BattleBitRemastered

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submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/battlebitremastered
 
 

I been tempted to buy Battlebit and I know it's a great game, but I just wanted to know which is the state of the game to this moment.

It still receive updates? Can I find matches easily? How it's the development?

And, by the way, how is this game compared to Battlefield 2042? I love Battlefield 2042 despite its problem, but something that I simply cannot fight against it's the fact that the game does not run on Linux because of their anticheat...

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Hello, I am from the west coast of Canada. I am looking for people of all skill levels to game with, I have a discord. +18 only.

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I’m using steam flatpak on debian 12. I tried using different versions of proton as well as protonGE.

Battlebit opens up and shows a black screen then automatically closes.

Any tips on how to fix this are welcome.

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This might be overlooked, given all the great changes. But personally love that the update news window now only shows up once. It was sooo annoying before.

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• Famas damage increased from 24 to 26.

• SG550 muzzle scale changed from 0.85 to 0.6

----- Ultimax -----

• Increase reload speed by 10%.

• Reduce first shot kick from 2.0 to 1.5.

• Reduce vertical recoil from 1.5 to 1.1.

• Increase ads speed from 0.35 to 0.3

• Increase runspeed from 0.9 to 0.925

----- AsVal -----

• Horizontal recoil lowered, from 1.9 to 1.2

• Accuracy increased, from 68.75 to 75

• Sound spread lowered, from 600 to 200

• Control lowered, from 0.86 to 0.8

• Reload time increased, from 3 seconds to 3.33 seconds

• Damage fall-off starting distance increased, from 20m to 40m

----- HoneyBadger -----

• Damage lowered, from 32 to 28

• Vertical recoil lowered, from 1.5 to 1.25

• Horizontal recoil lowered, from 1.9 to 1.1

• Velocity lowered, from 440 to 400

• Accuracy increased, from 68.75 to 72.25

• Firerate increased, from 800 to 880

• Sound spread lowered, from 600 to 200

• Reload time lowered, from 4.17s to 3.79s

• Base magazine capacity increased, from 24 to 25

• Damage fall-off starting distance increased, from 20m to 40m

----- G36C -----

• Vertical recoil from 1,40 to 1,45

• Horizontal recoil from 1,00 to 0,84

----- UMP45 -----

• Damage increased, from 25 to 28

• Vertical recoil increased, from 0.9 to 1

• Horizontal recoil increased, from 0.5 to 0.65

• Velocity lowered, from 500 to 475

• Damage fall-off START reduced, from 50m to 30m

----- PP2000 -----

• Increased damage, from 23 to 24

• Reduced vertical recoil, from 1.2 to 1.1

• Increased firerate, from 900 to 1000

• Reduced ADS time, from 0.2s to 0.15s

• Reduced damage fall-off starting distance, from 50m to 30m

• Leaning spam has been nerfed.

• All snipers will give off stronger muzzle flash.

• L86 will have default sigth (reddot)

• Domination tickets increased.

• Anti Grenade Trophy moved to light gadget section from heavy gadget section.

• Anti Grenade Trophy will no longer destroy friendly grenades.

• Anti Grenade Trophy will give XP when destroys a grenade.

• Destroying Anti Grenade Trophy/MDX will give XP.

• News/updates will no longer showup unless changed.

• Player will get attack/defend bonus + squad point when they are in flag regarless the flag is marked as target by captain in casual gamemode.

• ASVAL/AK5C/SVD/Groza/PP19/PP2000/SV98/AK15 will have access to OKP7 - 1P78 - PKAS scopes.

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https://steamcommunity.com/games/BattleBit/announcements/detail/3678929839482653145

A little bit of this, a little bit of that.

Our latest update brings a wealth of changes to improve your time in BattleBit Remastered. While some may seem overdue, it was very important to us that we take our time with aspects that may alter the core gameplay. We poured over all of your feedback constantly, to provide what we hope you will find as healthy additions to the game. In short, you can expect faster progression, an additional healing method available to all classes, TWO new map reworks and further polish/bug fixes. We've also made major progress with our Community Server API and will expand our testing as we lead up to a larger rollout of access.

v2.0.0 Patch Notes

GENERAL PLAYER UI / UX

  • Game will no longer auto lock squads when a party member reserves a squad for their party to join, instead, a non party member will be forced change squad (with their role) if the reserved party squad is full while a party member is joining to server.
  • Improved detection for targeting downed players to bandage/revive.
  • A bug where player's armors & body does not sync when player is standing still and client loads their object for first time until they move - fixed.
  • When a player shoots at a mine/C4/claymore, the shooter will take ownership for the explosion, as if they owned the mine/C4/claymore. Previously, ownership remained with the person who deployed the mine, even when someone else shot at it. This led to instances where shooting a friend's claymore/mine would kill them.
  • Players will no longer be allowed to place mine/claymore under water

PROGRESSION/XP IMPROVEMENTS

  • Progression curve will ease after level 15 to keep consistent time to level up.
  • This is intended to decrease the time commitment and XP required to reach level 200 on average.
  • Empty transport/boat vehicles will no longer give points when destroyed.
  • XP Score Event added: Destroying enemy c4/mine/claymore will give a hitmarker and additional XP

CLANS

  • Clan submissions will open with requirements of minimum Prestige 1.
  • Used clan invites persisting once used from clan invite list has been fixed.
  • The issue where the 100 clan invite limitation included expired invites has been fixed.

UNIVERSAL HEALING

After a long discussion, it's apparent that the medic is the only class capable of enduring more than one fight. Other classes cannot survive a second fight after being shot. Consequently, making other classes very unpleasant to use, in response, the following change has been implemented:

  • Bandages now apply self-heal, even when bleeding, gaining +40 HP for each bandage used. This applies to all classes.

  • You cannot heal other players by bandaging, it remains the same as before, you can only stop bleeding or revive, but it will not heal them, only the Medic can heal OTHER players with their Medkit Gadget.

CLASS ADJUSTMENTS

  • ASSAULT

  • Access to Ranger Armors.

  • Access to the Personal Defense Weapon and Designated Marksman Rifle weapon types: Honey Badger - Groza - P90 - AsVal - MK20 - M110 - MK14 - SVD.

  • ENGINEER & SUPPORT

  • New barbed wires deployable available for use

  • ENGINEER

  • 2.5x XP bonus for vehicle destruction.

  • XP with Engineer Bonus

  • Transport vehicles: 1000xp

  • APC: 2,000xp

  • Tank: 4,000xp

  • Helicopter: 4,000xp

  • Boat: 1,000xp

  • Other Classes

  • Transport vehicles: 400xp

  • APC: 800xp

  • Tank: 1,600xp

  • Helicopter: 1,600xp

  • Boat: 400xp

WEAPON ADJUSTMENTS

  • Weapon attachments wouldn't affect player speed - fixed.

  • Aim punch/flinch will exponentially scale down based on damage received, instead of pistol on leg and sniper on chest having the same effect for example.

  • Kriss Vector

  • Damage per bullet adjusted to 22, down from 24.

  • Damage drop-off now starts at 10 meters, down from 50.

  • Standard/Quick magazine now holds 36 bullets, down from 40.

  • ACR

  • ACR aim down time buffed from 0.25 seconds to 0.21 seconds.

  • ACR player running speed buffed from 1.01 to 1.05 x.

  • ACR control increased from 100% to 105%.

  • ACR damage increased from 25 to 27.

  • AK5C

  • AK5C damage increased from 30 to 34.

  • AK5C vertical recoil increased from 1.4 to 1.6

  • AK5C horizontal recoil increased from 1.2 to 1.4

  • AK5C's first shot recoil reduced from 1.5 to 1.0

  • AK5C's reload speed increased by 12.5%.

  • SG550

  • SG550's muzzle flash size reduced from 100% to 85%.

  • VEHICLES

  • New Sea Vehicle: RCB90 added

  • Destroying enemy vehicles will give different XP rewards based on type

  • Improved road kill detection

  • Littlebird minigun's light vehicle damage increased from 2 to 4

  • APC receives 2x damage from the rear

  • Tanks & APCs - Upon firing, resupply cooldown will reset to 60 seconds to avoid player supplying & firing same time.

  • When players return to base for repair, the driver/pilot will also be healed. Exiting the vehicle is no longer neccesary, which should reduce cases of vehicle hijacking

  • Helicopter's sensitivity will no longer be affected by FPS (it used to be more sensitive as you had less FPS, less sensitive as you have more FPS)

  • Stutters while piloting helicopter should be improved (need to be tested)

  • Helicopter inflicting self-damage when game lags (i.e. opening scoreboard, etc) - fixed.

  • Player would not able to see blood screen while inside some vehicles - fixed.

  • Turret/minigun shots does not count as 'bullets fired' in stats - fixed.

  • MAPS

  • District Rework integration

  • Wine Paradise - Rework + Expansion to support CONQ 254p gamemode

  • MultuIslands - CONQ Ultra downscaled twice until there are more options of mobility for players

  • MultuIslands - 32v32 Rush added. New POI was added East from middle of map to make use of Rush layout.

  • Wakistan - Objective F was shifted to the East by 222 meters with some additional ways to enter in the middle of map.

  • TensaTown - RUSH block silo position for Defender team to avoid spawn camping of Attacker team.

  • Namak - Potential fix of an issue causing an inability to spawn on Objective B

  • Further GPU optimization on 3D models of map objects

  • Salhan - removed a OP tank spot at USA side and added some of hesco walls on long line road.

  • Salhan - Tanks removed until exploit with tanks will be fixed to not let them climb on the cliffs.

  • Bricks not spawning when walls are destroyed - fixed.

CTF Quality of Life

  • District and Sandy Sunset now support CTF
  • Added safe zones for teams.
  • Moving the flag to the safe zone will no longer teleport it back to the enemy base, but will instead teleport it next to the safe zone border.
  • When flag carrier gets killed while swimming, players cannot recapture the flag fixed.
  • Successfully capturing the enemy flag will award more XP.
  • Killing the enemy flag carrier will award an additional bonus.

COMMUNITY SERVER API

  • Community server API core finished.
  • Community servers, ability to set map rotation, gamemode rotation added. (for admins) (Community Server API - Example)
  • Server option to host voxel gamemode (Voxel Mode) for community servers added/
  • Community API - get/save stats.
  • Community API - control over player roles added (if you want to restrict roles per team/squad or have other intentions)
  • Community API - Read Access from official stats, admin can choose to ignore, replace, use the stats.
  • Community API - ability manipulate player's weapon, attachments, skins, spawn position, armors added.
  • Community API - admin will also get a callback when a player reports another player in their server.
  • Community API - callbacks when player is alive / dead and access if they are alive or not.
  • Backend client API fix where backend becomes unresponsive time to time.
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I noticed quite a bit of people not knowing you can opt out of the dead voice chat recording (where it transmits your mic audio when you die for a couple of seconds).

When I installed the game there was a prompt that asked for an opt-in, that was pretty short to read.

Do you think people automatically click "I consent" or is the prompt not very clear?

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Patch Notes

Party Codes

  • New feature that enables players to join parties without adding each other as Steam Friends

Report Player Shortcut

  • Left Shift + F1/2/3/4, etc will bring up the report menu for the respective player, without having to go to the scoreboard. This makes it easier to report players for abusive behavior, or other inappropriate conduct

Stat-Sync Protection

  • A rare case has been fixed where a player's progress would reset if they joined a game server while the player stats servers were being updated. This happened because the game server would receive the player's stats as level 0, which would reset the player's progress.
    • To fix this, the game server will now no longer let a player join if it fails to fetch their stats. This will prevent players from joining the server with level 0.
    • Additionally, the backend will no longer accept saving stats of a player if their rank is less than it was before. This will help to prevent players from intentionally resetting their progress.

Objective Capture Zones

  • Sizes have been reduced to 50%/75% of their original size in some areas. This should improve the user experience in CONQ and FRONTLINE game modes, as it will make it easier to defend objectives and allow your team to spawn on them until the enemy enters the capture zone and triggers the spawn lock. This change will also make it more difficult to hide in one of the many buildings on the map and stay in the enemy objective in order to disable their spawn.

Placed Gadget Persistence

  • Players will now be limited in the amount of C4s, mines, claymores, ammo kits, etc. that they can place at the same time.

    • C4s will be destroyed when a player dies. A maximum of 6 can be placed. If a player tries to place a 7th C4, the first one will be destroyed to maintain a total of 6.
    • Claymores and mines will not be destroyed when a player dies. However, only 4 can be placed at a time. If a player tries to place a 5th claymore or mine, the first one will be destroyed to ensure that there are only 4 at a time.
  • Domination: Reviving players will no longer return tickets.

  • Eduardovo: CONQ 32v32 received a unique layout that is separate from the 127v127 playable area.

  • Salhan: RU Border has been extended on the west side (Cav exit) to make spawn camping more difficult.

  • Frugis: The last stage of Rush received changes allowing the attacking team to exit from a subway near the enemy spawn.

  • Wakistan: Domination 32v32 layout will now feature an east coast line layout. The old layout will be moved to 16v16

  • The number of players in enemy vehicles will no longer be shown on the map when they are spotted.

  • When placing walls, there will be a half-player-size space margin requirement to avoid clipping. This means that there must be at least half the size of a player between the wall and any other object, such as another wall or a player. This is to prevent the wall from clipping through other objects, which can cause visual and gameplay issues.

  • Fixed an issue where players would not switch to their primary weapon when placing a claymore while throwing a grenade

  • Fixed an issue where the friend list would not load until the party menu was hovered over

  • Fixed an issue where players were unable to pass the main menu due to avatar images

  • Fixed the broken Progress Bar at the bottom of the screen

  • A bug where players could sometimes walk during the countdown on Frontline has been fixed.

  • Fixed an issue causing players to lag while using the Rappelling Rope

  • Spectator camera improved.---

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cross-posted from [email protected]

Got this from a post on the alien site. From previous discussion on Lemmy it sounded like Linux users had good things to say about this game but were discouraged about the upcoming FaceIt implementation such that they wouldn't be able to join anticheat enabled matches. Those users and Linux gamers on the fence would probably appreciate hearing this news.

With this announcement on the dev team's community Discord, it appears Linux users will NOT lose access to matches with anticheat.

Source: https://discord.com/channels/303681520202285057/345616096470237186/1129780379218358282
(BattleBit Remastered official Discord server)

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Server lag, DDOS? (self.battlebitremastered)
submitted 1 year ago by hfkshf to c/battlebitremastered
 
 

I heard there was an issue before with DDOS, but sounded like they sorted that out. I've heard players continue saying that it's an issue whenever server lag happens, anyone know if it's still happening?

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Just finished my first 3 maps and this game is amazing. The gameplay feels exactly like battlefield 3 and 4, but its better in every way. The graphics are simple, but the game has it were it counts. I haven't delved deep in customization yet, a quick glance made me fear I'd fall in for hours just checking everything out. Can't wait to play again!

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What are your thoughts on balancing changes coming?
What do you want buffed / nerfed.

Obviously submachine guns will see some changes. I really don't want to see the medic nerfed. I think we might see a change to spawn vehicles and beacons

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submitted 1 year ago* (last edited 1 year ago) by Sirosky to c/battlebitremastered
 
 

They still suck tho, ngl.

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What is your go to gun? (self.battlebitremastered)
submitted 1 year ago by Dangerk to c/battlebitremastered
 
 

I had been on the M4A1 until I recently tried the Groza which seems to slap. The SCAR is also pretty sweet. What are you all using?

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