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Battle Bears Royale 2 - Suggestion Thread

SkyVuSkyVu Member, Administrator Posts: 1,489 SkyVu Employee
edited January 26 in BB GOLD
Make your suggestions for OPERATION: BBR2, the epic upcoming revamp of BBG, in this thread!

For more information on BBR2, head over to the official Battle Bears Discord server and check out the News channel: https://discord.gg/bb
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Comments

  • armandoarmando Member Posts: 13 Recruit
    edited November 2017
    -Being able to disable/ban certain equipment and classes from a lobby
    -Banning a player from repeatedly joining the lobby
    -Nerf Caffeine
    -Fix wallshooting
    -Fix the many mini-me/supersize me + flawless disguise glitches used to get into places of the map others arent allowed to
    -Possibly remove the overhealing from the mega healths
    -Add higher ranks because diamond is easily achieved but make the higher ranks have incentives (maybe a 1M rank? hehe)
    -A way to transfer joules into gas (any amount would be fine doesn't have to be a ridiculous amount)
    -Some new special equipment
    -Teleport (medium-long recharge but if you can aim to where you want to go to get to campers, nowhere outside the map of course)
    -A tool that can disable radars &/or other specials for a short period of time
    - Clan System
    - Chat System
    - Weekly/Monthly Bundle Deals
    - Fix the Lobby player count glitch
  • EarmuffsEarmuffs Member, MVP, Trial Moderator Posts: 2,157 War Hero
    edited November 2017
    A lot of my issues lie with the powerups. Triple damage lasts way too long, and it triples where it used to double. It should go back to doubling damage, and it shouldn't last as long as it currently does.

    Another issue I have is with the health pickups. Small health packs can't overheal, but they can still be used up by a player at full health. That could potentially end up getting an injured teammate killed, so I don't think it should stay. Additionally, overhealing should go. It's extremely powerful, and once again, it takes away healing opportunities for low-health teammates. In a game where the time to kill is so quick, and where there aren't any healer classes, it's important that health pickups be available as often and as fair as possible.

    There's a noticeable gap in quality between the older and newer skins. This is most notable with Wil, who looks like a puppet in his older skins, while seeming much more alive in the new ones. It would be awesome to see the older skins brought up to par.

    Last, there need to either be:
    1) More game modes
    2) More incentives to play the other game modes.
    People only play team deathmatch; it'd be nice to find matches in other game modes.
    giphy.gif giphy.gif




  • -Vendetta--Vendetta- Member Posts: 2 Recruit
    New ranks? Get gas on battles or other ways to get gas instead of daily rewards and apps downloads? new pro modes? new medic bear? Graham is pretty useless? no wall shoot? chat?
  • EarmuffsEarmuffs Member, MVP, Trial Moderator Posts: 2,157 War Hero
    Sidenote, what ever happened to Wil's "turning the tides" thing? It was a really cool concept that seemed to have just faded off.
    giphy.gif giphy.gif




  • -Vendetta--Vendetta- Member Posts: 2 Recruit
    edited November 2017
    also new team color
  • BwearpoeBwearpoe Member Posts: 173 Recruit
    make pain field a throwable
  • NooseOnTheLooseNooseOnTheLoose Member Posts: 579 Corporal
    edited November 2017
    upgrade the models to high resolution


    i have nothing else
    latest?cb=20151223065501

  • InstableGriffInstableGriff Member, Moderator, MVP, SkyVu Beta Tester Posts: 1,342 Sergeant
    edited November 2017
    Have taunting be assigned to a new button separate from "Woo-Hoo", let us unequip a taunt, and remove the cooldown from the other team communication buttons.
  • EarmuffsEarmuffs Member, MVP, Trial Moderator Posts: 2,157 War Hero
    edited November 2017
    Is there a cleanse ability or any way to defend against poison weapons other than not getting hit? Poison goes through iron curtain and tesla shield. Maybe buff one of those two to also defend against poison?

    Also more loadout slots would be awesome!
    giphy.gif giphy.gif




  • Soo__heySoo__hey Member Posts: 334 Underlord 2016
    Beta Testing

    Monthly Balance Updates

    Clan System

    Chat

    New Ranks

    More ways to use Joules

    Everyplay
    SSS
  • armandoarmando Member Posts: 13 Recruit
    Maybe a three way team deathmatch? As in Team blue vs Team red vs Team yellow
  • NooseOnTheLooseNooseOnTheLoose Member Posts: 579 Corporal
    edited November 2017
    keep fidget boomer, oh and less importantly give steam yard blues a revamp for it to be more tolerated by the community.
    latest?cb=20151223065501

  • Ragde875Ragde875 Member Posts: 10 Recruit
    edited November 2017
    Adding missions like there were in BBO seems like a good idea, it would get people to play different classes and gamemodes, and there could be set to have more PTB or KOTWM missions to encourage people to play those gamemodes.
    Starting to get back into playing BBG.
    If anyone's willing to help me improve, tell me, because I SUCK at BBG.

  • AbsoluteZeroAbsoluteZero Member, SkyVu Beta Tester Posts: 3,444 Noble
    NYCO wrote: »
    Classic BBZ rifle: Many of Oliver's primaries are automatic, but playing with a single but accurate shot rifle is a concept I think is really fun.
    This. Oliver's classic Rifle from BBZ has not been seen almost anywhere since its debut, and I think, especially with the BBZ update, that now is the perfect time for Oliver to finally dust it off and make use of it on the BBG battlefield.

    It was actually fully automatic though to be clear. Just shot kinda slow (like the needle rifle from Halo Reach).
    OKY was here
  • AbsoluteZeroAbsoluteZero Member, SkyVu Beta Tester Posts: 3,444 Noble
    I think we need to get rid of the joule drops when you kill an enemy. They distract from general gameplay and are kind of a pain to collect. I think all of the joules should be rewarded instantly and joule drops should be discarded.

    As far as Plant the Bomb goes, I think the slowing effect when grabbing a bomb shouldn't be completely removed. Instead I think it should differ depending on the class:

    Grabs the bomb instantly: Heavy, Chub Scout, B-1000
    Grabs the bomb 2/3 faster: Tillman, Graham
    Grabs the bomb 1/3 faster: Oliver, Botch, Astoria, Saberi, Sanchez
    Grabs the bomb at current rate: Huggable

    This would help balance faster and slower classes in PtB, because huggable is almost undeniably the best class for PtB. With these changes, fast classes would still be the best for moving the bomb long distances, but slower, bulkier classes would be better suited to moving the bomb short distances towards the pipe. Huggable would still be a better class overall (as you would still be invincible during the grabbing animation) but classes like Heavy and B-1000 would be slightly more effective at moving the bomb.

    As far as Joule rewards go, I think the following should be changed. Planting the Bomb should give the player more joules and exp, and every other player on the team should get 20% of the joules and exp for every bomb planted by a teammate. This would encourage teams to work together and help plant the bomb as everyone would be directly rewarded (although the person who actually planted the bomb would still get the most benefit). From the defensive side of things, an enemy holding the bomb should give 50% more joules and experience when killed, and every member of the team should get joules and exp when the enemies bomb explodes. Giving joule rewards for preventing the enemy from planting the bomb would encourage defensive play as well, as I feel that if we made just bomb planting give bonus joules people would play only offensively and neglect defending their own base. The extra rewards would help make PtB more popular (it's already well liked, just people don't play it for some reason).


    For King of the Windmill, I don't think it will ever be as well liked as PtB. But we can work to improve it some. I think the objectives should be significantly larger, as right now it is a bit difficult to hold the windmill against enemies with AoE weapons as they can flood the area with explosions. A bigger radius will help prevent this. There should also be a joule/exp reward for being within the windmills radius when a point is earned to give more incentive towards the objective.



    On another note, I would like Olivers old melee animations back. The new ones are awkward and there wasn't really a reason to replace the old animations in the first place (as far as I know).
    OKY was here
  • FREESHFREESH Member Posts: 5,449 Fabled
    make more sniping gun I want one shot all the smelly noobs with expired socks
    ВЫЗЫВАЙТЕ СРЕДСТВА ПРОИЗВОДСТВА
    KV-2-1940.jpg
  • SSP_RismSSP_Rism Member Posts: 2,080 Underlord 2016
    On another note, I would like Olivers old melee animations back. The new ones are awkward and there wasn't really a reason to replace the old animations in the first place (as far as I know).

    the current ones are like a sneeze then a swing instead of the old smooth animations we had before. it was also really fun to just swing kumakiri when you saw no one to shoot and are hanging around not doing too much.
    SSS
  • Oops_killed_yaOops_killed_ya Banned, Trial Moderator, SkyVu Beta Tester, member Posts: 730 Corporal
    edited December 2017
    I'm stealing this one from @SSP_Rism that he mentioned in the voice session with Ben Vu. In order to help out the newbies, all +1 equipment should be unlocked in order to prevent them from being extremely easy targets for those who have equipment.

    I would also suggest the Jump Pro mode to be automatically unlocked for newbies as well, with the Radar Pro Mode still retaining its original price.

    Have a way of watching ads for joules, in addition to the current system for gas.

    As the forumers mentioned above, a clan system similar to BBO is a must.

    Maybe have an in-app mail messaging system to contact a player when they are not online.

    A more dynamic and rewarding calendar login bonus. This time, the player must login within a week to keep his/her progress in the calendar. This in turn creates opportunity for more rewards near the end of the monthly calendar bonus.

    Having some mechanic like the taxis in the old Neo Omaha map would be something that could fit well into BBG.

    Rank has lost meaning in BBG. Scale the ranks in percentiles so that only the top 25% of players can get diamond rank, etc. I would NOT add more ranks to the existing ones. I'm not sure what exactly to do with levels since they are mostly pointless in my opinion.

    Edit: Please add a training/trial mode where you can test out weapons on an invincible huggable as well as edit your button configuration.
    I'm OKY also known as Oops killed ya. I'm a proud ex-coleader of DL and currently in Storm Eight clan v4. In BBO, I also went by the name of "Greendragon0107".
    Youtube
    Everyplay
    Twitter
    SkyVu Zendesk Support

    “The time you enjoy wasting is not wasted time.” — Bertrand Russell

    Zor was here
  • MavockinMavockin Member Posts: 806 Corporal
    armando wrote: »
    Maybe a three way team deathmatch? As in Team blue vs Team red vs Team yellow

    Yeah, threesomes would be cool
    44WqQzi.jpg
  • IgolideIgolide Member Posts: 222 Recruit
    edited November 2017
    Some of the BBO music in BBG would be nice.
  • LilyBLilyB Member Posts: 143 Recruit
    I would love if you could pick up the bomb and carry it on your back while you shoot other players that try to take it away. It’s more of a competitive type of gameplay I would like in plant the bomb. I also really want the ranks to change in battle bears even though rank doesn’t determine anything but having a different rank than others is something I just like.
  • EarmuffsEarmuffs Member, MVP, Trial Moderator Posts: 2,157 War Hero
    edited November 2017
    As SSPRism mentioned, a lot of classes have weapons that really don't fit them, gameplay-wise. To add on to that, a lot of classes have weapons in the wrong place (primaries that should be secondaries or vice versa). Here's my compiled list of weapons in the wrong class/place. PS, not gonna bother with Combat Tech since she's leaving.
    Soldier
    • O.C.O. gauntlet: A weaker version of this weapon should become a secondary. It really doesn't fit his style, as it's the only non-hitscan/ROF primary, and its area denial capabilities are really more suited for a secondary in the same vein as TNT launcher.
    • Solar Wind Scar: Thematically, it fits, but the radiation thing kind of makes it step on Graham's toes a little. Maybe just get rid of the radiation. I get why it's there with the whole sun theme, but gameplay wise, it really doesn't fit.

    Heavy
    • Big Iron: Not only is this weapon not fitting whatsoever (all of his other primaries are either miniguns or "beams [zombie gun, bounce lazer, field medic])," but it's also not used by anyone because of how bad it is. Might even warrant removal.
    • Flamethrower: Wasn't this gonna be a Wil weapon (IIRC there was some artwork of Wil with a flamethrower before his release)? It would fit him a lot better, especially with the food theme. Wil is in desperate need of some decent secondaries anyways.
    • Mother of Nature: I honestly don't know how to feel about this weapon. Riggs' secondaries don't appear to have a theme, but even then, a poison weapon feels out of place (so far only Botch had poison). But I understand that it's a very popular weapon, so it can stay, but at the same time, I wouldn't mind if it got axed.

    Huggable
    • Charged Run: The only secondary of his that deals direct damage. Maybe it should be a primary? There would be slight overlap with So Fly, but he can't use a primary directly after a secondary/vise versa anyways, so not like they don't kind of overlap already. Plus, this one covers more distance more quickly, but it doesn't give him any vertical mobility, so the difference in usage is still there.

    Demo
    • All is right, here. Nice work, SkyVu.

    Sniper
    • Blowdarts: A significantly weaker version of this would work as a secondary, covering her backline while she snipes similarly to her rake or daydreamer.
    • Fidget Boomer: Why does Astoria have a TNT Launcher? Lol maybe this could work for Wil or something.

    Chub Scout
    • He doesn't seem to have much of a theme (except for the aesthetic theme of childishness with food and bubbles) anymore. Maybe just bring back his turning the tides thing by applying the "more damage based on team score/KD ratio" to all of his weapons and modifying their stats accordingly.

    Engineer
    • Hand Cannon: Doesn't fit the radiation theme, nor does it fit the area denial theme (rivet gun, radiation rod, bind field, gernobyl, kind of buzzsaw). For similar reasons, power glove may not be needed either. Neither of these weapons would mesh particularly with another class either. They can go IMO.

    Assassin
    • Energy Bombs: Basically another NOVA, but with better range/AOE, explosives, and more ammo. Don't see the point of it, at least not as a primary.

    Assault
    • Like with Demo, everything here seems to be fine.

    Arbiter
    • Greased Lightning: SSP Rism put it best: his primaries debuff opponents (Glue Bomb, Spin Baby Spin, Parachute), while his secondaries set fields that buff him/allies (and possibly enemies). So him having a high damage/range hitscan weapon makes no sense. It also wouldn't particularly fit another class, as it's basically HASR with better ROF (assuming the wiki has accurate stats).
    • Carpet Bomb: Again, doesn't place any sort of field, nor does it buff him or his team. Doesn't really fit, at least not the way it is now. Weakening or even removing the explosives but adding a secondary effect could work.

    Of course, I don't know everything about every class, so it's very probable that a lot of people would disagree. I'd love to see others' suggestions on this actually; every class filling a specific role is something I really wanna see perfected in BBG/R.
    giphy.gif giphy.gif




  • AbsoluteZeroAbsoluteZero Member, SkyVu Beta Tester Posts: 3,444 Noble
    Earmuffs wrote: »
    As SSPRism mentioned, a lot of classes have weapons that really don't fit them, gameplay-wise. To add on to that, a lot of classes have weapons in the wrong place (primaries that should be secondaries or vice versa). Here's my compiled list of weapons in the wrong class/place. PS, not gonna bother with Combat Tech since she's leaving.
    Soldier
    • O.C.O. gauntlet: A weaker version of this weapon should become a secondary. It really doesn't fit his style, as it's the only non-hitscan/ROF primary, and its area denial capabilities are really more suited for a secondary in the same vein as TNT launcher.
    • Solar Wind Scar: Thematically, it fits, but the radiation thing kind of makes it step on Graham's toes a little. Maybe just get rid of the radiation. I get why it's there with the whole sun theme, but gameplay wise, it really doesn't fit.

    Heavy
    • Big Iron: Not only is this weapon not fitting whatsoever (all of his other primaries are either miniguns or "beams [zombie gun, bounce lazer, field medic])," but it's also not used by anyone because of how bad it is. Might even warrant removal.
    • Flamethrower: Wasn't this gonna be a Wil weapon (IIRC there was some artwork of Wil with a flamethrower before his release)? It would fit him a lot better, especially with the food theme. Wil is in desperate need of some decent secondaries anyways.
    • Mother of Nature: I honestly don't know how to feel about this weapon. Riggs' secondaries don't appear to have a theme, but even then, a poison weapon feels out of place (so far only Botch had poison). But I understand that it's a very popular weapon, so it can stay, but at the same time, I wouldn't mind if it got axed.

    Huggable
    • Charged Run: The only secondary of his that deals direct damage. Maybe it should be a primary? There would be slight overlap with So Fly, but he can't use a primary directly after a secondary/vise versa anyways, so not like they don't kind of overlap already. Plus, this one covers more distance more quickly, but it doesn't give him any vertical mobility, so the difference in usage is still there.

    Demo
    • All is right, here. Nice work, SkyVu.

    Sniper
    • Blowdarts: A significantly weaker version of this would work as a secondary, covering her backline while she snipes similarly to her rake or daydreamer.
    • Fidget Boomer: Why does Astoria have a TNT Launcher? Lol maybe this could work for Wil or something.

    Chub Scout
    • He doesn't seem to have much of a theme (except for the aesthetic theme of childishness with food and bubbles) anymore. Maybe just bring back his turning the tides thing by applying the "more damage based on team score/KD ratio" to all of his weapons and modifying their stats accordingly.

    Engineer
    • Hand Cannon: Doesn't fit the radiation theme, nor does it fit the area denial theme (rivet gun, radiation rod, bind field, gernobyl, kind of buzzsaw). For similar reasons, power glove may not be needed either. Neither of these weapons would mesh particularly with another class either. They can go IMO.

    Assassin
    • Energy Bombs: Basically another NOVA, but with better range/AOE, explosives, and more ammo. Don't see the point of it, at least not as a primary.

    Assault
    • Like with Demo, everything here seems to be fine.

    Arbiter
    • Greased Lightning: SSP Rism put it best: his primaries debuff opponents (Glue Bomb, Spin Baby Spin, Parachute), while his secondaries set fields that buff him/allies (and possibly enemies). So him having a high damage/range hitscan weapon makes no sense. It also wouldn't particularly fit another class, as it's basically HASR with better ROF (assuming the wiki has accurate stats).
    • Carpet Bomb: Again, doesn't place any sort of field, nor does it buff him or his team. Doesn't really fit, at least not the way it is now. Weakening or even removing the explosives but adding a secondary effect could work.

    Of course, I don't know everything about every class, so it's very probable that a lot of people would disagree. I'd love to see others' suggestions on this actually; every class filling a specific role is something I really wanna see perfected in BBG/R.

    I agree with that list for the most part. I don't really like blow dart at all for Sniper though and think It might best fit another class or should be reworked. I don't have any problems with charged run at the moment, but I can see why you might. Mother of Nature should stay with Riggs imo. I don't have an issue with classes having poison/radiation effects if it works well for them. I don't think Graham has or should have a monopoly on radiation weapons and Botch on poison (if anything, MoN predates Botch signifcantly). The issue for me is that radiation doesn't have good synergy with Olivers primaries and Solar Wind Scar should be reworked as a result (I like the idea of classes like Tillman having radiation effects, but not Soldier or Heavy). Poison actually has good synergy with Riggs cause it helps him trap and damage fleeing opponents that would take advantage of his slow speed.

    Other than that I pretty much agree with the list entirely.


    On an unrelated note, we can't cut too much content. Cutting bad content can help some, but ultimately cutting content isn't really going to bring back a playerbase. I'm ok with cutting Saberi, Steamyard Blues, and a few weapons for now but not much more. Anything we cut we can rework and bring back later. I don't think Toxic Terror is a particularly good map but it isn't bad enough to warrant a cut imo. We should leave it for now and maybe rework it at some point.
    OKY was here
  • XxDarknessxXXxDarknessxX Member Posts: 16 Recruit
    i think that,BBG don't have any type of teamWork...so what do you think if you can see your teammate health?adding More gadget that reducea teammate received damage and a healing station to heal your friends?and Maybe some weapons that can help assist teammate?
  • XxDarknessxXXxDarknessxX Member Posts: 16 Recruit
    p.s. i'm tired of the same splash img at BBG Starts...Change it Please :')
  • SSP_RismSSP_Rism Member Posts: 2,080 Underlord 2016
    Earmuffs wrote: »
    As SSPRism mentioned, a lot of classes have weapons that really don't fit them, gameplay-wise. To add on to that, a lot of classes have weapons in the wrong place (primaries that should be secondaries or vice versa). Here's my compiled list of weapons in the wrong class/place. PS, not gonna bother with Combat Tech since she's leaving.
    Soldier
    • O.C.O. gauntlet: A weaker version of this weapon should become a secondary. It really doesn't fit his style, as it's the only non-hitscan/ROF primary, and its area denial capabilities are really more suited for a secondary in the same vein as TNT launcher.
    • Solar Wind Scar: Thematically, it fits, but the radiation thing kind of makes it step on Graham's toes a little. Maybe just get rid of the radiation. I get why it's there with the whole sun theme, but gameplay wise, it really doesn't fit.

    Heavy
    • Big Iron: Not only is this weapon not fitting whatsoever (all of his other primaries are either miniguns or "beams [zombie gun, bounce lazer, field medic])," but it's also not used by anyone because of how bad it is. Might even warrant removal.
    • Flamethrower: Wasn't this gonna be a Wil weapon (IIRC there was some artwork of Wil with a flamethrower before his release)? It would fit him a lot better, especially with the food theme. Wil is in desperate need of some decent secondaries anyways.
    • Mother of Nature: I honestly don't know how to feel about this weapon. Riggs' secondaries don't appear to have a theme, but even then, a poison weapon feels out of place (so far only Botch had poison). But I understand that it's a very popular weapon, so it can stay, but at the same time, I wouldn't mind if it got axed.

    Huggable
    • Charged Run: The only secondary of his that deals direct damage. Maybe it should be a primary? There would be slight overlap with So Fly, but he can't use a primary directly after a secondary/vise versa anyways, so not like they don't kind of overlap already. Plus, this one covers more distance more quickly, but it doesn't give him any vertical mobility, so the difference in usage is still there.

    Demo
    • All is right, here. Nice work, SkyVu.

    Sniper
    • Blowdarts: A significantly weaker version of this would work as a secondary, covering her backline while she snipes similarly to her rake or daydreamer.
    • Fidget Boomer: Why does Astoria have a TNT Launcher? Lol maybe this could work for Wil or something.

    Chub Scout
    • He doesn't seem to have much of a theme (except for the aesthetic theme of childishness with food and bubbles) anymore. Maybe just bring back his turning the tides thing by applying the "more damage based on team score/KD ratio" to all of his weapons and modifying their stats accordingly.

    Engineer
    • Hand Cannon: Doesn't fit the radiation theme, nor does it fit the area denial theme (rivet gun, radiation rod, bind field, gernobyl, kind of buzzsaw). For similar reasons, power glove may not be needed either. Neither of these weapons would mesh particularly with another class either. They can go IMO.

    Assassin
    • Energy Bombs: Basically another NOVA, but with better range/AOE, explosives, and more ammo. Don't see the point of it, at least not as a primary.

    Assault
    • Like with Demo, everything here seems to be fine.

    Arbiter
    • Greased Lightning: SSP Rism put it best: his primaries debuff opponents (Glue Bomb, Spin Baby Spin, Parachute), while his secondaries set fields that buff him/allies (and possibly enemies). So him having a high damage/range hitscan weapon makes no sense. It also wouldn't particularly fit another class, as it's basically HASR with better ROF (assuming the wiki has accurate stats).
    • Carpet Bomb: Again, doesn't place any sort of field, nor does it buff him or his team. Doesn't really fit, at least not the way it is now. Weakening or even removing the explosives but adding a secondary effect could work.

    Of course, I don't know everything about every class, so it's very probable that a lot of people would disagree. I'd love to see others' suggestions on this actually; every class filling a specific role is something I really wanna see perfected in BBG/R.

    I agree with that list for the most part. I don't really like blow dart at all for Sniper though and think It might best fit another class or should be reworked. I don't have any problems with charged run at the moment, but I can see why you might. Mother of Nature should stay with Riggs imo. I don't have an issue with classes having poison/radiation effects if it works well for them. I don't think Graham has or should have a monopoly on radiation weapons and Botch on poison (if anything, MoN predates Botch signifcantly). The issue for me is that radiation doesn't have good synergy with Olivers primaries and Solar Wind Scar should be reworked as a result (I like the idea of classes like Tillman having radiation effects, but not Soldier or Heavy). Poison actually has good synergy with Riggs cause it helps him trap and damage fleeing opponents that would take advantage of his slow speed.

    Other than that I pretty much agree with the list entirely.


    On an unrelated note, we can't cut too much content. Cutting bad content can help some, but ultimately cutting content isn't really going to bring back a playerbase. I'm ok with cutting Saberi, Steamyard Blues, and a few weapons for now but not much more. Anything we cut we can rework and bring back later. I don't think Toxic Terror is a particularly good map but it isn't bad enough to warrant a cut imo. We should leave it for now and maybe rework it at some point.
    Earmuffs wrote: »
    As SSPRism mentioned, a lot of classes have weapons that really don't fit them, gameplay-wise. To add on to that, a lot of classes have weapons in the wrong place (primaries that should be secondaries or vice versa). Here's my compiled list of weapons in the wrong class/place. PS, not gonna bother with Combat Tech since she's leaving.
    Soldier
    • O.C.O. gauntlet: A weaker version of this weapon should become a secondary. It really doesn't fit his style, as it's the only non-hitscan/ROF primary, and its area denial capabilities are really more suited for a secondary in the same vein as TNT launcher.
    • Solar Wind Scar: Thematically, it fits, but the radiation thing kind of makes it step on Graham's toes a little. Maybe just get rid of the radiation. I get why it's there with the whole sun theme, but gameplay wise, it really doesn't fit.

    Heavy
    • Big Iron: Not only is this weapon not fitting whatsoever (all of his other primaries are either miniguns or "beams [zombie gun, bounce lazer, field medic])," but it's also not used by anyone because of how bad it is. Might even warrant removal.
    • Flamethrower: Wasn't this gonna be a Wil weapon (IIRC there was some artwork of Wil with a flamethrower before his release)? It would fit him a lot better, especially with the food theme. Wil is in desperate need of some decent secondaries anyways.
    • Mother of Nature: I honestly don't know how to feel about this weapon. Riggs' secondaries don't appear to have a theme, but even then, a poison weapon feels out of place (so far only Botch had poison). But I understand that it's a very popular weapon, so it can stay, but at the same time, I wouldn't mind if it got axed.

    Huggable
    • Charged Run: The only secondary of his that deals direct damage. Maybe it should be a primary? There would be slight overlap with So Fly, but he can't use a primary directly after a secondary/vise versa anyways, so not like they don't kind of overlap already. Plus, this one covers more distance more quickly, but it doesn't give him any vertical mobility, so the difference in usage is still there.

    Demo
    • All is right, here. Nice work, SkyVu.

    Sniper
    • Blowdarts: A significantly weaker version of this would work as a secondary, covering her backline while she snipes similarly to her rake or daydreamer.
    • Fidget Boomer: Why does Astoria have a TNT Launcher? Lol maybe this could work for Wil or something.

    Chub Scout
    • He doesn't seem to have much of a theme (except for the aesthetic theme of childishness with food and bubbles) anymore. Maybe just bring back his turning the tides thing by applying the "more damage based on team score/KD ratio" to all of his weapons and modifying their stats accordingly.

    Engineer
    • Hand Cannon: Doesn't fit the radiation theme, nor does it fit the area denial theme (rivet gun, radiation rod, bind field, gernobyl, kind of buzzsaw). For similar reasons, power glove may not be needed either. Neither of these weapons would mesh particularly with another class either. They can go IMO.

    Assassin
    • Energy Bombs: Basically another NOVA, but with better range/AOE, explosives, and more ammo. Don't see the point of it, at least not as a primary.

    Assault
    • Like with Demo, everything here seems to be fine.

    Arbiter
    • Greased Lightning: SSP Rism put it best: his primaries debuff opponents (Glue Bomb, Spin Baby Spin, Parachute), while his secondaries set fields that buff him/allies (and possibly enemies). So him having a high damage/range hitscan weapon makes no sense. It also wouldn't particularly fit another class, as it's basically HASR with better ROF (assuming the wiki has accurate stats).
    • Carpet Bomb: Again, doesn't place any sort of field, nor does it buff him or his team. Doesn't really fit, at least not the way it is now. Weakening or even removing the explosives but adding a secondary effect could work.

    Of course, I don't know everything about every class, so it's very probable that a lot of people would disagree. I'd love to see others' suggestions on this actually; every class filling a specific role is something I really wanna see perfected in BBG/R.

    I agree with that list for the most part. I don't really like blow dart at all for Sniper though and think It might best fit another class or should be reworked. I don't have any problems with charged run at the moment, but I can see why you might. Mother of Nature should stay with Riggs imo. I don't have an issue with classes having poison/radiation effects if it works well for them. I don't think Graham has or should have a monopoly on radiation weapons and Botch on poison (if anything, MoN predates Botch signifcantly). The issue for me is that radiation doesn't have good synergy with Olivers primaries and Solar Wind Scar should be reworked as a result (I like the idea of classes like Tillman having radiation effects, but not Soldier or Heavy). Poison actually has good synergy with Riggs cause it helps him trap and damage fleeing opponents that would take advantage of his slow speed.

    Other than that I pretty much agree with the list entirely.


    On an unrelated note, we can't cut too much content. Cutting bad content can help some, but ultimately cutting content isn't really going to bring back a playerbase. I'm ok with cutting Saberi, Steamyard Blues, and a few weapons for now but not much more. Anything we cut we can rework and bring back later. I don't think Toxic Terror is a particularly good map but it isn't bad enough to warrant a cut imo. We should leave it for now and maybe rework it at some point.

    I suggest that only saberi, steamyard blues and fidget boomer should be axed like you said removing too much would be a bad thing it should be for the absolute worst of the worst that cannot be fixed or fixed without a ridiculous amount of time. Everything else can be changed to another class or reworked in some way e.g. flamethrower could go on oliver or wil and greased lightning could be a more well rounded weapon and given a debuff on hit.
    SSS
  • GRIMREAPER0100GRIMREAPER0100 Member Posts: 349 Recruit
    Ok I may edit this and keep adding but I’ll work something up. Ok so number one, possibility of fixing hit detection, doing so will allow the weapons which have bad hit detection to see more light, 2, cousin lobby’s, meaning remove power ups or health or add things,3, balancing, 4, more modes something new and fun like hide n seek or something different but is fun to play, 5, new maps, 6, more load outs for higher level players, 7, maybe a new ability? 8, daily challenges, 9, mail system to send messages or to challenge players to 1v1 or join in a battle and report for bad messages, 10, abilty/ weapon skins something to spice it up collect rare skins for items or beating challenges, 10.5 (gold skin for me and old timers) 11, from new mode, survival mode hug zombies attack in waves make your version of bbg survival, 12, more merchandise in shop to buy :) , 13, new characters, 14, lobby chat system, not global chat that’s to much and bad but able to chat in waiting lobby or mail, seasonal updates with limited addition items, vote for maps before a game, more daily log in rewards, also big one, keep old glitch’s that don’t change the game in such as skin glitch, MOST out of map spots for hug and any others that don’t break the game. I will have more but this is what I got for now
    Battle bears youtuber @GRIMREAPER0100
    6cpbmj4jn5jw.jpeg

  • armandoarmando Member Posts: 13 Recruit
    ^Having five loadouts instead of three would be nice
  • IgolideIgolide Member Posts: 222 Recruit
    It should be written underneath the game mode how many players are playing waiting for that one, rather than how many players are matchmaking h overall.

    Some maps should only be available for certain game modes, free for all dosent work that well on small maps.

    1v1s and 2v2s could be make into separate game modes, for quick matches. The matchmaking for these should only select from small maps, but those who want 1v1s and 2v2s on larger maps could still do it in lobbies.
    Also 5v5 game modes could be made and select from larger maps like the castle one, that still feel empty with 8 players.
  • IgolideIgolide Member Posts: 222 Recruit
    Also BBG loading img could be changed to sum fan art, possibly it could alternate between more than one.

    Ben could work with Assasins Ace or somebody to design some art specifically for the Game
  • Hug_of_WarHug_of_War Member Posts: 1,276 Sergeant
    Good riddance steam yard blues, the only map I genuinely refuse to play.
  • Nukee_Nukee_ Member Posts: 119 Recruit
    What do you guys think of a Battle Royale game mode, and a gun game?
  • Hug_of_WarHug_of_War Member Posts: 1,276 Sergeant
    I feel not enough people are using Graham and to say the least, he's kinda weak. Does anyone have any specific changes or comments for this?
  • SSP_RismSSP_Rism Member Posts: 2,080 Underlord 2016
    Hug_of_War wrote: »
    I feel not enough people are using Graham and to say the least, he's kinda weak. Does anyone have any specific changes or comments for this?

    A lot of his weapons require ammo and because speed equips are always necessary he is very restricted. Graham is support so he shouldn’t be killing everything anyway but i think he is one of the strongest characters right now because of turrets and gernobyl so there’s that until balance changes.
    SSS
  • ChaoTicKraZeChaoTicKraZe Member Posts: 438 Recruit
    edited December 2017
    Nukee_ wrote: »
    What do you guys think of a Battle Royale game mode, and a gun game?

    Br is basically FFA, GG wudnt work with different classes, for example try killing a sniper Riggs. Gods riggs with AOW sounds scary now
  • Hug_of_WarHug_of_War Member Posts: 1,276 Sergeant
    SSP_Rism wrote: »
    Hug_of_War wrote: »
    I feel not enough people are using Graham and to say the least, he's kinda weak. Does anyone have any specific changes or comments for this?

    A lot of his weapons require ammo and because speed equips are always necessary he is very restricted. Graham is support so he shouldn’t be killing everything anyway but i think he is one of the strongest characters right now because of turrets and gernobyl so there’s that until balance changes.

    I agree with what you said but also this is a class based shooter so shouldn't all the weapons be balanced for use? People shouldn't have to restrict themselves to gernobyl to play well in my opinion.
  • SSP_RismSSP_Rism Member Posts: 2,080 Underlord 2016
    Hug_of_War wrote: »
    SSP_Rism wrote: »
    Hug_of_War wrote: »
    I feel not enough people are using Graham and to say the least, he's kinda weak. Does anyone have any specific changes or comments for this?

    A lot of his weapons require ammo and because speed equips are always necessary he is very restricted. Graham is support so he shouldn’t be killing everything anyway but i think he is one of the strongest characters right now because of turrets and gernobyl so there’s that until balance changes.

    I agree with what you said but also this is a class based shooter so shouldn't all the weapons be balanced for use? People shouldn't have to restrict themselves to gernobyl to play well in my opinion.

    Obviously but balance will come in the revamp, don’t worry.
    SSS
  • Skyvubotch3Skyvubotch3 Member Posts: 126 Recruit
    Don’t mess everything up or change how the characters look keep them BBG/BBR style
  • XxDarknessxXXxDarknessxX Member Posts: 16 Recruit
    ooookay,i'm testing weapons...i've found the following Errors/Nonsense,Fear Orbits is too weak,it's hard to enter in contact with enemy...so add a little area affected,Fear orbits doesn't recharge correctly?they paralise themselves during reload,energy bombs are bugged in other players visual,,they don't see energy bombs green...but brown and confused,senor potato's range is too short and strange,it's so hard to use...Gernobyl is absolutely dangerous,for yourself too!!Mamba boy doesn't shoot as annunced in the weapon description,just bring back the old mamba boy,combat tech damage-maxed Plasma rifle do a very similiar damage of lightning bolt damage-maxed,with the "little" diffefence of ammo,fire rate and saberi's second weapon...assault don't have lot of weapon...and secondary except for energy barrier are just usueless!pain field of botch is too usueless too...just do it bigger!same thing for smoke screen and fairy dust :smiley: Poptart shuriken's are bugged...sometimes they stick in certain areas and spin,spin,spin!!when you touch it you simply die,sometimes chubby scout use 2 arms to bring pop tart shurikens,for some strange reason with 1 ammp you throw 2 shurikens,and sometimes these doesn't do AoE Damage!Batterito and Killdoba aren't used by players...too weak and short range...just make it bigger!!In some arenas,there are secret points where explosive weapons does 3×/5× Of original damage!for example the center columns of space oddity and the platforms where you spawn.Botch Superhero skin,Green Justice,in team battles doesn't appear...it apper in other parts of the "Killing screen",for now that's all :blush:
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