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Operation Overhaul Dev Blog #2: Gameplay changes, weapons, vehicles

BattleBit Remastered · Community Announcements · March 27, 2026

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We’ve obviously been working on this update for a while and only started communicating in earnest about it more recently. In all that time, we've never really sat down and fully explained what exactly the update is all about and some of the major changes coming with it.

Two big parts of our intentions with Overhaul are to improve gameplay and visual quality. In this specific post, we will be explaining some of the gameplay changes (all subject to change in upcoming playtesting) as well as showing off updated art on weapons, attachments and vehicles. We’ll cover some of the other things in the update in later dev blogs.

Gameplay

Class weapon pools

We believe a large-scale military class based shooter like ours is best balanced and most fun when weapon availability reflects class role. We saw a lot of the feedback Battlefield 6 received regarding open weapons on all classes, and we wondered if we couldn't improve on our own weapon availability ourselves. The current version feels a little arbitrary, so we are refining it in Operation Overhaul.

Movement rework


▶ Watch on YouTube

Attachment rebalancing

All attachments have been fully rebalanced to allow players to refine each weapon’s combat role to their liking.

Sniper bolt rebalance

Grips

Barrels

Weapon rebalancing


▶ Watch on YouTube

We have also introduced some new gunplay mechanics that were not present in the previous playtest nor the public version.

Weapon identity

Weapons are better distinguished from each other with more distinct stats and serve clearer gameplay roles.

TTK

As we have previously mentioned, we want people to have a reasonable amount of time to react to being shot at without shooting itself feeling sluggish or like you’re slinging foam darts at your target. We tried a new TTK that addressed this problem in our November playtest.

However, with that TTK we did not take into account the average player accuracy and the average engagement distance. Now we have accounted for that, and the threshold is reached faster than the previous iteration. This TTK sits in-between the old playtest and the current version of BattleBit, creating what we feel is a good middle ground.

Remember: These are an active WIP and will require player feedback in the next OPEN playtest

Class changes

Each class will now have unique perks to better fit their role as well as reworked health pools. Reworked health pools help with better class balancing and role refinement. A support player is more likely to be on the frontline laying down heavy fire while a recon stays back and stays more discreet.

Preset Loadouts

Added 3 preset loadout options (can be renamed to your liking)

Spawning

Changing Squad points into Field Points

In our previous playtest people were confused about field points and how they even worked. Field points are a replacement for squad points. The problem with squad points was the dependency on other people and was a shared pool of points. This is an active WIP that we are still iterating on but here is a run down of what we would like to see from this system:

Weapons

Weapons have seen huge changes, not only in terms of gameplay balancing but also audio improvements, proper shell ejection and higher model quality with little to no impact on performance.

Before/After render m249

Before/After render M110

Before/After render SCAR-H

Before/After render EBR

Before/After render Unica

Updated Muzzle attachments

Side rail attachments

Vehicles

Before/After render BTR

Before/After render Humvee

Before/After render M1 Abrams

With the vehicle rework, the goalpost for us on the art side was to further develop our entire style away from the “toycar-like” appearance. We wanted to fully utilize the benefit of custom textures while still keeping triangle counts in a low ballpark to not impact performance. The model should, like the sound does now, clearly visually indicate an interactable feature and present itself as an active threat on the battlefield.

The updated models are work in progress. Please note that the camouflage you see is not necessarily our final choice for a pattern or coloring for the vehicle, just something we're using for now as part of the texturing process.

Speaking of vehicles: we’re still working on vehicle physics since our last dev blog. We’re trying a wider turning radius that matches better to the current version and giving vehicles a little more weight.

Conclusion

In later dev blogs, we will be discussing more of what is coming in Operation Overhaul such as maps, UI and audio. The team has been busy working on getting things ready for the next playtest including fixing bugs, improving vehicle physics, tweaking weapons, and continuing to stress test audio systems. We don’t have any updates yet on exactly when the performance test will be, but we’ve been making great progress and will let you know as soon as we’re ready to share. If you haven’t already make sure to join the Discord and select the “Performance Tester” role under “Channels and Roles” section to be notified about the test.

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