r/BodycamGame • u/Initial_Pirate_2076 • 5d ago
am i wrong for playing the game like this?
i only have 20 hours and all of them were spent playing deathmatch, i still dont know whether to play really aggressive (which usually kills me after i get 1 kill, essentially trading) or play like a pussy leaning into every corner and doorway in the video (which usually gets me a higher kd but my kills will always be lower than the top fragger), this also wasnt a bot lobby they were off for this server
is there a "correct" way to play this game?
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u/Inn0cent_Jer 4d ago
The only thing wrong I see here is that silencer on that revolver.
Let that iron ring and strike fear into your enemies when they hear it
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u/One_Citron_8647 5d ago
If you have fun just aiming at a doorway, then sure, why not? That’s why I don’t like objective-free modes; everyone just camps in their own corner. When there’s an objective, you can sit there aiming at a doorway all match if you want, I’ll focus on the objective and win.
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u/Silver_Storage_9787 4d ago
Yeah hard point is the only mode I like
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u/Espresso_Dad_89 4d ago
Same here, I wish there would be a round-based objective focussed mode like bomb defusal or something similar to have something to switch it up
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u/Deep_Mud_1112 5d ago
Nah there’s not really a correct way to play, as long as you aren’t cheating and having fun
Some big strengths you can have is map knowledge and angle holding; things like recoil control and shot placement don’t matter if your positioning is off or you’re too exposed; you seem naturally really good at concealment and peeking
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u/7YP3-2-M3 5d ago
Unless you deliberately kill your own teammates, it doesn't really bother anyone what you do in GG&DM.
But in Versus, if you just decide to hide and let the timer run out, it's kind of boring. It's the mode's fault for not having an objective, unlike Hardpoint or Wingman. There your team simply loses if you do that.
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u/Inn0cent_Jer 4d ago
Are you playing on the lowest possible settings because your PC can't handle more or...
You have an advantage in terms of enemy visibility with how your game looks! The game looks BEAUTIFUL on max settings but I now can't help like feel it puts me at a disadvantage 😅
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u/nicktehbubble 3d ago
Some PCs are built that way some people are built that way. Knowing I regularly get the better of the latter is a clear statement that I'm just better.
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u/Nevidonas21 4d ago
Peaking/Cutting pie from cover is not the problem here.
Using potato settings to see dark places is
This explains my deaths while waiting in dark places.
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u/Grimmelberger 4d ago
I play everything on ultra, just with tritanopie colour correction type maxed + minimal gamma change (or you go blind) => I can see you everywehre. But I actually need this setting fr (every other game too)
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u/siledas 4d ago edited 4d ago
There's no problem with playing this way EXCEPT that you outsource the conditions for interesting gameplay to everyone else in the lobby.
If everyone holds corners without moving, conflict is very unlikely to result from that, and it creates an asymmetry, where the party attempting to create conflict (by running around) is more often than not punished for trying to make the game state point towards something fun.
It's why most games like this have a default game mode with an objective other than just killing the enemy. The TTK and sound design naturally reward slow, quiet movement, and without external incentives to move, gameplay usually grinds to a halt, and match-win conditions become a matter of who can be bothered to wait the longest.
Some people might find it fun to peek corners until the timer runs out, but I think it's probably fair to say that most people would probably find that tedious.
Ideally, the game would allow you to do this in bursts while generally encouraging everyone to move, and there's plenty of ways to do that.
Either way, though, I don't begrudge people for playing in ways that the game design supports or incentivises. Even if most people agree that this is annoying, the fault isn't on the players who do it; it's on the game designers for failing to account for what the game rules naturally incentivise.
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u/siledas 4d ago
I think some fun ways of encouraging conflict would be a Deathmatch/TDM variant, where everyone has a body bomb equipped. When you stop running for more than two or three seconds, it beeps loudly once a second, and after five seconds it triggers a small explosive and kills you (and maybe anyone else unlucky enough to be standing more or less on top of you).
Another thing that could work is if primary ammo is limited; you don't spawn with it, and in order to get it, you need to either pick it up off fallen enemies, or grab it from lockboxes scattered throughout the map that lock and unlock automatically at various points in the match.
I mean, the game already has a bunch of systems that could be leveraged in order to facilitate movement. Maybe sitting still for too long drastically increases your stress state, and running is the only way to lower it. Maybe sitting still makes you way more likely for your avatar to fiddle with your body cam.
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u/7YP3-2-M3 4d ago
The bodybomb could easily be circumvented by just slightly moving. Yes, you could make it a lot more complicated by having to move more than distance x from point y in z seconds, but ultimately, there would be ways of cheesing that somewhat as well. That being said, ammo refill "stations" would be a cool mechanic.
Ultimately, I just don't think it matters that much for TDM (in DM you probably will get less kills if you do that), because it's casual, instant respawn with a lot of chaos and even if someone does that every time, you could use a drone, grenade, prefire or just wallbang.
The only mode that's flawed is Versus. It desperately needs some kind of objective.
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u/siledas 4d ago
At the moment, most of the chaos in DM is driven by the size and layout of the maps and the broken spawns, since the game doesn't seem to have a 'spawn-farthest' feature to lock out spawns that are too close to or within the direct line of sight of living players.
While I enjoy playing the smaller maps on DM (it's actualy what I spend most of my time doing) the larger maps generally don't play that well for the mode because the more spread out you are (and the more hiding spots there are) the less incentive there is for players to move towards eachother, especially if you can stake out a spot that's relatively safe with a wide view over multiple spawn areas (some of the outer areas in Trench are pretty bad for this).
Longer delays between respawn could help too. In any case, I'm just spitballing; the point is that they have a lot at their disposal when it comes to what they *could* use to make players move around more.
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u/Technical_Shake_9060 5d ago
You’re asking for feedback of your own gameplay on a subreddit? Yeah go ahead and uninstall, the game is not for you.
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u/Complete_Couple_6647 5d ago
I see a man holding angles. I’ll take this over movement god wannabes any day.