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
Posts: 529
- 6Dynamic Magazine Ammo Display
Make magazines visually show the actual remaining ammo. For example, if a magazine has 6/17 rounds, only 6 bullets should be visible, and an empty magazine should actually look empty. Right now, magazines always appear full regardless of the real ammo count. This would add a lot to the realism and immersion.
- 6Disable Drone On Small Maps
Yeah. Exploding FPV drones on a small map like airsoft seems… overkill? In the time it takes to lock in and shoot one down, the enemy has rushed the spawn. Or after they’ve blown up, it’s a 2v1. I love the idea for mid to large maps, not so sure it helps the smaller maps. I’m talking about versus mode in particular.
- 6Add Dynamic Weather on Maps
Dynamic weather to maps to allow for better immersion and could add difference in play with overcast or thunderstorm causing less light in parts of maps. At the start of the match could be overcast and midway clear up to be sunny for example.
- 6Gun reload implementations for Shotguns/Revolver/Magazines
I noticed that some animations for reloading of shotguns are not registering the initial bullet the moment it gets loaded, Revolvers when interrupted while reloading ignores the bullets inserted pre-reload interruption, and Bullet counts for magazined weapons not fully emptied when reloading. I have uploaded the example of the observations I got. Thank you! https://www.youtube.com/watch?v=MBoYBP4mVR8
- 6Add New Map : Desert
I think a great addition to Bodycam would be a large desert map set in a Middle Eastern environment, with very minimal vegetation and a harsh, dry atmosphere. The map could feature a mix of wide-open desert areas, rocky terrain, abandoned roads, and the ruins of a small Middle Eastern village, with partially collapsed buildings, narrow alleys, courtyards, and scattered debris. The combination of long sightlines in the open desert and tight close-quarters combat within the village ruins could create some really interesting gameplay and make the map feel distinct from the existing environments. A dusty, sun-bleached visual style with strong atmospheric effects could also make it look incredible with Bodycam’s realistic graphics.
- 5Improve Toggle Input Consistency
Make toggle states cancel reliably when players perform an incompatible action, to prevent conflicting inputs or getting stuck: Turn off ADS when reloading, switching weapons, or using quick melee. Turn off sprint when crouching, and turn off crouch when sprinting. Turn off leaning if both lean inputs are pressed at the same time.
- 5Add Larger Maps (general)
I personally love the trenches map but if this map were bigger with more ability to go into the forest or a destroyed city that you can see in the background and fight would be great. Not as giant as like an arma reforger map you know but a decent sized trenced map with some forest fighting and a war torn city would be awesome the close combat is great but if you get into the reality of war most of it’s not close up and personal such as the worn house or hospital map not that it’s not like that or that those maps suck they by no means do but majority of it’s fought on a front and in the field as well. Not complaining whatsoever I think this game is amazing, would just like to be in fighting in a bigger map that allows a few more players. I love the simplicity and aspect of the game you know you get the infantry or special operations pov no tanks no sweaty helicopter pilots just pure QCB. I realize things like that take time but it’s something the creators could blow out of the water 100 percent.
- 5
- 5Combined Laser/Flashlight Devices
Add combination laser/flashlight devices for all/most guns, specifically for weapons with only one device slot like a pistol.
- 5Improve Drone Physics and Gameplay
I know from personal experience with these drones that there are a few inconsistencies with the drones in game compared to in real life, however this game is still VERY fun and I'm excited to see more updates in the future. Anyway, here are some recommendations: The drone engine is far too powerful. Realistically, - at 50% a drone should be floating gently to the ground, especially considering the weight of the charge The explosive charge visually is anti armour, not anti personnel (not really important but would be cool to see additional drone customisations IE a shotgun, thermobaric, ETC) The drone needs to have an option to arm the explosive and to trigger it without impact The invisible ceiling must be raised, its crazy low and makes flying kind of difficult Lower the drone cooldown, or revamp it (It might be cool to have it where you must get a kill traditionally before you get access to the drone again) Add different types of drones? Perhaps instead of having a kamikaze drone have a bomber It would be really cool in the future to have some much larger maps with much more people so we have more room to play around in (and more targets ;)). Especially if the drones are going to stay as fast as they are now Thanks for reading W
- 4Add Optics to the FX-45
The FX 45 has an optics mount on the gun, but has no actual optics options.
- 4Add New Map: Poveglia Island
Poveglia island, Italy: one of the most haunted places in the world
- 4Disable Mouse Acceleration
currently there's no setting to turn off mouse acceleration, hopefully it's an easy addition and doesn't bother you guys too much to add
- 4Optimization for AMD processors from R5 5600 and AMD Radeon RX 5700 graphics cards
My PC consists of an R5 5600 and an RX6800, 32 GB of RAM at 3200 MHz, and a 1 TB SSD. However, I’d like to optimize the system for this processor, since regardless of the resolution, I get 60 FPS, but it drops to 40 when entering Zoom. Lowering the settings doesn’t help much. I understand that the processor isn’t the most powerful, but I believe in your abilities.
- 3Remove spawn protection
this is god damn near unplayable with it in the game it is so unfun and frustrating
- 3Calibers and Names not Matchin Weapon 3d Model
SKR-H: The SKR-H is modeled after a large-frame battle rifle (FN SCAR-H in 7.62x51mm), but its ammo selection was copy-pasted from an AR-15 pool (5.56x45mm, .300 BLK, 6.5 Grendel, .224 Valkyrie, and 6.8 SPC), all of which are short, intermediate cartridges that physically cannot feed through a .308-dimensioned magazine and bolt. Ironically, 6mm Creedmoor is the only option on that list that actually fits a large-frame action. KA-74: the "KA-74" is completely modeled as a 7.62x39mm AKM rather than an AK-74. It has an AKM's slanted 45-degree gas block (AK-74's uses 90-degree block), a heavily curved steel 7.62 magazine (instead of the 5.45mm magazine). The rifle's native 5.45x39mm cartridge is absent. Additionally, the "KA-74M" suffers from the exact same identity issue. All the AKs (KA-74, KA074M, Drako) have incompatible ammo options: The ammunition pool includes 7.62x51mm and "Cadence" (which appears to be the 7.62x54mmR round used by the SVD). Neither cartridge can physically fit inside a standard AK. 7.62x51mm is a ~71mm short-action cartridge, and 7.62x54mmR is a ~77mm full-power rimmed cartridge; both require extended receivers (e.g., Saiga-308, PSL, or SVD) and cannot cycle in an AKM or a Micro Draco. Additionally, "Cadence" is obviously a placeholder/stat name mistakenly assigned to the 7.62x54mmR ammunition asset. M4/M16: On the M4/M16 (AR-15), offering 6mm Creedmoor is physically impossible. 6mm Creedmoor is a short-action round (~2.800" COAL, .473" rim) that requires an AR-10 receiver. It cannot physically fit inside an AR-15. This appears to be a naming mix-up with 6mm ARC, which was specifically engineered for the standard AR-15 platform.
- 3Lobby Optimization
im getting around 27-32 fps in the lobby but in an actual match i get 47-57 fps, the lobbys a very small map so i dont understand how it lags so much
- 2
- 2Keep Weapon Movement Stable When Switching to Canted Optics
When switching between the primary optic and the canted sight, the weapon should rotate between aiming positions without moving forward or backward. The stock should stay shouldered throughout the transition. Here are some good example of switching between primary and canted optics from video "Are Canted Red Dots Fast?" by T.REX ARMS, posted on 2020Feb25 <https://www.youtube.com/watch?v=vBvx1GJNUA4>. 1) Top-down shot (video timestamps 2:00 to 2:05). 2) Side-view shot (from 4:07 to 4:11 and from 4:23 to 4:28). 3) Front side-view shot (from 6:27 to 6:35). 4) Over-the-shoulder shot (from 8:17 to 8:23). Notice that the firearm does not translate forward and backward like you see in build version 80 (2026OCT), and the buttstock should not leave your shoulder well. The weapon should only rotate left and right.