Suggestions
Share your ideas to make Bodycam better. Upvote the ones you want most.
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- 4.Upvote and comment on existing ideas
529 posts
- 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.
- 30Add Sorting Options to the Server Browser
Allow players to sort the server list by selecting its column headers. Sorting options could include player count, map, game mode, server name, and ping when available. Each column could be sorted in ascending or descending order, making it easier to find suitable matches quickly.
- 30Add New Map: Chernobyl Reactor 4
Add a map inspired by the Reactor 4 complex at the Chernobyl Nuclear Power Plant. The environment could feature vast industrial chambers, maintenance corridors, control rooms, machinery, damaged infrastructure, and elevated catwalks. This layout could combine tense close-quarters combat with longer sightlines and vertical encounters inside a dark, imposing industrial setting.
- 30Keep Unlimited Reserve Ammunition
Keep the current ammunition system instead of limiting players to a fixed number of magazines per life. Limited magazines could disrupt the flow of matches by forcing players to search for ammunition, use secondary weapons, or remain near ammunition supplies. It could also encourage players to camp around resupply locations. Managing the ammunition remaining in the current magazine already provides enough preparation and awareness without adding further complexity.
- 29Restore the Previously Equipped Weapon After Using Equipment
After using equipment such as a grenade, automatically re-equip the weapon that was active beforehand. For example, if the player had a pistol equipped before throwing a grenade, the pistol should return instead of automatically switching to the primary weapon.
- 29Fix Audio Volume Balance and Spatial Disorientation
The current audio mix makes it difficult to understand the game space. Echoes can be louder than the original gunshots, enemy shots may sound louder than the player’s own weapon, and footsteps can be heard from rooms or floors away as if they were nearby. Please rebalance gunshots, echoes, footsteps, and environmental sounds while improving distance and vertical positioning. Gunfire should remain punchy and clear without excessive echo, and the mix should help players accurately identify where sounds are coming from.
- 29Add More FPV Drone Rate Types
Add support for the Actual and KISS rate types alongside the current Betaflight rates for FPV drones. These rate types use different response curves that affect how controller-stick movement translates into drone rotation. Supporting them would allow experienced FPV pilots to recreate familiar settings from Betaflight and other simulators, making their existing controls and muscle memory easier to transfer into Bodycam.
- 28Make Sprinting Automatically Cancel ADS
Pressing the sprint input while aiming down sights should immediately lower the weapon, exit ADS, and begin sprinting. Players should not need to manually release the aiming input first. This would make transitions between aiming and movement feel faster, smoother, and more responsive.
- 28Add Angled Grenade Throwing Allow players to throw grenades around corners or through doorways whil
Allow players to throw grenades around corners or through doorways while remaining mostly behind cover. This could provide another way to clear defended positions without fully exposing the operator. Angled throws could have reduced accuracy and range compared with standard throws to keep the mechanic balanced and preserve the risk of hitting nearby surfaces.
- 28Restore the Separate Gunfire Volume Setting
Restore the dedicated gunfire volume slider so players can adjust weapon sounds independently from other sound effects. This would allow players to reduce the intensity of gunshots without lowering important gameplay audio, making the game more comfortable to play while preserving sound awareness.
- 27Expand Bot Weapon Variety
Allow bots to use a wider selection of weapons instead of being limited primarily to AK-style rifles. Their loadouts could include assault rifles, submachine guns, shotguns, pistols, and other weapon categories. Weapons could be assigned randomly or selected according to the map, game mode, and bot role. This would make matches against bots less repetitive and provide more representative practice against the game’s full arsenal.
- 27Option Turn Off Camera Vignette & Blur Effects
It's annoying. also game will look much better without these effects.
- 26Add Dynamic Blood and Rain Effects to the Camera Lens
Let the camera lens react to nearby combat and weather. When an enemy within roughly 2 m is hit in the torso or head with a shotgun or automatic rifle, blood could splatter onto the lens. The chance could start at around 10% and increase at closer range. During rain, droplets could collect on the lens when the player looks upward and gradually blur the view. After combat, or when the player looks down and is no longer fighting, the character could wipe the lens clean with a thumb.
- 26Add a 20-Round Magazine for the LAR Rifle
Add a 20-round magazine option for the LAR rifle. Twenty-round magazines are commonly associated with FAL-pattern rifles and would provide a more authentic configuration than the current 15-round option. The larger magazine could be balanced through differences in weight, handling, or reload speed if necessary.
- 26Add Location Names to Maps
Divide each map into clearly named areas and display the player’s current location with a small HUD label. Names such as “Long Corridor” or “White Stairs” would give players consistent callouts, making it easier to communicate their own position or report enemy locations while playing or piloting a drone.
- 26Add a Loadout Weight System
Add a weight system in which equipped weapons, attachments, and gear affect the player’s movement speed. Heavier loadouts would reduce mobility, while lighter equipment would allow the player to move more quickly. This would create a trade-off between carrying more powerful equipment and remaining agile.
- 26Rework Team Autobalancing
Rework the autobalancing system so incoming players are distributed more evenly between teams. In matches with bots, new players can currently replace bots on the same team repeatedly, resulting in heavily unbalanced teams such as five human players against one. Incoming players should alternate between teams or be assigned based on the current number of human players on each side.
- 26Replace Exact Ammo Readouts with Approximate Magazine Weight Checks
Suggestion: replace the direct remaining-ammo readout with a tactile magazine-weight estimation mechanic. The character would judge approximate round count by feeling the inertia/mass of the magazine during handling, rather than displaying an exact numerical value. This would tie ammo awareness to physical feedback and reinforce immersion over HUD dependency.
- 26Add More Weapon Slots
I think 5 weapon slots is way too little. I don't like throwing my builds away because I want to make something else. Maybe just make multiple pages, so you can basically have unlimited builds, or at least 20 or something like that.
- 25Add a Free Lean System
Add a free-lean system similar to the one in Ready or Not. While holding a dedicated and rebindable free-lean input, players could use the movement keys to adjust their stance. Moving left or right would control the direction and extent of the lean, while moving forward or backward would slightly raise or lower the player's position. This would provide more precise control over peeking and how much of the character is exposed behind cover. The existing Q and E leaning controls could remain available, with an additional option to use free lean in either hold or toggle mode.