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Showing content with the highest reputation on 02/11/2018 in all areas

  1. 5 points
    Why hello there, STK here, and this is my first time posting on the forums and I'd like to start off with a little bit of background info: I used to play cod4 a lot at decently high level, played cod2 and quake live a little bit, and most recently I've been playing overwatch at tier 2 level. Next to that I've been programming for about 5 years, mostly with game development in mind, and currently I'm studying "Creative Media and Game Technologies" at HKU in Utrecht, The Netherlands. Back in the days of cod4 I used to play smg for our team, and I absolutely LOVED the movement in that game. The movement in cod4 was the one thing that seperated promod from other shitty FPS games, and the fact that it took thousands of hours to master its movement was an extremely competitive and fun factor. After years of playing other games and occasionally playing .wars in cod4, Battalion 1944 finally arrives, and it is truly the game I've been waiting for. I love it so far. But that doesn't mean its perfect, and I mainly wanna focus on the movement in this game; strafing. Today, phantasy uploaded the video "Battalion 1944 - Strafe Jumping Tutorial", and in it he mentioned how the strafing is fundamentally different from quake engine based games, because battalion uses unreal engine, and therefore CANNOT have the same movement. This is absolute bullshit, the game's programmers should know this, and I'm here to explain why and how it could in fact be implemented. Since I've always loved strafing in games, I have done some research on the topic. There are a lot of different places on the internet where the mechanic gets described, but the most useful source of information has to come from the id software's github itself (https://github.com/id-Software). If anyone is interested in how it really works on a mathematical level, I'd be happy to explain, but I wont put that in this post just yet. When you go to the github, and more specifically to the quake 2 section, you can find a file named "pmove.c" (https://github.com/id-Software/Quake-2/blob/master/qcommon/pmove.c) this file contains all the character movement code of the engine, and its full of some great examples of code. When you scroll down to the function "PM_Accelerate", you see a function of just 15 lines long. Since movement is done by applying forces to the character in different directions, there has to be a function that limits and controls this kind of behavior. "PM_Accelerate" limits the amount of acceleration that occurs when pressing a specific directional key (WASD), and just this function alone creates the "bug" of air strafing. Again, quake-like strafing is not an "engine specific bug", but in fact some wonky vector math in the air control function. This CAN be implemented in different engines, and I have even done so. The following link is a demo i created of quake-like strafing done in unity: https://drive.google.com/file/d/19RcjAQmE33GCcfS-Pm3pWNDE6HxfmEDo/view?usp=sharing If the devs want help with implementing this feature, I would be honored, but please at least just look at the code, because I would KILL for real strafing in Battalion, and its frustrating to keep hearing its impossible when a noob dev like me can even implement it. That's it, -STK
  2. 2 points
    Hey guys! My name is Tony Gorb, I'm 23 y/o and I'm a Graphic Designer and Junior Developer. First of all, I'd like to thank Bulkhead interactive for this game.It's impossible to find these days something like cod2/cod4 or any other old school fps. I'm really into this game and I'd like to support the devs for their tremendous work! I was thinking over the last few days on something more common but unique to other fps games and I decided to give it a try. Let me know what do you think of this Main Menu concept, would you like to see it in-game? Here's a clear template : After you'll click Play the top nav will change to this : ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Update 1: Server Browser UI Redesign. When you'll click on "SWITCH TO" - Unranked / Competitive buttons will appear Main Menu : https://dribbble.com/shots/4184663-Battalion-1944-Menu-UI-Redesign Server Browser : https://dribbble.com/shots/4212855-Battalion-1944-Server-Browser-UI-Redesign you can also follow my Instagram page if you want to see more stuff like this https://www.instagram.com/tony_gorb/
  3. 2 points
    I think the issue with the game not playing as smooth as cod4 right now is not caused by the way they have implemented strafing, but rather because of animations/player collisions still not being polished enough.
  4. 2 points
    nothing wrong with it lol the game is made to play like old school cods, they are pretty damn close aswell! devs have done an awesome job
  5. 2 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.
  6. 1 point
    This is a balancing issue, right now the snipers are one shot, one kill, and with no scope sway, it makes them over powered. I think you need to add same mechanics COD2 had to its scopes. Unless you are holding shift, it sways, and if you hold it too long, you lose your breathe and it moves more. This would add some balance to the people camping corners with snipers. If this can not be done, maybe nerf the scoped snipers and make them only one shot kill with a head shot...
  7. 1 point
    The mini map is very detailed and hard to actually see the routes or get information from it with a glance. I'd suggest making them simpler and less detailed or at least finding a middle ground between the two. The link below is a set of custom mini maps in csgo that are very clear and easy to get information from. http://simpleradar.com/
  8. 1 point
    I generally have nothing against jump shoots. At the moment it is unacceptable. Yesterday I was on a server since a SQAUD has perfected this hopping. 95% of all their kills were made by jumping. Not just around the corner but above all Forward.It is so that the jump has no constant speed and thus is difficult to track. In self-tests it feels as if the second jump is supported again with spring Springs The hopping is currently like bug using or cheating.
  9. 1 point
    They had the Cod4 promod strafe and movement in alpha 0.2 or 0.3, not sure if it was perfect but it played so good. I believe they nerfed the speed as it played to quickly in their maps, like really quickly. Always said I was big fan of that movement. Its oké now, but the other one was better.
  10. 1 point
    Good Job! The way harder thing then creating a Layout is recreating it with the game engine. If done menus back in Cod4 and it is pain in the ass
  11. 1 point
    Looks and works just fine but it needs some refining and polish like the B44.gg did.. That just looks amazing this soon in the game and time
  12. 1 point
    It would be better and cheaper to just go stationary
  13. 1 point
    Agree! Well I'm not that old I think lol, 43 winters but barely 20 in my head I think lol
  14. 1 point
    Thank god there is nothing that will ever give you a advantage in game, no kill streaks, no this and that. Only a level up where you earn a war chest with cosmetic like gun skins We all have all the guns and bangs from start
  15. 1 point
    Send a DM to @[CM] BigTuna, he can help you! Welcome to the forums
  16. 1 point
    It's a nightmare, my notifications are blown up by his post
  17. 1 point
    That't poor decision imo. Dunno why like.. all WW2 games I know don't include scopeless Springfield. And I would rather see it instead of M1 as rifleman weapon for the sake of balancing. Even in CoD2 were British maps with LE much more balanced than American maps, simply because they had bolt-action rifle. On Toujane and Matmata, the game was perfectly balanced and both teams had equal chances on both sides. At American maps? Dawnville, Carentan or Caen were totally axis sided, Burgundy were allies sided. Just imagine those maps with Springfield with iron sigths - on Dawnville, Americans would have better chance to kill someone covering the cross (only scope was viable option for that, while axis guys could cover cross with one sniper and one rifle). Also covering the orphs cross would be much easier because of the exact same reason.
  18. 1 point
    well this changes things devs plz. have a look into it! :programmers: #cod4movementwithdrawals
  19. 1 point
    800 DPI and currently testing out @1.9 sens. Probably gonna tone that down a bit more
  20. 1 point
    In nVidia controlpanel
  21. 1 point
    Welcome Legend! They be Lurking
  22. 1 point
    Will EA launch with this mode for offline or online servers.
  23. 1 point
    Hi, it's my turn to make "some" feedback about the game. The game is great and on the right track, it's really remind me Cod4 and Cod2 and I love the devloppers for that ^^ In this feedback I will mainly focus on the negative aspects of the game, the things I didn't like and which I hope will be changed / balanced in the future. And I apologise in advance if my english is not perfect. Movement: Movement don't feel as precise as Cod4. It's hard to find what is off about it, but I feel the movement a bit slippy/clunky and the straf jump seems a bit soft, it lacks the feeling of an impulsion. The sprint duration is too low, it's really boring to have to press the sprint bind every seconds. When the sprint bind (I use the toggle one) is pressed (and still being pressed), you can't aim with your weapon even if you don't move. I think the aim bind should always be prioritized over the sprint bind. Need a toggle version of lean binds. In some situations, I find it's missing a bind to walk (without aiming or crouching). I really like the use of crouch-jumping to replace the auto-climb, but there are some rare places where the auto-climb is still used, it's feel weird, and we can't guess in advance where we can use it. The auto-climb should be totally removed. I have the impression that there is no difference in speed between the different classes / weapons (apart from when we are in ADS), I find it a bit disappointing. Combat: The dispersion of the bullets when moving is too big (mainly for the heavy class), we souldn't have too aim when the opponent is 1-2 meters in front of us (except for snipers). You shouldn't have hitmarker when you hit someone through smoke. More generally I don't like hitmarkers, I would prefer to see some blood that confirm visually that I hit someone (which solves the smoke issue by the way). All surfaces should be penetrable (taking into account the thickness of course) it's very frustrating to hit the corner of a wall and it stops the bullets completely. It happens often when you shoot someone leaning behind a corner. I regret that there is no trade-off for replacing our pistol with another weapon. For example, I would like that the gun allows to run faster or switch the weapons faster, but, on the other hand, it would still be less lethal than another weapon. The camera remains too long on the character when you die, which allows players to give a lot of information to his team. There should be a fade to black (or something else) after 2-3 seconds to avoid that. When a player dies, his weapon can fly anywhere, and it can make it difficult to pick up a weapon after killing someone. There is a latency feeling when you throw a grenade, it's quite annoying to throw a grenade with good timing during a jump. I don't know if it's because there is really a delay between the release of the bind and the thrown or if it is the grenade that appears outside the field of view of the camera before entering this one a short time after. The smokes are a bit too small, it's maybe due to the softness of their contours. The feeling of the double switch isn't really great, make it more like Cod4 I miss the feeling of the scopes of Cod4, when the ADS is canceled after each shot. The snipers (and the Kar98k) are a bit to powerfull. There is some idee to (try to) balance them without removing there one shot ability : There fire rate is to high, it should be reduce. Maybe reduce there mouvement speed (it would make jump shot decals from snipers a bit less effective). The scopes should have an higher time to switch to ADS. The scopes should have an higher dispersion on hip fire. The Kar98k shouldn't kill in one shot in the lower torso (only in head, neck, and upper torso), it would force the player to switch weapons to finish the opponent if he didn't aim correctly, and it would be more punitive in close range. It would also add more difference between the Kar98k and the scope one, and how to use them, which would be nice, they are too smilar at the moment. HUD: The main menu is too bright, I would love a dark mode which hurts the eyes less. The minimap is not clear at all, it's very difficulte to see the layout off the map just by looking at it. I don't like the red dot on the radar which indicates enemies that are firing, I prefer how works the radar in CS GO. It makes it easier to play with people that don't communicate, and new players will not necessarily be blamed for not giving info. For the same reasons, when the bomb is on the ground, if an ally or yourself see the bomb it should appears on the radar. I hate the blood effect on screen when we take damages, we don't know accuratly how damage we took or how many HP we have left. I would prefer an HP bar, it would make it easier to learn the damages of the different weapons, grenades or falls. I find the +5 too high in the screen. When I'm focused, I don't see it directly, and I don't easily differentiate the +5 from the +3. The kill feed is not very readable, I think it's mostly due to capital letters. It's hard to make the difference between the players that are alive and those who are dead by looking at the avatars at the top of the screen. And the player count is also not easily readable. Wartide/Competitive: The card system encourages players to save cards in certain situations, because if you die, you lose your card and (probably) give it to your opponent. I've heard many times Brammertron say that he didn't want players to save, so that there is more clutch situation, and this is currently not the case. It is too hard to come back when you have no cards left. Because if you can't kill any opponent and retrieve their card, there is no way other to regain cards. There is a snowball effect here. In CS, you still earn $ even if you lose and don't kill anyone, wich limits the snow ball effect and allows the loosing team to come back. The card system doesn't work very well with random allies. It only takes one person who refuses to coordinate with the rest of the team to sink the team's economy. The default class should be able to pick a 3rd grenade. I had games where, after 4-5 rounds, we had no more cards, until the end of the half-time. And consequently, we had a lot of grenades we couldn't use. Which is kind of frustrating. Maps: Derailed : I love the layout of the map, but the visibility isn't great. The contrast of the colors are too strong : shadows are too dark, there is too many useless detail objects on the ground, there is a lot contrast difference between textures... Coastal : The visibility is ok, the layout is a bit too open, but the map is still nice. In general, there is too many invisible walls that prevent players to go on some ledge/spot. And it's really frustrating to see a spot that you know you can jump far/high enough and just be blocked by an invisible wall. Graphisme: Overall, I found the frame rate a bit low (especially on the training map). The smoke rendering is really bad. The contours are not sharp enough and are not constant enough. And the billboard is very noticeable. The anti-aliasing tends to "blur" the image a bit. It gives the impression that the game uses the TAA, if so you should offer more traditional techniques, such as FXAA or MSAA, which blur the image less. Depending on the background, the characters aren't always correctly visible. The position of the head during the sprint animation does not match the position of the camera. It can give situations where the sprinting player can see over an obstacle without being visible. Sound: I didn't find the sound spacialization that great. Maybe it's because i'm use to the HRTF of CSGO, but I found it difficult to locaize footsteps. The footsteps are not loud enough, there have been many times where I haven't heard enemies running behind me or at the other side of a corner. There should not be a drop sound when the character drops from 20 cm. The bomb planting sound is way too loud, there is no reason to hear it from the other end of the map. The jumps should make a sound (except when you are walking ?), it would help a lot to react to close range jump shot. Finally I would add a concern on communication about the game, you should pay attention on pushing the competitive side of the game too much. It may scare a lot of casual player, who will equate Battalion to a game made only for hardcore gamer, which i think is not the case. Connard
  24. 1 point
    Searched the forum but for some reason i could not find a thread like this? Mabye i missed it. Anyway.. Is grenade cooking ever gonna come to Battalion? I'm sure this question have been asked and answered 100 times already so sorry for being repetitive.
  25. 1 point
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