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Showing content with the highest reputation since 06/23/2017 in all areas

  1. 15 points
    Hey guys! (Although this change log is being released to the public. Battalion 1944 is still only available to those who have purchased Alpha Access.) Thanks to all those that took part in Alpha v0.1 was greatly successful, we had hours of fun fragging with you guys on the servers and we’re looking forward to Alpha v0.2. Since Alpha 0.1 we’ve internally outlined some major issues from your feedback that we need to get fixed. New features aren't added overnight and bugs have to be prioritised based on their severity. So don’t expect everything to be magically fixed and/or implemented in Alpha 0.2! Battalion 1944 is still very much in it’s early Alpha testing phases. The time we left between v0.1 and V0.2 has meant we have been able to fix a fair few issues as well as adding a few new features. We really appreciate all of your patience with us as we’ve been working really hard to add as much as we can to make the wait worthwhile for you all! We saw how much you all enjoyed Battalion in Alpha v0.1 so we are hoping you enjoy it even more in v0.2! Alpha v0.2 Dates and Server Times: Alpha v0.2, Session 1, Launch date: 14/07/17. Session 1, Start times (approx): 18:00 (BST), 13:00 (EDT), 10:00 (PDT) Alpha v0.2 Session 1, Close date: 15/07/17. Session 1, End times (approx): 08:00 (BST), 03:00 (EDT), 00:00 (PDT) Alpha v0.2, Session 2, Launch date: 15/07/17. Session 2, start times (approx): 18:00 (BST), 13:00 (EDT), 10:00 (PDT) Alpha v0.2, Session 2, Close date: 16/07/17. Session 2, Close times (approx): 08:00 (BST), 03:00 (EDT), 00:00 (PDT) Alpha V0.2 Changelog: Maps: ManorHouse_V2 implemented - We’ve made massive changes to the Manorhouse layout on the ‘B long’ lane next to the B bombsite overlook barn. We did this to encourage a smoother flow around that side of the map as well as adding more aggressive and defensive options when playing around that site, ready for the future implementation of our own competitive Search and Destroy styled game mode. Gameplay: Movement speed in every stance reduced by 30% across the board. Strafe jump distance reduced by 25%. Changed prone animation to be more in line with CoD 1/2/4 in order to combat drop-shotting. Slower transition to prone. Prone rotation arc distance reduced. 1st person & 3rd person lean distance increased. Changed lean move speed to feel more natural. Vault lag bug fixed. Prone block implemented - We’ve implemented a way to remove the frustration of an old school pain - ‘prone block’. There should no longer be a situation where you want to go prone but can’t. Your player model will move to adjust to the environment around it. We’d like to hear your feedback on this feature! New items added: Shotgun (Trenchgun) added for both the American & German factions - We’d love to hear your feedback on this new addition to the game. Weapon changes: Weapon FOV scaling. MP40 iron sight fixes. Fixed knife collaterals. Knife range decreased. Pistols no longer 1 shot headshot at long ranges. Pistol damage & range reduced. Pistol equips faster. Pistol model sizes increased. Added weapon animation replay on the tapping of change weapon button. Grenade tumble animation added. Grenade behaviour simplified - Image shows newly implemented Grenade behaviour Effects: Removed sparks & dust from footprints. Animations: Less jerky animations across the board. M1 Garand recoil animation improvements. Misc Fixes: Mouse acceleration OFF by default. Improved stability through some minor optimisations. Server browser fixes (still requires an Alpha weekend to be sure!). FOV scaling on the weapon. Player name sticking fixed. Round end crashes fixed. ‍Key binds available to change within menu General Collision Improved Good luck and Remember our Alpha NDA is still in place so please stick to it! Please only speak about Alpha in the dedicated channels e.g. Alpha Discord & Alpha Test Zone Forum or directly to developers. Thanks guys and see you all on the 14th! Tuna
  2. 14 points
    Hey guys! Just wanted to give you a quick update on a few things that have developed during and since E3 as well as an update on our new and future hires and upcoming events! You might have seen that we flew out to E3 2017 a few weeks ago. It wasn’t the first time someone from our team attended, however it was the first time we took a group of team members and showed Battalion in LA so it was a good experience and we learnt some really useful information that can go towards development. One event we had lined up at E3 was a showing of Battalion at Alienware’s Exclusive Influencer Event. This was in a separate location from E3 and was really cool as it gave a lot of people a chance to experience Battalion in a way that we could control and test the game. It was also great to see people like Rob Kazinsky as well as a bunch of Twitch influencers playing and loving Battalion in its early stages of development, so overall it was a pretty cool event. Overall E3 was great. Was really great to hang out with and discuss things with other developers, especially our friends at Squad, Insurgency, Day of Infamy and Xbox; so that will really help development of Battalion in the long run! In other news we’re happy to announce we’ve been on a hiring spree, as we’re rooting out talent from within the esports scene to help develop Battalion into the competitive game we all want it to be. The first announcement in this regard is that we’ve officially hired Phantasy (Mark!). For those of you who aren't in the know, he’s an ex-CoD4 Promod pro and high level competitive gamer who’s going to be giving us feedback and making informative Youtube videos on Battalion to go on our official Bulkhead Youtube channel. He’ll mainly be testing the game internally but he’ll also be utilising his skills and creating video content that will clearly outline updates throughout development as well as detailing other key features of Battalion down the road. Having his knowledge and skill set should improve our ability to get information across to you all as well as iron out bugs that would affect the competitive experience more efficiently. We are all happy to have him on board so if you see him on Twitter or our Forums then make sure say Hey and welcome him on board! The Bulkhead team will also be attending ESL ONE next week promoting and showing Battalion to competitive players and Esports Journalist. It should be interesting to gauge their reactions on it, get some feedback and hear their opinions. Apologies for the lack of responses from us over that last few weeks, as you have probably guessed we have been super busy. However if we aren’t replying it’s usually a good thing as it means we are working hard behind the scenes! That’s all for now. Hope all you Alpha backers are pumped for Alpha 0.2 coming up on July 14th - 15th! We’ll have some good fixes and a few additions to be detailed in coming updates so stay tuned! Thanks guys! Tuna & The Bulkhead Team
  3. 10 points
    Greetings all, Some of you here will already be aware of my existence but for those who are not familiar with me I shall introduce myself. I'm the new recruit at bulkhead studios working on QA and jr community manager roles, I was recently hired due to my experience in the FPS scene having played at semi/professional levels in multiple titles over the last 15 years. Although I started PC gaming in the early days of Medal of Honor, vCoD and CoD2 I'm predominately known for my time playing in some of the biggest and best teams/organisations through CoD4 ProMod's era, conveniently one of the main games battalion is inspired from. During this time I created a YouTube channel where I posted tutorials, tips and tricks, fragmovies etc which has also stemmed to other games such as CS:GO and allowed me to amass over 55,000 subscribers. I've also competed at high level in CS:GO, League and Overwatch. Over the last year I have been aiding the development of Battalion 1944 by visiting the studio to give feedback on the games direction and mechanical fundamentals to help ensure the base of the game is setup for success in the competitive FPS market, recently I decided to accept a job working full time on the game as I believe in the direction and would love to see the game succeed and allow players, especially the ones who missed the early era of FPS games be able to experience the great competitive fundamentals of a well made shooter. As previously mentioned my job role here is QA & jr community manager so I balance my time between finding bugs and glitches and helping to iron out any problems with the game, therefore if you find any problems - that's on me. The rest of my time is spent answering your questions or concerns, creating informative media such as videos and images outlining changes within the game while generally being available to query at any time. You can find me on twitter at https://twitter.com/phantasyftw or available on discord in the battalion channels.
  4. 7 points
    There is an update with video coming next week
  5. 6 points
    In this episode of The Hype I sit down with phantasy to talk more about Battalion 1944. We touch on his background as a pro Call of Duty player, his initial thoughts on the game, his impact on it's early development, his recent employment and new role towards the game, etc. Topics by time: 0:00 - Introduction. 2:05 - Phantasy's background in PC gaming and competitive play. 6:35 - Here we focus in a bit more on phantasy's time playing Call of Duty 4 professionally on PC. 12:50 - Here we focus on what phantasy was doing alongside being a player. We also talk about what he has done since ending his career playing (for now). We talk on his background in game design and how he got into content creation on Twitch and YouTube. We also touch on his brief ventures into other competitive PC titles. 22:00 - We shift to phantasy's early involvement with Battalion 1944 prior to becoming an employee. How did he get involved? What was he up to? We touch on initial reactions, the impact phantasy had on early game development, the first Alpha, etc. 46:50 - Here we talk about how and why phantasy became an employee working on Battalion 1944, what he actually does on a day to day basis for the game, etc. 54:50 - Does phantasy always want to be an employee or return to playing? 55:42 - Here we talk about the second alpha for Battalion 1944! We discuss some of the changes and goals for this alpha as well as what is coming next! 1:06:30 - We shift the conversation back over to Battalion 1944 being an esport. Is there room for it? How will it work? Where does fit in inside of the esports space? 1:15:30 - What does phantasy think about the future of Battalion 1944? What final thoughts does he want to sure with the community?
  6. 6 points
    You are wrong. IMO. Ha, its not the laziest way of doing something, its just a feature we don't like, and that's a fairly agreed with opinion from the community. The act of cooking and throwing a nade means I could airburst it in a room and the person couldn't escape. Joe
  7. 5 points
    Hey guys! I want to start out with a big thanks to everyone that play tested Alpha v0.2. We had even more players than we expected! We hope you all enjoyed Battalion and got a chance to see and appreciate some improvements that we’ve worked on between v0.1 and v0.2 many of which were requested and discovered by you, The Community. Giveaway winners: For those of you that saw our midweek update in the run up to last weekend's Alpha, we outlined three criteria that if achieved would earn a free piece of gaming hardware from us. We were on the lookout for the winners throughout Alpha v0.2 and I can announce that they are as follows: First person to knife Joe (Brammertron): Vaposki Although we saw a lot of people changing teams and rushing to try to be the first one to mercilessly stab Joe. Vaposki got their first so congratulations to him!“It was like playing Battalion zombie mod, everyone just swapped teams and chased me down with knives, it was like living a nightmare” - Joe Most Kills: Bot Alien - 3750 This was a tally of total kills throughout the weekend. Bot Alien was the top fragger in Alpha v0.1 and felt he needed to defend the title! You’ve either got to be a Robot or an Alien to get that many kills. In alpha v0.3 we want to see someone knock Bot Alien off that podium! Best bug reporting: Dark This is a really important achievement as bug reporting and discussion of issues is what drives development and allows us to hammer home fixes for Alpha v0.3 and ultimately improve Battalions final state. Big thanks to Dark for his feedback on the forum as well and his commitment to creating something special with Battalion 1944! There was countless amounts of great feedback on the forums, including the guys who found the infamous ‘Rocket man’ bug. But Dark correlated multiple excellent bug reports, without telling us how we should have fixed it; instead, clearly describing the problem and how to recreate it or a feature he didn’t like. If those three could message me (BigTuna) when you can then I can arrange their prizes and get them sent off asap. We will be holding more giveaways in Alpha v0.3 so jump in game if you have access for a chance to win! Info on future builds: Although we had worked hard to fix the bugs from Alpha v0.1, there were always going to be bugs within Alpha v0.2. One of the bugs that appeared that you might’ve seen was a possible Rocket Jump. This has already been fixed as it was a pretty big issue but should no longer show itself from here on out. The level of feedback we got from you all during and after v0.2 and all of it has been amazingly constructive so please keep that up! We are currently working on improving every aspect of Battalion including our networking. In the days after v0.2 our design programmer Dave- got stuck into the netcode and already we’ve made the game a much better experience, users with higher ping will see massive improvements, while players with regular ping will notice the game will feel smoother. We are putting emphasis on networking fixes and online testing internally. A mistake we made this alpha was having too many local/lan tests and not enough online tests. Our goal is to release a stable alpha so that you can help us balance the game. We’re constantly striving to improve every aspect of Battalion throughout development. Alpha v0.3: I hope you all had a great time fragging within Alpha v0.2 and that you’re all eager for v0.3! For those of you that are interested in v0.3, the dates for it will be August 18th and 19th. Further information such as a Changelog and Server Information will be released closer to this so stay tuned for that. Thanks again guys and keep watching for further updates. Tuna & The Bulkhead Team.
  8. 5 points
    You'll all be happy with the price, trust me.
  9. 5 points
    There was never any official release date. So idk where you get your info, but "May 2017" was for the alpha only and "end of 2018" is just a speculation. And since when CoD became a competitor for Battalion? I still wonder why people keep believing that. You know what these games have in common? One thing. WW2. And yeah, that's it. Did you try Verdun and BF1? They are both from WW1. CoD has no competitive scene whatsoever. And it's just a bad port from consoles for a casual community. It won't even touch Battalion. As for: Nah. The best is to rush the release. Open a broken game to public. And after 3 months let the game die. That's the most "pro" and common tactic these days. You know. Once you let people try your game and they won't find it exciting enough, most of them won't ever come back. What boat? There is no boat. The game is not expected to be open to public anytime soon. There are no dates set in stone. And I am not aware of any similar competitive game being in development.
  10. 5 points
    Shotguns will feature in the game, you can compare it to the shotgun of cod2, the gun is viable only in certain situations and areas on the map (although it was used primarily because it was the only class with smoke in cod2) but we will always continue to do our best in balancing every weapon, so I wouldn't worry about it being OP.
  11. 5 points
    Welcome aboard mate! I'd say no thanks to tanks, from the developers at least! Let the modding community make some for those interested
  12. 5 points
    none of this info matters because cod has been done with pc for a long time now. No matter what era its in the game gets made for consoles and ported to PC and the game can be hardly called a game with no dedi servers, crappy match making and hardly any commands that let you adjust your settings. Its sad and unfortunate that the pc community has been so blacklisted when we were the ones that started this entire franchise. CSGO series is thriving from skins and the E sport market when activision could of easily out done them with the funding and man power they have, the cod 4 promod had all the makings of a great competitive game that could of been thriving today, and yes with skins and all that other stuff being integrated. Such a great game turned into 12 year old console thumb stick fps game. Dont waste your money folks expecting anything remotely close to good ole cod4 days and before.
  13. 4 points
    Hey Rit, We've already researched and had fun on this version of the map being CoD2 fans. The problem with the second map isn't just the textures like you suggest, it's the design. People think opening every window possible and adding interiors to every building is a good idea. For large community servers this is great but for competitive play there are way too many angles to worry about and check for 5v5. More cover means more camping, which slows down play even further as you have to clear out every single angle in the level. Not a great experience for players or spectators! Luckily in CoD2 you could have fun on almost any map because the core mechanics were so great in the first place. Competitive though? I'm afraid not. We're 100% taking influence from more 'simplistic' 3 lane / figure of 8 map layouts found in classic FPS games.
  14. 4 points
    Hi cablama and welcome, due to the nature of the game and that it is based around being a competitive shooter comparable to current games like cs:go, battalion, at least at its base will never feature vehicles. With the game being created on ue4 it's not to say that it would be completely impossible a long way in future to have custom mods created that could implement such a feature on custom maps hosted on dedi servers, much like csgo has on some community made maps, but I cant confirm that would ever happen and can only speculate that it would be possible in the future
  15. 4 points
    I agree, advanced audio mechanics are key in such a game and certainly more important than visuals. I do hope directional sound (HRTF?) is somewhere top on their priority list! However, I'm not too fond of such a high throwing range for frags. As you just said yourself "anyone can throw a nade over a roof", the mechanic is prone to headless spamming. Secondly, even with the highest skill involved lobbing a nade from afar onto somewhere you can't hear or even see into remains a mere gamble nonetheless. In my opinion, it's as much a cheap tactic as cooked nades are regarded to be, since the receiving end also has only little chances effectively dodging those explosives raining from beyond, nicely cooking all the way of their longsome travel. I honestly trouble to see a big difference here. I would rather like to have reasonable throwing ranges for frags in general. Though, I probably won't be that picky in case the total amount of explosives available per full match is limited anyway - keyword: card system - so anti-rush-nade-spam won't happen to become the standard procedure on every single round.
  16. 3 points
    Hey Lads! I am working on a wordpress based webpage at the moment for the hungarian community of the game. Because I'm not a webpage developer I use a pre-made template from WordPress. I translate most of the articles and news and also I post the different videos and interviews of Battalion 1944. This page would be a community hub for the hungarian players and also I would like to make a FB group in the future as well. A question can come up in your mind: Why did Alom post it here? My answer: Because I would like to know what do you think of the idea and if you have any advice please share it with me. I would be pleased if you could take a look at the webpage (linked below) and give a little feedback. Obviously you won't understand a word written there (maybe some) but that's not why I want you to visit the webpage. I want to know how you like the look of it and what would you change. I will subscribe in the future if I feel it worth the money, because I don't want to spend 'till there is a community which uses the page. Link: https://battalionhungary.wordpress.com/
  17. 3 points
    i understand that but it would have to be F2P from the outset or they'd have to refund many of the backers. a F2P game is way cheaper from the consumer's viewpoint than a full release. speaking personally, if Bat44 went F2P i'd ask for a refund of my kickstarter and take my chances paying for cosmetics when the game releases.
  18. 3 points
    Hello, Im a former COD2 player, recently in Brazil we organized the last "championship" of COD2 with 24 teams. Unfortunately the game has died, much due to Xfire being shut down which put the community in a constant decrease in the number of players. Our community although being small is composed of many oldschool players from 2005-2007, and this game got my and some others hopes up and I would like to talk about what made competitive gameplay awesome in COD2 and what I'd love to see in this game. Grenades: 1- Static clouds, lots of debris and textures were often used by players as a way to develop well placed grenades. 2- Simple throw and easy to repeat run(counting steps)/jump system to make those go further. 3- The grenades took around 3.5 secs to explode, so throwing in high angles+jumps result in barely touching the floor before exploding, but were more difficult to perform since you dont have many reference points when aiming at the sky. 4- Smoke grenades were a "problem", sometimes you can see inside it, sometimes you cant, added luck to the equation depending on how and where the smoke was deployed/you were positioned. If possible would be great to make it better. Also, 1 smoke per team and a long time duration was interesting. Make a choice and go for it Weapons: 1- Consistent damage, you know a mp44 takes 3 shots if you dont get the head, you know a kar98k needs a torso/head shot to kill in one shot, and you know a pistol shot even at long distances can finish an opponent who's been shot but no killed by a rifle. This makes the game fair, no inconsistency where sometimes 3 shots kill and sometimes dont depending on which pixel you hit the target. 2- Where you aim with the iron sights is where the shot is gonna land regardless of the conditions of the movement performed by the players, you cam jump and shoot if you have the skills to compensate the fast movement. THIS IS WHERE COD2 SHINED. 3- Pistols were good, but were the only weapons that would not always hit the same spot even when aimed down, even though pistols arent supposed to be very precise, I do think they should work better at "medium" distances. 4- Unlike games like CSGO, COD2 didnt have a predictable "spray" pattern when hip firing, but all gun were still viable at this kind of firing like the M1, MP44, thompson and even the rifles, this is in my opinion the hardest aspect to balance... Snipers also had an almost ideal precision at hip firing, still believe that they could have even a little more precision like 10-15%. 5- No mods, no perks, no nothing... just pick the gun Maps: 1- Maps followed a very simple rule of 3 lanes(dawnville, toujane, burgundy, matmata and others), lots of tricky angles, a few bugs but in general very good. 2- Maps allowed for both rush strategies as for slow strategies, burgundy vs dawnville for example, where teams could choose the maps that better suited their style. 3- Bright easy to spot enemies, very few dark places where enemies could have natural camouflage simply by being in a dark spot. Gameplay in general Cod2 did reward players that invested in aggressive play-style, those who trained a said shot, like jumping in the beginning of the match in Burgundy as a german and managing to get the american sniper, very few could do it and it changed the whole round when done correctly, but anyway the game gave the opportunity for the player to develop said skill, no limits in the gameplay. I would love to see that again, snipers and rifles were "overporwered" only in the right hands and people who mastered a M1 Garand could most of the times take down a Kar98k player. The game allowed almost every weapon to be efficient at a certain purpose. Sorry for the long post, anyway, I would love to help in any way possible. I've played literally thousands of competitive and have hundreds of demos for analysis and a pretty decent knowledge of the game in general, however no coding skills.
  19. 3 points
    Hey guys Just a reminder that Closed Alpha V0.2 is this weekend so get ready for your second installment of Battalion 1944! If you missed our update video and changelog you should check it out here: http://battaliongame.com/news/battalion-1944-alpha-v0-2-huge-update. This will give you all the details you’ll need and get up caught up on everything new! In addition to the changes outlined in our last changelog and video, we have also made a few more smaller updates to Battalion which will be tested during Alpha v0.2. These updates include equipment sets that will attach to your player character randomly. These sets of gear will hopefully add more disparity between player characters in the casual Team Deathmatch mode. This equipment gear sets are currently physics based so please bare in mind this is an unfinished feature and could react strangely during the test weekend and therefore need some tweaking! Within Alpha v0.2 we will have giveaways in return for helping us test the game and providing great feedback! We’ll be giving away: Hyper X Cloud X Pro Gaming Headset Steelseries QCK Heavy Mousepads Razer Abyssus Mouse The categories for winning these are: Most frags all weekend First person to knife Brammertron Best post weekend feedback - We want to hear both what we're doing wrong and what we're doing right, if you can do this clearly and concisely you're in with a chance to win! As always. If you have bought into our Alpha and you want access to our Discord or our Forum Test Zone then message me on any social media network and I’ll work it out for you! The Dev’s will be on our Private Alpha Discord Server most of the nights and will be in the servers too so look out for their names in the kill feed. Happy Fragging and we’ll see you in Alpha v0.2 this Friday! Thanks, Tuna & The Bulkhead Team
  20. 3 points
    because they are actually working on game not earning/marketing/shitting around.
  21. 3 points
    i miss button "No"
  22. 3 points
    First, a bit of information for those interested and not familiar with Unreal Engine 4; Battalion 1944 is an Unreal Engine 4 (UE4), Code Project, which includes C++ classes and not just Blueprints A Blueprint (BP) in UE4 is a form of visual scripting unique to UE4. It's C++ in flowchart/graph form. It allows people to make games without knowing C++ When Code Projects are packaged for release, it runs the code through a compiler and does not package the Code files, only the assets Assets are Textures, Animations, Skeletons, etc. (the stuff you want for making maps, skins or whatever else) From my understanding, although Blueprints are a .uasset they get compiled as well and not packaged. They are, after all, a form of C++ I should note that I have not even tried this next part myself, this is just my understanding of what could work for you. Mostly I work on my own projects and the modding I have looked into for UE4 have only been ARK and Squad. Each of these are found under the Modding section of the Epic Games Lanucher (which you use to launch UE4). Battalion is not there (yet?). If anyone else who has been modding with Battalion 1944 assets, or perhaps the devs themselves, wishes to chime in with better info, please do! Providng the devs have deliberatly allowed this type of thing for modding sake; Alpha backers with Alpha 0.1 installed from the last testing weekend, can navigate to; *Your Steam Directory Here*\steamapps\common\BATTALION 1944 TEST ZONE\Battalion\Content\Paks Then open "Battalion-WindowsNoEditor.pak" with UnrealPak or your prefered method/software You can then use those assets in Unreal Editor by adding them through the Content Browser of the editor and start creating away If the devs have made it so that you can't unpack it, or it's encrypted, etc. then you can get other WW2 assets and just use those
  23. 2 points
    Although i really loved playing maps like toujane, matmata, citystreets and crash we have to let Call of Duty go. We know Battalion is based on those games, but for it to be its own game it has to develop their own maps otherwise it will be just a cheap clone. And i'm confident the developers are capable of designing some epic new maps, because let's be honest after playing cod2/4 for 10 years i'd love to play some new maps.
  24. 2 points
    Hi Battalion players, I'm KingHoward and I'm from the Bulkhead Interactive team working on Battalion 1944. I work on everything from art creation & level design to marketing & management. We're the guys working on Battalion 1944, so we'll drop by here regularly to say Hi to our new forum members. We'd love to get to know our forum members, so if you would like to introduce yourself to everyone here, this is the place to do so. It also helps us know you're not a robot A few ideas to help get you started: -What's your name? -Where are you from? -What are your favourite videogames? -Where did you hear about Battalion 1944? Tell us here! If you would like to read our post on forum rules and FAQ, you can find that HERE
  25. 2 points
    CoD4 Promod is by far the best FPS I've ever played, but it still had some flaws. Here are some of the bigger ones that should be avoided on B1944, in my opinion. - The grenade spam at the beginning of each roundwas was a pain in the a**. The grenade throw should be shorter, and the deadly range (when players are full HP) of the explosion too. - The HP regen was too fast. It should be slowed down (or replaced by a med kit system ? I have never been a fan of automatic life regen). - The hitmarker when touching an enemy through a smoke. - Red dots on the radar when enemies fire. CS GO system is better, the red dots are visible when enemis are in our field of view, or in that of an ally. - Players died too quickly on cod4. The balance was better on cod2 (lower damage on body shots, and higher on head shots, with lower rate of fire on weapons). - The movement speed per class was weird (snipers ran as fast as SMGs, only the assault class ran slower, and if you pick another weapon on the floor it wont change your speed). A movement speed per weapon would be a better idea (like cod2 or cs), with the possibilities for all classes to run at the same speed when holding a pistol. - The possibility to hide in vegetation (prone in high grass or crouch in some flowers). - The bullets wall penetration was to strong, it should be reduce. Otherwise I haven't seen in the gameplay video if it's possible to do double switch to reload or to switch weapon faster, to fake reload... I hope it will be possible, it's part of the CoD4's feeling for me. And you should consider adding the possibility of making totems like CS, it will add nice possibilities to teamworking. Good luck to the development team, our future is in your hands. ^^
  26. 2 points
    How I feel in a nutshell: http://steamcommunity.com/app/454350/discussions/0/1457328927831002771/
  27. 2 points
    I hoped it would become a great game but actually I expected this.. Don't know why.. The good news: My expectations about Battalion 1944 are very high and most of my expectations are already reality.. We did put our money on the right horse <3 BulkHead
  28. 2 points
    Actually, I'm not particularly concerned about DoW because I haven't put any money on that horse. However, them hitting such a low and seeing virtually nobody is playing the game anymore - only a couple of months after early access launch! - got me curious as to what is going on over there. So I took some time and had another look at their website, forums and the Kickstarter campaign(s) and tried to figure out myself... First off, I still don't quite understand what or who Driven Arts is in reality. It looks a lot like there isn't a real company behind that name, but rather a few guys - might be at least a core team of three heads given the number of people introduced during their campaign video - teaming up at one's garage and developing the game in their spare time around some regular day job. Nothing wrong with that of course, but that would explain the overall lack of business sense surrounding the project and kind of putting things into perspective about what one 'realistically' could expect from such an endeavor. One rather weird thing I happened to discover in the 'press' section of their website is a link being displayed as www.playdaysofwar.com, which underlying URL appears to connect you to a Twitter account of some Steve Gomez, who seems to have no relation to DoW or Driven Arts considering the complete lack of references on his page to anything related to the game. The Twitter page tells he's a Java Script coder, so maybe he's actually the guy who has scripted the page and someone forgot to change the underlying URL of that reference when changing the link-text. Or Mr. Gomez just highjacked the page and left this as a note. I don't know, but quite telling either way... Secondly, even after reviewing the campaign video a few times now I still don't quite get the idea of their vision for the game. In fact, the whole storyline behind that flick seems to be nothing more than a desperate attempt separating from BAT44's KS campaign and to make Bulkhead look bad somehow. It's kind of funny how the sole purpose of that COD scene - which cuts so awfully into the rest of the video, like a literal afterthought addition - seems to be trying to remind people of how crappy COD has become these days in hopes people might conclude any game taking COD as a role model will necessarily also become such a mess. Well, maybe that is a little far-fetched... However, they really provide us with a deep look inside their heads by explicitly pointing out how their game was oh so close to being finalized after two years of development already spent (I simply can't believe that being a fully accurate fact actually given the current state of the game) in contrary to some other 'idea that may or may not be here in two years' from then. Now, at this point, I think it's quite obvious what they had on their minds there. Get out earlier than BAT44 and pull people over simply by delivering first. Mind you, they probably weren't even aware of COD going back to WWII at that time, not to speak of the general comeback of WWII shooters in 2017. Summing it up so far, their primary goal was to get the game out of the door as fast as possible and they even put it exactly like that themselves in the video. Unfortunately, that seems to be the entire plan - let's not say vision at this point. At least, I can't find anything more than them seemingly hoping for being the first bringing back WWII back to FPS with some sort of cheap mash-up of the best features of old school shooters. Nope.. that's not how game design works mates. With that in mind, it seems quite conclusive that instead of providing a more profound explanation of what their - proclaimed to be almost finished - game is, they decided to ask the community taking part in shaping the game. Frankly, that doesn't make a whole lot of sense to me at all and sounds rather contradictory, doesn't it? I mean, if the game is all about being finished, read the core gameplay is settled and mostly fixed, how is it going to work out now to start and try to incorporate a whole lot of new/different ideas... Which finally brings us to the present day. The latest updates kind of underline how the game indeed hasn't been anywhere near finished at any time so far. Quote from the 'July Dev Update' (12-07-2017): Welp, erm... pardon? This most obviously doesn't add up with the central message their KS video was throwing at us and they seemingly have decided not to even keep the tiniest back door open to fall back on that myth anymore. Wow. What an astonishing move altogether. OK, putting things into a more positive light, one might say they have learned their lessons, cut their losses, starting out on a second try with their eyes steadily put on their vision - this time indeed having one, or at least having that one of Valve, when they still made games back in the day - no matter what. Yeah, maybe and why not. Past is past and today is today and isn't' everybody bound to make mistakes, right? If luck is on their side, who knows, maybe there will be enough folks giving the game another shot, dragging it back up into life out of the 0-players grave. In fact, I do believe Driven Arts is on the right track by coming back to where they (should have) started and finally try to identify their niche and start to think about how they can make a difference from the vast range of alike shooters out there. Are they going to screw over some of their 2k backers by that? I'm afraid yes, they will and most likely already have. Are they going to get another batch of players into the game from finally showing profile? I kind of doubt that, but let them prove me wrong... Finally, no this is not a matter of devs not listening to their community. How even could it be, with such a limited community? Again, there's less than 2k backers and you can consider yourself happy when there's more than 5% of the total of your base audience ever going to show up on your forums. Realize, these guys started out on a damn thin marketing plot of scamming the thirsty WWII FPS enthusiasts, unaware they are far from being the only one on the market targeting that niche. They didn't see it coming and they obviously lack a real vision of what they want to create. Look, they have been on the cheap road, half a rip-off of Day of Defeat, half a mash-up of any other WWII shooter. They said this themselves to some degree on the 'Status Update' (13-06-2017). Now, with their sad attempts reasoning the removal of ADS they even try to jump onto the CS:GO train and run along with that. Their logic, it works for them all right so it got to be an approved concept. Well, you guys over at Driven Arts. If you haven't realized yourself yet, firgging CS:GO is a whole lot more than 'not having ADS'. Got to dig a little deeper there I guess... Anyway, haven't you been talking about your vision? On a side note. There seem to be quite a lot of people wetting their pants when looking at such incredible renderings and losing all reasonability. Yep, might look awesome, but that doesn't require any advanced skills on the game developers end. That's basically an Unreal 4 engine show off. Read, anyone can pull off such renderings because all the fancy stuff is done by the engine no matter what low-quality meshes and textures you might feed into. The engine is doing the job and such 'game images' tell nothing about the overall quality you can expect. Quite cheap, maybe even closer to a misleading advertisement than anything else. Anyhow, don't let anyone fool you with some shiny graphics! --- edit --- It's been no more than 45 minutes after posting this and the Gomez-Link got fixed. Maybe coincidence only, though.
  29. 2 points
    Well, CoD community would not be able to hit anything with just iron sights.
  30. 2 points
    In case of grenades I think cs does them better. I played both cs and promod and I liked cs grenade design more. The thing is that cs doesn't have health regeneration and it has armor (and I have to say I really don't like armor in CS.. Or better: the possibility of having no armor).. This and lack of sprint change a lot.. Having WORMS-style set grenades for spam in this game (like promod) is annoying but probably the best solution. Maybe just increase grenade visibility compared to cod4 to make them slightly more avoidable.. Maybe make the grenade worldmodel slightly bigger or add a short trail-effect. Or experiment with their explosion radius and the slowdown time after hit.
  31. 2 points
    Just curious, i come from cod4, and imo it had some of the best directional sound ive ever heard in a game, you could hear exactly where the person was and it was key in the pro scene. Im not sure if people who are testing can comment on this, but in the videos its a bit hard to hear it, do we know what the focus on footsteps and directional sound will be for this game? Another question i have, how far can or will be able to throw your nades in this game? In cod4 you were able to effectively use nades as an anti rush feature, there was a learning curve to find the spots and master the set nades to prevent enemy team from just straight rushing you and taking key positions, is this game going to try to mimic that? Will i be able to chuck nades over houses long distances to be able to keep a team from rushing me? Ive seen a topic on cook nades and i think it was pretty heated so i wasn't going to revive it since im asking a different question about it.
  32. 2 points
  33. 2 points
    @riio21 https://www.kickstarter.com/projects/bulkheadinteractive/battalion-1944-pc-xb1-ps4/posts/1843505
  34. 2 points
    Lawbreakers is shaping up to be a nice surprise for 2017. if you haven't already heard about this game all you need to know is its being developed by Cliff Blezinski.
  35. 2 points
    If you have read through this other thread you may already know that with the kind help of vozER I've come to the conclusion that the possibility to cook grenades isn't an applicable feature for this game. Therefore, no I don't try to turn this discussion into something you told us up front you don't want it to be. I'm trying to respect that as good as I can, believe it or not. Actually, there are other folks having this debate in here. One is the guy I was quoting and another one of them is you because you keep holding up the argument how one technique may require more skill then the other. I didn't bring that to the table in the first place. In fact, have a look at my first reply and you'll see that from the beginning the point I'm trying to make is how the lack of practical countermeasures is a commonly agreed on KO-criteria when discussing cooked nades, while at the same time it doesn't seem to apply at all to long distance frags. I probably should have made this more obvious, to begin with. Anyhow, this is what really leaves me baffling and I honestly trouble to see the difference. Both lack a practical countermeasure, regardless how easy or hard it may be to perform on the sending end. It remains the same cheap kill viewed from the receiving end, doesn't it? On a side not though. What you call 'timing' actually is a guessing job because in your scenario you can not possibly know for sure whether there will be an enemy at the spot you are tossing the nade onto. Someone could be there if he had chosen to take that particular route and moved at a pace that you only expect one to go. Therefore, you're dealing with quite a bunch of unknown variables, which effectively turns it into a gamble. And where's the skill in pulling a slot machine? It's like pre-firing every corner all the time in hopes someone might come around. Statistically, you might even get a hit in 2 out of 3, but again, where is the skill in that? However, I could even ignore all that and go by your reasoning, but that doesn't change my question is how some more skill involved suddenly heals the lack of a practical countermeasure.
  36. 2 points
    the simplest explanation is that most of the people that came to this game did so because its NOT going to have vehicles and killstreaks and weapon attachments. we can get those things from other games like battlefield or squad or insurgency or CoD. people came to Bat44 to escape all those things. thats why any discussion to include such things is met with a flat no because anyone who's been on these forums longer than a few months have heard all these arguments before. nothing you've said hasn't already been said a thousand times before. believe me, if you came up with any new angles this thread would get more responses. EDIT - you use cod3 as a good example of having vehicles in the game. however, cod 3 was widely viewed as the least popular of all cods before ghosts. it was the least popular because no-one liked it. it never had a competitive community as far as i know and no-one has any desire to go back and play it.
  37. 2 points
    R6siege is different game with different type of gameplay... "NOBODY" complain? you sure ? R6siege is good game, BUT it's too complicated and optimizing is really hard, maybe impossible.... it's why R6siege never reach TOP competitive gaming. I like R6siege, but there're lot of things that could be done better and it's why lot of us waiting for well optimized competitive shooter... (like promod was) and hopefully batt44 will be even better.
  38. 2 points
    That would be stupid in a WWII game lol
  39. 2 points
    Hello everyone, My name is Jimmy, i go by the name of Gmzorz on YouTube. I run a channel with over 30k subscribers called OneClipContest, which is (primarily) a call of duty based channel. We organise weekly editing contests for the editing community. As a big fan of the older call of duty games, i played my way through cod2, cod4, mw2 and mw3 which eventually led me to the editing scene. I started editing for other people, but soon realised i could be editing for myself, to express myself in a creative way. After seeing phantasy talk about battalion, i got really interested, this may open new doors for the editing community. Now i've seen the new trailer, edited by Nikky, and it got me pretty hopeful about this game. "Cod is dying" is something you hear alot in the editing community, and it might be. Features such as theater mode are nowhere to be found in the newer cods. Features we really wish to see in newer games, possibly in battalion! Together with some of my fellow editors, i've made up this list of features we would love to see in B44 A replay system, Loading in demos, being able to cut those demos, being able to share them with other people, a system that's user friendly and easy to use Inside the replay system we would love to see the following: A dolly camera inside the replay system, to make cinematic looking shots, being able to rotate and move the camera Linking cameras to bones (Sequencer An adjustable bokeh-style depth of field (Battlefield 1 depth of field feature, The good dof method, The bad dof method) Rendering clips in high quality, with multiple passes: green screen, world view without first person model, green screen for third person cinematics, depth pass, wireframe pass, normal pass (More info visit this link) Color/Grading effects and tweaks Customizable tweaks, Suncolor, Shadow color, sun position Placeable/customizable lights in the scene (Bo3 has this, in its director mode, but it doesnt cast shadows so you guys could beat them on that) (suggestions are welcome!) If any of the first few points would be in the game, we would be happy to organise B44 OCC Weeks on our channel and promote the game as much as possible! As i am writing this, Nikky has confirmed that the game will be awesome for moviemaking, so im certainly hyped. Cheers, Jimmy (Gmzorz)
  40. 2 points
    Well.. I bought a pc for battalion, and I'm giving a few games a try.. Played CS:GO for the first time last week and it's awesome.. I now also understand why the economy system works so well and why skins help the game to have a lot op depth and how it's addicting and a good thing for the game! It's a whole new world for me
  41. 2 points
    That's why I love Call of Duty 1, uo, 2. In order to play further in the match (pcw, cm, mix etc) you had to play with both Allies and Axis. When you come to conclusion that "we lost only because weapons for Axis are way better then for Allies". Ok, just wait until you get to switch sides and try those "better" weapons. I don't think it will make any difference if you don't know how to use them :). During that time I never heard any complaints about weapons for any nation. Everyone just sat down and played with what that side had to offer. I find it way more interesting because as I already mentioned before you had to master different weapons from each nation instead of 1-2 weapons through entire game. For example back in Cod WaW I used to see people running around with only ppsh or stg44 all the time... No matter what side they were on. How is that interesting? I don't think earlier Call of Duties had this overpower problem for weapons.. In my opinion every single weapon was optimized to perfection. Sure all them had their flaws and all but every single weapon in was deadly if you knew how to use it and aim with it properly.
  42. 2 points
    Me too. I don't see why Battalion should have customization stuff like many other shooter games. It wont stand out... I really wish that every side gets what it gets and there could be no changes... I am a die hard Call of duty 1-2 fan and it was always fun when both sides got their own weapons from WW2 and the only way to obtain enemy weapon was after you killed him and took it from him. Class creation ability ruined cod5 (just for me, don't get offended or anything). Because how in the world a Japanese soldier can spawn with Russian weapon? I think there are way too many games that have customization, or even better class creation, ability... It is just too boring already... CoD, Coduo and Cod2 were best because you had to be skilled with different weapons for each side instead of having same one weapon on any nation you play with. There were no problems back then... You wouldn't be spending time creating your classes. Just jump right in and play with whatever it gives. P.S. Great stuff about E3. A lot of information was lurking in the background.
  43. 1 point
    I wouldn't hold my breath for that. Your best hope will be that they might allow you to buy into beta.
  44. 1 point
  45. 1 point
    i agree with this, but it also has me worried. Does this mean that you are talking about just simply having nothing inside houses? Like just plain rooms with no cover at all for the purpose of "too many angles might slow down the game by a second or two?" I mean having cover is part of the game, i certainly hope this isn't just a strafing rush fest that is being built where its all run n gun without any tactics. I dont want flying crap all over the map like the current cods, but certainly dont mind having some objects like a table or a car or a tree giving me some cover to use that "lean" feature that you have in your game that some games have simply abandoned, thats besides the fact that i believe you stated this game will be SnD based, in which time will be limited so not much camping can be done regardless of what objects you have placed.
  46. 1 point
    It can works only for Console version IMO.... why not?? but for PC rather NOT!. I guess most of people there are interested in pc version and don't care about others.
  47. 1 point
    I personally think that is a great question to ask, nades are a very important feature in combat. Plus it's so much fun to 'cook' a nade and just throw it in front of someone. *muhahaha*
  48. 1 point
    Here's the first email update. I'm sure you guys will like it. I suggest subscribing to their mailinglist if you didn't yet! You can do this at https://www.hellletloose.com/ (scroll down to the end of the page) The last couple of weeks have been a rollercoaster. We were caught off guard by the amazing response by the FPS and strategy game communities as we’ve begun to unveil all the work we’ve done over the last couple of years. We want to assure you that this is just the tip of the iceberg. As gamers and developers, we understand that communication is the most important aspect of creating an independent title and we understand that supporting a brand new title is a risk. We too have been stung by amazing screenshots, great ideas and then games that have never materialized. We've had many people ask what the plan is behind our Kickstarter, Alpha and Beta, and how they can be a part of our testing phase. So, we're laying down the plan. We've been lucky enough to receive a huge amount of support from across all our channels - be it Facebook, Youtube, Twitter and on the website. Collectively we’ve had over five million views! We'd appreciate it if you followed us across these channels as it'll help us keep you up to date with the progress as we develop Hell Let Loose. We’re going to launch some video content to start giving you an idea of the mood of Hell Let Loose, as well as showing you the first map in motion. During this time, we’ll also complete the Steam Direct process. Valve will be launching this process on June 13 and it'll allow us to begin implementing the Steam subsystem for Hell Let Loose - bringing us that much closer to release. It'll also help us issue Alpha, Beta and Early Access keys to our Kickstarter backers. Our Kickstarter will launch shortly after the cinematic with a video showcasing gameplay and ourvision for the title. We'd absolutely love your support. It's going to be crucial to allow us to deliverHell Let Loose with as much content as possible, in the shortest possible timeframe and at full-release quality. Without the Kickstarter we won’t have the funds to be able to finish the title for 2018, so your support really does matter! The Kickstarter will offer several tiers - beginning with the Veteran tier (USD $29.95) - that allow access to our Closed Alpha and Beta testing phases. If you’re interested in helping us test the game, then we’d love your support here. If you’re not interested in fighting through the bugs with us and would prefer to enjoy the title at launch, by supporting our Rifleman (USD $24.95) tier you'll be receiving a nice discount on the title when it releases on Steam next year for an estimated retail price of USD $29.95. We also have a limited number of keys for the Scout (USD $19.95) tier. The Scout tier will offer both a discount on the game when it releases, but also access to our Closed Alpha and Beta waves. There are only a limited number of these, so get in quick when we send our Kickstarter Launch email. Lastly, if you want to support us above and beyond, we’ve lined up lots of goodies for the high tier backers. From the soundtrack and hi-res tactical maps, to the chance to see your name in the credits and choose a map to develop - or even naming a Tiger tank - we hope we can provide something for everybody in our Kickstarter. If you’ve been generous enough to back us at the Veteran (or higher) tier in the Kickstarter, you’ll receive a key to jump on and help us test the Alpha and Beta client of Hell Let Loose in Q3 and Q4 (approximate) of 2017. Thanks for joining us on this journey! We're going to continue to update you as exciting things happen here at Black Matter while we work to bring Hell Let Loose to a PC near you. In the meantime, please enjoy some screenshots of the game-ready MP40. This is the workhorse of the German Assault, Officer and Engineer roles and will be crucial for laying down close-range fire and clearing close-quarters environments such as farmyards and orchards. Those with sharp eyes may also notice the greasy thumbprint left on the magazine!
  49. 1 point
    If it's anything like Squad, Unreal Engine 4 will allow you to download the Battalion build then launch it and mod away. Export what features you need for your own project and use the assets they provide. A great playlist by Unreal that I used to get myself started is here -> https://www.youtube.com/playlist?list=PLZlv_N0_O1gasd4IcOe9Cx9wHoBB7rxFl It introduces you to the engine. Once you know your way around, get started with something small by following the FPS tutorial by Jimmy Vegas or the 3PS by Unreal again. You probably already have your answer as this post is quite old, but a bit more info never hurts. Hope this helps and happy modding!
  50. 1 point
    Yea, just Wolfstyle as usual.....