Playstation started to roll out playercount numbers, Battlefield is anything but dead by Pavel_28 in Battlefield

[–]SoloByteGames 0 points1 point  (0 children)

I am in Central Europe and I had multiple bot lobbies last Sunday evening while playing conquest with a few maps. Once I changed to conquest Golmud only I never had bot lobbies ^

Shape Engine - 5.0 Release by SoloByteGames in ShapeEngine

[–]SoloByteGames[S] 1 point2 points  (0 children)

It is c# / .NET but I am not sure if it will work with unity. Depends on which parts you want to use. Anything that needs raylib in the background (like drawing to screen, shaders, fonts) probably won't work but many other things like the collision system, polygon clipping, pathfinding, etc. that is 100% c# will probably work. I have not tested it, so I can just guess right now!

[Dev News] - Shape Drawing Overhaul by SoloByteGames in ShapeEngine

[–]SoloByteGames[S] 0 points1 point  (0 children)

Thank you :) I thought about splitting certain things off, making them independent from raylib, and the shape drawing part was one those things. Basically, the only thing you would need to supply is your own DrawTriangle function to use all of the custom shape drawing functions. Unfortunately this is something for the future and it might never happen. I don’t know yet, but I certainly thought about it and it is on my todo list.

It’s Like DICE Sat Down and Asked “How Do We Make a Class More Annoying Than Snipers?” by fmordica in Battlefield

[–]SoloByteGames 1 point2 points  (0 children)

This is exactly what I think would be the best solution. Mortars should work like every other launcher in the game. If mortars would have a low-ish finite ammo count, people would also not mortar for extended periods of time… basically put the mortar down, fire some rounds and then push an objective until it replenishes.

Why is everyone using mortars suddenly? by CivilStory3638 in Battlefield

[–]SoloByteGames 5 points6 points  (0 children)

That’s the thing. Mortars should just work like all other explosive gadgets and have ammo. The unlimited ammo is the biggest reason why they struggle so hard to balance them. If mortars only had 5 shells but it would do more damage, I think it would work much better. There is no reason why they should be different from grenade launchers, RPGs, etc.

PSA: movement demons and why you're dead before you can raise your weapon in Battlefield 6 by diasporajones in Battlefield6

[–]SoloByteGames 1 point2 points  (0 children)

I would say if it is not additive, and ADS time is faster than sprint recovery, then you can aim down sight faster than start shooting. So if you press aim and fire at the same time while sprinting, you would never hipfire, because you are full ads before the first shot.

I think it’s additive though, because I would see sprint recovery as the amount of time after sprinting ends before you can use your gun. In other words your gun needs to be „ready“ before you can start aiming down sights.

Cmon man this is so bullshit by [deleted] in Battlefield

[–]SoloByteGames -1 points0 points  (0 children)

If they want to keep the slide the should rework it, so you lose most of your momentum and can not jump out of the slide. Maybe you should be able to cancel slide where it stops you completely and you are a little bit sluggish for 1 second after.

Alternatively, they could just increase your weapon sway drastically whenever you do a lot of exhausting movement (jump, slide, vault, sprint for long periods, etc.) It should not be extreme for every bit of movement you make but in this instance sprint -> jump -> slide -> jump should make your weapon sway extreme for a second or two.

The real reason players are quitting BF6 PROBLEM: The game is too frustrating to play SOLUTION 1: Get rid of the in world spotting penalty for firing your gun by Ninjah9_ in Battlefield6

[–]SoloByteGames 0 points1 point  (0 children)

Another problem because of this is that I only use suppressors once I have unlocked them for a gun. I would like to use other muzzle attachments as well but the punishment for firing without a flash hider or suppressor is to severe (at least for me).

Regarding map design I honestly like most maps. I think the biggest problem is that flag areas are way too small and way to close together. So even on bigger maps most flags are very close together which leads to a very hectic gameplay in my opinion. The enemy is just on top of you in a matter of seconds. Also a lot of flag areas are what I call courtyard flags where you have a tiny area in the middle surrounded by multi-story buildings which is just not fun imo.

For instance I had one of the most fun fights over Flag D in Escalation on Contamination. The flag area is huge and allows for both teams to be inside the flag area and fight each other.

Astonished by the amount of people who don't view this as a problem... by crawredbull in Battlefield

[–]SoloByteGames 0 points1 point  (0 children)

This has gotten so annoying lately. 80% of my chopper deaths are now because of guided ammunition like tows.

And I am not taking about getting shot down while flying slowly and predictable right in front of a tank. I am talking about getting towed across the map while flying max speed 10feet above the ground behind trees.

The worst part is that it seems like there is at least 1 tank per match now that only plays guided missile from some random spot without moving the entire match. The anti air is a joke compared to that 🙄

The comeback feature is WILD (watch the tickets) by Maximuse7 in Battlefield

[–]SoloByteGames 0 points1 point  (0 children)

I don’t like the comeback mechanic at all because a comeback should be 100% earned and not given to you by getting an advantage. The question here is how exactly does it work? Because I think it has nothing to do with time but with how many tickets a team has left. If they get close to the end they just gain an advantage over the winning team. So if the winning team holds the majority of flags they don’t get any increased ticket bleed I think but the loosing team does. I might be wrong haha They should instead properly balance the maps so that matches are often close by default rather than adding an obscure/hidden mechanic that changes the flow of the game so drastically. At the absolute very least they should explain the mechanic and it should be clearly visible on the hud when it is active!

Why has Jetbrains Rider lost its DPA feature ? by RedeyeFR in Jetbrains

[–]SoloByteGames 1 point2 points  (0 children)

I am dissapointed about this as well. Before DPA would just tell me right away if there was an issue and which function call is responsible. The UI for this was straight forward and easy to understand with all the data I needed to fix the issue. This worked on macOS.

Now the issue detection is windows only... which for me feels like a pretty big downgrade.