attack of more than single squad." this
not really, you already hold the angle, the attacker doesnt know where you are, his only option.. c4/grenade, chances are 50/50
Or rpg
its rewarded becasue the defender can only shoot the first guy, has to get through him and the like, and the others are free and clear
now this is less so in smaller numbers on the attacking side, and larger on the defending (which is rare)
and in this hypothetical, what happens when you have an equal number of defenders and attackers.
Or the attacker flanks you
which is a fair response
The problem with arguing the hypothetical scenarios is you have to account for both extremes. There IS a scenario where this reduces the challenge in defense, or attacking GREATLY.
defender can build inside or "reform" the building to push/defend?
It should be discouraged to just rush the "front door" as it were, and attack from more angles
its hard to explain once you add building but the entrences are still there, its just player built ones
The thing I am after is, what does it do for the player experience? Why would I be excited to have this, what problem am i eliminating. Is it the frustration of not having enough teammates to defend? is it the irritation from known sight lines.
less attackers don't have the HP, more defenders kill faster.
What about smokes
might be those last two. not many options even when building
Cant kill shit well if you cant see shit well
I mean if they work? they are easily abusable if you know where the center is
smokes do help, but inside the smoke, just angler yourself a bit to the side of the center of the smoke and the PNG will be off to your side, allwoing you to see throuhg most of the smoke
Ok, so, if you are after a specific player pain point, START with that, and work backwards. Instead of having an idea, and attempting to relate it. What design changes can be made, to have it less frustrating to defend X vs X+1?
But its like to the side
That doesnt help defenders
Then you have to answer a million more questions about why you want to do that, and what it does, and figure out how much work it is, then actually make it. aaand i am firmly still cant see how bullet pen helps 
depends who throws it and where it lands, but smoke is smoke.
Yeah but when you multiple people are attacking you dont have time as a defender to just glace to the side every now and then to see where the fuck an enemy is
And what if there are multiple?
those are bugged, client-side smoke are so random.. some people can see through some other cant see anything (when they should)
This is assuming the scenario where they arent broken
You as the thrower will always see a full smoke. Any other player will see generally 1 of three different smoke states
. Tl;dr yeah they broke
step one: spawn on contested points instead of neutering defense
I think it could. it should be easy to test.
honestly if it was tested (has oki ever used the Tester role?) I would like to see if it works or is shit
I totally agree with this.
He has not used it no
on paper, should work and I can bark that all day
in actuality, might not
I just want ideas tested
It could be designed into the game, im confident theres not a technical limit to something like that. I dont feel the resolution addresses an existing painpoint in a healthy enough manner.
Treating a symptom of a deeper issue 
Sorry what do you think the actual benefit of bullet pen is? This thread is super long and I'm confused
deeper issue of Oki hating defenders
long-story short, nothing
"Helps" defenders
Uhh i think we are finally digging to what the root problem is omegula 
According to devildogg
Which is defense feels like a struggle
was thinking able to hold points a tad better, to deal with zerg rushes.
yeah that is kinda the main point
How about you let people build on cap points first
better to have a spawner away from point and just retake than defend
That would help nicely
And that devil dogg. I can totally agree with, defense is in a miserable state due to, well many things, but i dont think bullet pen solves any of them 
its spawn points not cap points
ehh fuck yo building, make the points less shit to defend naturally
I don't understand how bullet pen would help firing at a single target but hey that's just me
but oki has a refusal to use anything but Spheres.
if he has a friend behind him rushing the same door
ideally anyway
I just want it tested and looked at, because defending sucks
Id rather do it myself, thanks
Instead of changing how "one versus many" works, make it so its easier to work as a team
Which has to be addressed via the spawn system
can't spawn, can't build near "spawn points", only single spawn points on caps
and so on
How you defend considering the scenario you are thinking? (holding door/window...)
can't spawn contessted and that means squad spawn is probobly off too
Its a cap point on which you can spawn
Its either really
Point stands
fair
Let me build on them
aight so collat damage bad, defending broken, defending needs work?
I guess? still think collat should be tested. see how much it takes and if it sucks.
Fair enough 🫡
I'd take at least a test of an idea at this point
and get rid of the the damn LoS spawn blocker
We should make it work first
I get the feeling your problem with defending is a positioning problem (skill issue)
Then change stuff about it
x2
Just give building on cap points back please
not really, because if you position as a defender you will lose pretty readily as it is. for many a reason.
I blame not being able to hit the twat zig zagging mid air while they deploy smokes
In short, partial skill issue
I seem to recall custard(really good player) grinding gold m249 by solely pocking a position to defend and defending it. He did pretty well so yeah I think it is a positioning problem
posistion to defened, or posistioning. those are different things
???????????????
You can position yourself on a position of defence to get greater results is what he meant
And he aint wrong
Support heavily relies on good positioning, especially when defending
Velocity issue
No
No
no
no