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AbsoluteZero Noble

The state of this activity is honestly more sad than the state of the rest of the forums. Mostly just the same few forumers making mindless posts. Perhaps some of us could reintroduce some of the quality here? Activity was often the most fun part of the forums and it's the part that COULD still be active. It's not battle bears focused like the threads mostly are. We're friends, we can stay in touch here right? Whatever. Sad as it is i don't think this place is ever coming back.


Last Active
Member, SkyVu Beta Tester
Zor was here
44 and S8
BBG Nickname
BBO Nickname
  • Re: Why has SkyVu given up BBO???

    BBR always had a special charm to it. It wasn't even a particularly great game conceptually, it was good but it wasn't unique and it had a bit of an archaic feel to it acommpanied with poor balance. Many weapons were borderline unusable or inferior to others, and several weapons were broken throughout it's history as a game. Some classes were alltogether terrible for a while (huggable, demo). It wasn't a great game conceptually, but a good game with great details that made it great overall.

    The entire game had an overwhelming abundance of jokes and humor, which made even the boring parts of the game fun at times (the jokes at the waiting screen, ect.) Additionally, gameplay was great fun because of the uniqueness of most of the weapons, which made it easy to pick favorites. Characters had quotes that gave each of the characters notable personalities with very few actual details about them. Team speak also made the game very enjoyable (espeically back when it could be used more liberally). The games slow pace combined with it's humor gave it a huge niche compared to other games of its type, as a slow paced, quirky shooter that was generally relaxing and fun to play. BBR was never particularly innovative, unique, or incredible in its core gameplay. It's a game that excelled because of the details.

    This is the main reason why BB0 suffers in comparison. The games personality suffers from a lack of humor, and the characters personality is almost completely exclusive to short descriptions of them. Team speech, memorable quotes, and jokes are mostly absent from the game. Additionally, fun and unique weapons were instead replaced by more traditional weapons. The different weapons isn't actually an issue. A different style could and honestly should be used, but it needs to have more of a BBF or BB:-1 feel. Semi-serious weapons and gameplay, accompanied by characters with fleshed out personalities and jokes. BB:0 is missing the signiture Battle Bears charm and it suffers as a result.

    My personal belief is that Battle Bears succeeded because of it's personality and communication. The Battle Bears Charm was everywhere, the forums had weekly blogs which incorporated that same charm (thanks to Lt. Action), and Skyvu members were a very common sight on the forums and in the community. The result was a fun, warm, welcoming game and community.

    Going forward, BBG should seek a return to its former charm. New games should stick more to the older Battle Bears style imo, not in terms of gameplay but aesthetics. Darker, more serious artwork but keeping the classic Battle Bears humor (think BB:F and BB:-1 especially). I personally prefer the older artwork, but the personality should be present in every game.

    Another emphasis is quality. More time should be spent on fixing bugs and server issues. I know it can be very difficult, and on occasion they aren't an issue. But especially on release, their should not be bugs omnipresent throughout the game.

    And finally, communication is hugely important. Skyvu members should spend more time on the forums, we should get more frequent updates. Their is no excuse for Skyvu members to be gone for months, it does not take much effort to log on to the forums every now and then, read a couple things and maybe post a comment or two. I understand that time is an important resources to a company but a nightly visit to the forums can be over in less than ten minutes (five in the forums current state). The old weekly blogs were great and i think they are severely underrated looking back. They kept hype for new updates and games constant, while still being entertaining and fun to keep up with.

    TL:DR the three most important things Battle Bears lacks now that it had before are personality, consistent quality, and communication.

    Gameplay is important, but those three aspects of the games should not be ignored. Another thing is that BB:0 had some mechanics that were ultimately toxic to the games reputation and competitive setting and are nigh impossible to change moving forwards. If anyone wants to know what I am talking about I can elaborate in another post but this one is long enough as is.

    Also, a retro feel isn't necessarily a bad thing in a game, which I can also elaborate on later.

    I know this isn't the topic of the thread but people were talking about these sorts of things so I felt it appropriate to post this here. I am also going to summon @Skyvu_Ben. I know that you may not want to read this as it is long, but if you are interested in feedback I have this post here.

    I may continue in another post later.
  • Thread-

    I honestly feel that 99% of all new threads are extraordinarily cancerous. Just gonna make a new thread here to break up that pattern a little bit.

    So how is everyone? All two of you? Things seem awfully silent around here and I think it's safe to say that this place has a had a large impact on many of us over the years. Unfortunately it seems that while other corners of the community aren't QUITE as dead, they too are shadows of what they once were. But clearly if you are reading this thread you're still alive (but probably barely).

    I suppose i just wanted a place to regroup with some older faces and avoid the obnoxious new threads. For reasons still unknown i actually check this forum somewhat often and i have grown tired of low quality threads. I would prefer that new users such as Starc keep their 'contributions' to a minimum because i'm really more interested in seeing old members that lurk. I see new members quite a bit.

    But i will not make this a COMPLETE waste of a thread, although to be honest, if i did it wouldn't be any different from 95% of recent threads. So i will say that if you have any interest in keeping up with people from this community even after the games have died, their are active groups on Kik that you can find. Many of you are probably well aware but i would just like to make sure that those of you who are lonely can perhaps find a place on Kik to talk about these games (if by some miracle you still play) or to people who used to play them.

    But otherwise, i'm making a thread for random discussion in hope that i can see some people i don't normally see anymore and have a genuinely non-cancerous thread. We can start off with good news, such as the fact that party rockin huggy is still in the top tags, and that UB has been banned.
  • Re: "**** ruined BBO!"

    Dujuran wrote: »
    I feel like jumping shouldo get a bit of a longer cool down because it's so spammy.

    The fact that it HAS cooldown is annoying let alone making it worse :/

    And so here I am, logging into this forum since you insist on having us voice our opinions. Reducing the cooldown of jump is NOT a particularly viable balancing option unless you are willing to rebalance a SIGNIFICANT amount of gameplay mechanics and weapons. For example, you implied in the OP that the SP Sniper is in need of a nerf. To be completely honest with you, despite the typical opinion amongst snipers, i actualy agree with you. As it is, the SP Sniper, although it has a high skill cap, is pretty horrifying to face in the right hands and can completely dominate gameplay when used well. The main defense against weapons like it is to outmaneuver the user, typically using tricky movement patterns in order to survive long enough to kill them (a still target tends to die pretty quickly as we all know). Reducing the spamminess of the jump button would effectively nerf the greatest defense against snipers quite severely, to the point where snipers would go from situationally if not objectively overwhelming to completely broken. Snipers are not the only weapons that would be effected in such a way, explosives, shotguns, and katanas would also become fairly overpowered. If you were to nerf the jump button, you would have to rebalance all of these weapons and probably more. The jump button has left its mark on Overclock, and unless you wish to rebalance pretty much the entire game, it in its current form, is here to stay.

    Why must you insist that UB is the only person to voice his opinions on balancing, when he CLEARLY is not? Back when more people like us actually played this game, people did voice their opinions with some frequency. I even personally made an entire thread regarding how and why i consider smg's and Wil to be in need of serious nerfs. I even put in time and effort into calculations and then discussed as a sidenote how i felt gamemodes could effect the state of the game.

    When you say that UB is the only player to go in depth and specifically talk about balancing, did you just not see the things that I and others have said? I have clearly voiced my opinions regarding many of the weapons and characters on this forum and so have others. Did you not see them? If you did or didn't, think of what it means when you say that UB was the only one to do this. What does this say of my efforts and those of others? That they are meaningless, poorly done, vague, and disregarded? I promise you that some of us have stated how we feel regarding weapon balance whether you noticed it or not. The reason people objected so strongly to UB's balancing changes is because they actually did not appear well thought out. He literally just said a bunch of opinions regarding his experiences. He did not use statistical analysis, concrete evidence, or even stories of gameplay that would prove a point regarding the weapon. His balancing suggestions were not well supported and generally did not appear well thought out. And surprise surprise, they pissed a lot of people off and i will gladly tell you quite a few them do not make any sense and i will gladly explain to you why if you would like me too.

    And after all of this, I will just tell you that balancing did not kill Overclock. Yes, the game has serious balancing issues. However, they honestly didn't appear in gameplay that often. Many op weapons are difficult to use (mainly snipers), and the plethora of broken armor and augment setups often take a while to obtain (and most of the broken augments are quite rare). I've never been the best sniper around, but i could hold my own against most snipers throughout the game under equipped. I have only ever used power level 4 and +7.5 regen armor, which pales in comparison as a setup to many others that dedicated players use. The reason i say so confidently that you can usually get by against broken setups is because i had actually done it for quite some time. Furthermore, returning to my earlier point the broken setups are generally not very common in most gameplay. Although an issue, balancing in this game is much less of an immediate problem than in many other games including BBG.

    While fixing balance would be nice, and i do have many thoughts on the subject, it is more important to release content and attempt to revive gameplay. The game is dead, we all know that. There is not much point in rebalancing a game that very few people play, balancing can come later. Our highest priority is simply making the game appealing again. I actually really like Overclock, i think its fun despite what some people may say. The game has a ton of potential that i'd like to see it fulfill. Yet even I have stopped playing this game. The minute this game can appeal to its old playerbase once again, it will have more room for growth (as it would have an established playerbase to work with once again) and we can attempt to stimulate said growth from there. Balancing did not cause Overclock to fail, and it is not of immediate importance. Balance comes later, growth is where we should focus our attention.

    I have discussed balancing with @CantTouchThis extensively in the past in the hopes that we would post our thoughts on every weapon and character (along with thoughts on mechanics and general gameplay) in one thread. Unfortunately this discussion never saw any light on the forums. If you would like, i can attempt to organize this discussion for you on a thread or pm somewhere. Even just pictures of this discussion would contain far more in depth content regarding balancing than what we are all used to seeing on this forum. Although i have made my opinions clear, and i have specifically discussed certain weapons, I have failed to actually make all of CTT's and I discussion clear even though i have had the whole conversation saved in my inbox. And for that, i apologize. I also realize this comment probably comes off as harsh, but please recognize that a lot of the criticism in the post isn't targeting you but is built up frustration that happens to be concentrated in a message to you (and for that i also apologize). While i disagree with concentrating on balance at the moment, there is no harm in discussing it and i am willing too if you would like.

    TL:DR: We need to work together in reviving the playerbase before we can afford to promote balancing updates.
  • Re: Who would you vote for?

    At much as i don't like Donald Trump, i have faith in his ability to get nothing done.

    I'd rather have a meaningless presidency than a toxic one.
  • Re: In Depth Look at Riggs

    Lol html fail. Still looks fine without html.

    Couldn't get the Map Guide to fit, so here it is. This character limit is a problem ;(

    Map Selection
    At this point, i've already mentioned several maps, but knowing all of them is important. You generally can't choose what maps you get to play on unless you only play in games you host, however, know that different strategies with Riggs work differently. Remember that on small maps with lots of cover, Overclock is always the best option, while in large, open maps Armed Forces comes into its own. As mentioned earlier, your playstyle should differ depending on the map. In Candyland taking the center is often helpful because of the abundance of cover, while in Skyworld and Neo Omaha it is usually best to stick to the outer fringes of the map. Different weapons are also more effective on different maps, with Goo Minigun being by far the best on Neo Omaha, but Electric Honey outperforms it on Science Lab. Shotguns are also much more effective on maps with lots of cover, such as Science Lab or Mystic/Twilight forest. It is also important to stay away from spawns if possible, because you are too slow to avoid the shielded enemies and are vulnerable to abilities they may have. Knowing the best spots to take cover, and just how aggressive you can be on each map is also important. Every player is slightly different, so you may come to disagree with me on some of these things and develop your own preferences. However, the strategies i am suggesting are the ones i usually see perform best by a wide margin. It is always important to play to the map!


    Synergy and Followups
    Just now adding this, but its important to realize that some weapons work better with certain abilities than others, and this can even vary depending on the map. For example, goo minigun is great with armed forces because it inhibits your opponents escape. However at long range, steampunk minigun is likely the better choice due to its higher ammo and damage ( the goo doesn't usually stop their escape at long range, so the effect is less useful). Shotguns meanwhile, function poorly with armed forces since their range is terrible. Electric Honey, while dangerous with armed forces, probably shouldn't be used with it because Electric Honey's projectiles are fairly slow, which gives the opponent slightly more time to escape. Also while Riggs abilities have good synergy with each other, they also pair well with shotguns. Dash or two-hand salute does enough damage to bring many targets down to a one shot kill, and considering just how quickly these abilities come out it can make for a very quick kill. More about that, Riggs might actually have the fastest abilities in the game, despite his slow movement speed. His dash and two-hand salute both happen very quickly when activated, compared to many other similar abilities which take longer (compare how long it takes to send out a katana or a barf bag, for example). If you realize this, you can take advantage of it. One of the reasons dash and two-hand salute is such a good combo is because it kills three characters with just the two hits and its SO fast. You can send out the two-hand salute and immediately follow it with a dash, so that both hit at the same time for an almost instant kill. Dashing around a corner and then sending out a two-hand salute is also very fast and clean. There are plenty of other combinations to experiment with as well, dash or two-hand salute into a shotgun blast is also highly effective. Other combinations that are possible include armed salute into sp pistol, which kills weakened enemies, Overclock into two-hand salute (more efficient than you might think, two shockwaves with a two-hand salute in between them is a pretty quick method of killing someone), two-hand salute into punch, dash into Overclock, Overclock into shotgun blast (with Goo shotgun, this will kill Astorias and if the shotgun hits first, the slowing effect makes it easy to hit the shockwave. If they survive, a second shockwave is easy to land as well), and a punch into a shotgun blast (you should never be using punches though). This isn't Street Fighter, so follow ups aren't guaranteed but if you properly read your opponents movement and response you can get them consistently and they are highly effective.

    Its also important to note that lots of weapons and abilities can have good synergy in specific situations, or on specific maps. Dash and Electric Honey is effective on mystic Forest, for example. Another thing i would like to stress that i feel like i didn't in the initial post: you do not have to use the same weapons every game. I said that goo minigun should be the go to weapon, but its not always the best. Their are other weapons that outperform it in some specific situation. You can do well with several of his weapons. Electric honey, Goo and Steampunk miniguns are all good, and shotguns are better than most people think they are simply because of how well they work with his abilities (however, shotguns with Riggs is often map dependent). It's true that i never really used Steampunk Minigun in the past, but i'm considering using it a lot more in the future. It just plain has some advantages the other miniguns don't. Knowing when to equip what weapons and abilities is important to mastering a character, and you will find that you can do well with many of them. Even Futuristic Minigun is usable, even if it is almost completely outclassed. The only weapons you should never use as Riggs are Standard Minigun, Standard Shotgun, and Mechanical Bullet. The rest of which you can switch between, and likely should to make the best use of the character.

    Reserved for future additions.