Suggestions
Share your ideas to make Bodycam better. Upvote the ones you want most.
- 1.One idea per post
- 2.English only
- 3.Search before posting
- 4.Upvote and comment on existing ideas
550 posts
- 37ADS weapon sway and Q/E leaning
ADS weapon movement feels way too exaggerated. The gun sways and drifts around as if the character has very little control over the weapon. I like realistic inertia, but I think it is overdone right now. ADS should feel more controlled and the weapon should settle much faster instead of constantly floating around. The current amount of sway and instability would make more sense on a weapon without a stock. With a stocked weapon, it should feel much steadier when shouldered instead of constantly swinging around. I feel the same way about Q/E leaning. It feels like the character moves his body first and his head follows afterward, which makes the movement feel loose and unnatural. When leaning around a corner, the head and upper body should move together in a more controlled way. At the moment, both ADS and leaning make the character feel drunk rather than in control. I really enjoy the game overall. Keep up the great work!
- 37Add Controller Vibration and Deadzone Settings
Add controller vibration support with options to adjust its intensity or disable it entirely. Players should also be able to configure the deadzones of the left and right analog sticks independently. This would improve aiming and movement responsiveness while helping players compensate for stick drift.
- 37Expand Zombie Mode with New Variants and Content
Add new Zombie experiences such as co-op, extraction, wave defense, rescue, special maps or vehicles.
- 37Make Stress Affect Aim Stability While Aiming
Make the character’s stress and adrenaline affect weapon stability while aiming down sights. Currently, the character may visibly shake after sustained firing or during stressful situations, but aiming remains completely smooth and stable. This shaking should also affect the weapon and sight picture while aiming, with an intensity based on the character’s stress level.
- 37Player-Driven Regripping
I noticed that with the most recent patch, canting handguns is either bugged or disabled, and instead plays the regripping animation. which in turn gave me an idea. What if the player was responsible for regripping their weapon after long instances of gunfire? As more bullets are fired WITHOUT regripping, recoil (probably in an exponential way) increases as the operator loses control over their weapon. If the player failed to regrip after X amount of bullets fired, a longer, forced, and more drawn out animation would play as a consequence. This would do a few things: 1. Encourage controlled shooting over spraying and praying (especially over long ranges) 2. Add more player interaction and further immerse the player. 3. Allow players to feel more control and responsibility when a regrip is forced, rather than being simply frustrated when a regrip is triggered at a terrible time. I'll put this at the bottom of all my suggestions: ping me or shoot me a dm for any additions/clarifications you have! :)
- 36Add More Realistic Reticle Options
Expand reticle customization so each optic has a realistic selection of reticles suited to its intended use. Players should be able to choose between appropriate dot, crosshair, and illuminated reticle designs, with options such as brightness and color where realistic. Existing optics should also use reticles based on their real-world counterparts whenever possible.
- 36Add an Optional Both-Eyes-Open Sight Effect
Add an optional visual effect that simulates aiming with both eyes open when using holographic or red-dot sights. While aiming, the optic housing could become slightly blurred or transparent, preventing it from completely obstructing the player’s view while keeping the reticle visible. As this effect does not perfectly match a bodycam perspective, it should remain an optional setting.
- 36Insert a Full Magazine After the Mag-Check Animation
Right now when you emptied the mag and hold reload, you get the slide racking animation, which is nice. But the operator puts back in the empty mag in the end. I don't think there's a reason for that, and he should put a full mag in instead.
- 35Make Versus a Competitive Game Mode
Include Versus mode in the competitive ranking system and award rank points based on match results. Versus matches can require a significant amount of time and effort, so their rewards should reflect their length and difficulty. This would make the mode a more meaningful competitive option and properly reward players for completing matches.
- 35Display the Correct Trenches Map Name in the Server Browser
I think the name might be forgotten to change for the release.
- 35Add Gameplay Stat Progression Based on Player Experience
Add a progression system in which gameplay attributes gradually improve as players gain experience and level up. Stats such as reload speed, weapon handling, accuracy, and composure under stress could improve over time. Less-experienced operators could be more affected by high stress, resulting in slower or less consistent actions, while experienced operators would remain composed for longer and perform more reliably under pressure. This would reward long-term play and make operators feel increasingly skilled without completely removing the effects of stressful combat situations.
- 35Nerf R-Point Farming in Gun Game
Farming R-points in gun game is faster than it should be. It would be better if, in gun game, you needed 2 kills to switch weapons (and 30 to win). You could also slightly reduce the reward for killing bots, and that would be enough to achieve a balanced farming speed. Making the farming even more difficult (as Luca said, 1000 R‑points per hour) would be bad, because there would be no point in buying different and interesting weapons/attachments. Everyone would just play with the strongest weapon, even though the game has many very well‑developed weapons.
- 34Option to Refresh Map Choices When Voting. "Reroll"
Squad does this, when there are a few different maps, they'll let player choose "reroll" to get a new list of maps. This suggestion could possibly be merged with the suggestion titled "Allow Players to Exclude Maps from Matchmaking"
- 34Add Customizable Country Badges
Allow players to customize their badge by selecting their country or national flag from a wider range of options.
- 34Improve Weapon Laser Visuals
Improve the rendering of weapon-mounted lasers to make them look more realistic. The laser beam currently appears too transparent and looks similar across both the main game and the playtest. Adjusting its brightness, opacity, and interaction with surfaces and environmental conditions could make it feel more convincing.
- 34Add Voice Chat Input Device Selection
Allow players to choose which microphone is used for in-game voice chat directly from the audio settings. This would prevent the game from automatically using the wrong device and make voice chat easier to configure for players with multiple microphones or audio interfaces.
- 33Gunshot audio feels muffled and lacks environmental impact
I believe the current combat audio may be bugged or needs further tuning. Compared to the previous version, the weapon sounds feel like a noticeable downgrade. Gunshots currently sound very muffled, hollow, and suppressed regardless of the environment. In open areas, I would expect shots to have a sharper crack and more impact, but instead they often sound as if the player is constantly inside a small, enclosed room. There seems to be very little distinction between indoor and outdoor acoustics. I understand the work that went into the new audio system, but I think gunfire may need to be slightly more stylized and impactful rather than purely subtle or realistic, so the player can properly feel the power of each shot. I also have difficulty hearing enemy bullet trajectories, bullet cracks/whizzes, and impacts around the player. Because of this, during firefights the audio mix can become confusing and it is difficult to understand where incoming fire is coming from. Another issue is the drone audio. The drones currently sound very different from what was presented in the trailers. The trailer audio gave them a much more distinctive, aggressive, and immersive presence, while in the current version their sound feels much less impactful and recognizable. Overall, gunshots, bullet flybys, impacts, drones, and environmental acoustics currently feel less clear, less dynamic, and less impactful than in the previous version and compared to what was showcased in the trailers.
- 33Allow Walking Speed to Be Adjusted
Allow keyboard and mouse players to adjust their non-sprinting movement speed using the mouse wheel. Scrolling could gradually increase or decrease walking speed, providing finer movement control for stealth, positioning, and navigating confined spaces.
- 33Prevent Camera Correction Near Other Players
Prevent the camera correction animation from triggering when other players are nearby. The operator’s hand can temporarily obstruct the camera during a firefight, placing the affected player at an unfair disadvantage. Camera corrections also appear to occur too frequently and can interrupt visibility unexpectedly, even when the player is looking toward a distant area.
- 33Allow Sniper Rifle Reloads to Be Interrupted
Allow players to interrupt a sniper rifle reload before the weapon is completely full. For example, a player should be able to stop after loading only two rounds and immediately return to aiming. Currently, the only way to interrupt the reload appears to be firing a shot, which unnecessarily wastes ammunition.
- 33Disable VOIP While Piloting a Post-Death Drone
In round-based modes, eliminated players can continue piloting a drone and speaking to their living teammates through VOIP. This allows them to reveal enemy positions and provide real-time information after they have already been eliminated. Disable VOIP while a player is operating a post-death drone so they can no longer relay enemy locations to surviving teammates.
- 33Add Subtle Camera Movement While Stationary
When the player remains stationary, the camera currently feels perfectly stable, almost as if it were mounted on a tripod. A real body camera would still capture subtle movements caused by breathing, muscle shifts, and its attachment to clothing. Adding gentle, natural camera movement while standing still would make the bodycam perspective feel more organic and immersive.
- 32Add a Hold the Line Survival Mode
Add a cooperative survival mode in which players defend a position against a continuous assault by human AI soldiers. Unlike a traditional wave-based mode, enemy reinforcements would arrive constantly while gradually increasing in number and difficulty. Players would need to coordinate, manage their ammunition, and hold the objective for as long as possible. The Trenches map would be particularly suitable, with enemy infantry advancing through the trench network and progressively overwhelming defensive positions.
- 32Add Path Tracing and DLSS Ray Reconstruction Options
Add an optional path-traced rendering mode for high-end PCs, paired with DLSS Ray Reconstruction on compatible NVIDIA RTX graphics cards. This could improve reflections, shadows, indirect lighting, and overall image quality for players with sufficient hardware. Due to its performance cost, it should be disabled by default and offered as an experimental or ultra-quality graphics setting.
- 32Improve Bullet Impact Effects on Dirt Surfaces on Trenches
On the Trenches map, and potentially other maps, bullets striking dirt surfaces can produce a bright impact effect that resembles an explosion or a hit against concrete or metal. Replace this effect with more appropriate dust, loose soil, and small debris particles. This would make bullet impacts more realistic and improve the visual distinction between different surface materials.
- 32Add Team-Specific Colors and Uniforms
Give each team distinct visual identifiers to make friendly and enemy players easier to recognize during combat. These differences could include colored armbands, tape, patches, or team-specific clothing styles. For example, one team could wear tactical uniforms while the other uses more casual clothing. This would improve visual clarity and reduce accidental team kills without relying entirely on HUD indicators.
- 32Add New Game Mode: Rush
Add an attack-and-defend mode inspired by Battlefield’s Rush. Attackers would have a limited number of lives and must capture a series of objectives, while defenders must prevent their advance and eliminate the entire attacking team. The mode could reuse or expand the existing Hardpoint objective areas. Attackers would win by capturing the required number of objectives, while defenders would win by exhausting all attacker lives.
- 32Add New Map: Chicago Streets
Reduce how often the weapon readjustment animation occurs when using pistols and rifles. The operator currently adjusts their grip or stock multiple times during a magazine, sometimes immediately after firing a shot. The resulting weapon and sight movement can disrupt aim and cause follow-up shots to miss, particularly at medium and long range. The animation should occur less frequently and should not trigger while the player is actively firing.
- 31Add New Weapon: Butterfly Knife
Add a butterfly knife as a melee weapon
- 31Allow Hosts to Restrict Weapons and Gadgets in Custom Games
I think it would be great if the host could decide what weapon classes are allowed in the game. For example you could have games on trenches without snipers. (Or even without scopes) You could have pistol only games, or games without drones, etc.