Suggestions

Share your ideas to make Bodycam better. Upvote the ones you want most.

  1. 1.One idea per post
  2. 2.English only
  3. 3.Search before posting
  4. 4.Upvote and comment on existing ideas

529 posts

  • 42
    Reintroduce Post-Match Game Mode Voting

    Reintroduce Post-Match Game Mode Voting Bring back the option for players to vote for the next game mode after each match. This would allow a lobby to switch modes without disbanding and give players more control over the match rotation.

    Under considerationby Ty · 22 Aug0
  • 41
    Fix Bush Collisions

    Moving in and through the bushes is poorly implemented. Now at least in CQB map, theres like invisible barriers when trying to move around bushes etc.

    Under considerationby Leludrooni · 05 Sept4
  • 41
    Reduce the Camera Correction Frequency

    Reduce how frequently the bodycam view automatically corrects or recenters itself. When this adjustment occurs too often, it can feel intrusive and disrupt the fluidity of movement and aiming. A lower frequency and smoother transition would preserve the dynamic bodycam effect while making the camera feel more comfortable and predictable.

    Under considerationby Dennis · 02 Sept8
  • 41
    Add New Game Mode: Raid

    Introduce an asymmetric game mode featuring two teams: SWAT and Robbers. The Robbers must defend a house or compound while the SWAT team prepares and carries out an assault. SWAT players could select specialized roles from the tablet, such as assault operator, vehicle driver, or pilot. Drivers and pilots would transport the assault team toward the objective using vehicles such as Humvees. The mode could take place on a large rural map featuring dirt roads, multiple approach routes, and enough distance for transportation and coordinated planning to play an important role.

    Under considerationby somethingfunny · 02 Sept3
  • 41
    Add Native HDR Support

    Add native HDR support to improve brightness, contrast, and colour reproduction on compatible displays. Support for formats such as HDR10 or scRGB, along with peak brightness calibration, would improve bright effects such as muzzle flashes, flashlights, and sunlight while preserving detail in darker environments.

    Under considerationby James · 30 Aug7
  • 41
    Add In-Game Performance Display Options

    Add optional in-game performance monitoring with both basic and advanced display modes. The basic mode could show the current FPS, while the advanced mode could provide additional information such as frame time, minimum and average FPS, CPU and GPU usage, memory usage, and latency. This would help players monitor performance and diagnose issues without relying on external software or overlays.

    Under considerationby J. · 29 Aug6
  • 40
    Add New Weapon: AK5 Assault Rifle

    The beauty that is the AK5 can't be understated, while at a core it is a FN FNC rifle, it has been modified for arctic climates in ways that gives it a truly unique appearance, I think it's one of those weapons that would be a welcome addition as it stands out from the generic AR15 and Kalashnikov variants! Pictures included show different variations and are presented as the base AK5, the AK5C variant and of course, the shorter AK5D variant, these could easily be achieved by just including separate barrel options.

    Under considerationby Noir Angel · 03 Sept1
  • 39
    Allow Weapon Skins to Be Applied to All Compatible Parts

    Allow purchased weapon skins to be applied to every compatible part available for the corresponding weapon, rather than only the specific components included with the skin. Currently, a skin may cover only a particular suppressor, barrel, grip, magazine, or stock. Replacing one of these components with another compatible part causes the new component to use its default appearance. Expanding skins to cover every compatible weapon part would allow players to customize their builds freely while preserving the appearance of the skin they purchased.

    Under considerationby SMASHIN · 03 Sept1
  • 39
    Replace the AI-Generated Mural in the Shooting Range

    The AI-generated mural on the left wall of the area with the star target is distracting and ugly, not to mention lazy. It does undermine a lot of the credibility established in making this game look as photorealistic as possible

    Under considerationby Gera 921 · 02 Sept3
  • 39
    Release Bodycam on Consoles

    Let's make the game even bigger and invite our friends who own consoles. My brother is very interested in the game but And so everyone

    Under considerationby XKOBRAX · 29 Aug5
  • 38
    Expand Ranked Game Modes and Team Sizes

    Add or expand ranked playlists, including different team sizes and additional modes such as 3v3, 4v4, 5v5, or larger formats.

    Under considerationby LukTek · 03 Sept28
  • 38
    Add a Breakthrough-Style Attack and Defend Mode

    Add an objective-based mode inspired by Battlefield’s Breakthrough. One team would attack and capture a series of sectors in sequence, while the opposing team attempts to defend them. Capturing every objective within a sector would move the frontline forward and unlock the next area. The attackers must capture the final sector before running out of reinforcements. This could provide longer, more structured matches with a clear sense of progression.

    Under considerationby zoinks · 29 Aug3
  • 37
    Add New Throwables

    Add new throwable items. Throwable weapons such as stun grenade, smoke grenade, molotov cocktail, and Incendiary grenade. For some type of maps player can pickup ground throwable items for distraction purpose. Items such as empty glasses and empty cans. These items make sound on impact.

    Under considerationby Tony · 17 Sept3
  • 37
    ADS 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!

    Under considerationby Adm · 04 Sept9
  • 37
    Add 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.

    Under considerationby p · 03 Sept16
  • 37
    Expand Zombie Mode with New Variants and Content

    Add new Zombie experiences such as co-op, extraction, wave defense, rescue, special maps or vehicles.

    Under considerationby joshua jerome · 03 Sept38
  • 37
    Make 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.

    Under considerationby T · 31 Aug0
  • 37
    Player-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! :)

    Under considerationby abovetheclouds · 17 Aug3
  • 36
    Add 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.

    Under considerationby TDR · 07 Sept5
  • 36
    Add 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.

    Under considerationby Chillst3p · 31 Aug4
  • 36
    Insert 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.

    Under considerationby Smooth Operator · 27 Aug5
  • 35
    Make 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.

    Under considerationby Boris the Blade · 01 Sept6
  • 35
    Add 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.

    Under considerationby Mark · 28 Aug14
  • 34
    Option 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"

    Under considerationby DGITM · 05 Sept0
  • 34
    Add Customizable Country Badges

    Allow players to customize their badge by selecting their country or national flag from a wider range of options.

    Under considerationby Vizyra · 31 Aug6
  • 34
    Improve 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.

    Under considerationby meyu · 31 Aug1
  • 34
    Add 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.

    Under considerationby Opie · 30 Aug12
  • 33
    Gunshot 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.

    Under considerationby Fernando · 04 Sept9
  • 33
    Allow 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.

    Under considerationby CMDR aRcADe · 31 Aug4
  • 33
    Prevent 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.

    Under considerationby Kiefmaster General · 31 Aug9