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Showing content with the highest reputation since 11/19/2016 in all areas

  1. 25 points
    For any who have never been involved in a Alpha version of a Kickstarter backed game before. Keep in mind that you will be playing only the very first 5% of what the entire game will have to offer. Not only that, much of that 5% will change a lot from what you will see the first time you play it. I have been involved in several KS backed alpha tests and even knowing this I am still surprised how "rough" these games are, so those who have never done one before are in for a surprise. I guess what I am trying to say is, don't form conclusions in your very first play through. Be open minded, expect problems and most importantly, know that you are a backer. Not a "see the game first" player because what you will be seeing is hardly enough to call it "the game" yet. There are some VERY tough critics out there regarding the recent surge of WW2 games (Fog of War and Days of War). People fail to understand that all they are playing is the foundation of a game, not the game itself. It is a long road and surprisingly, it may very well be COD WW2 through the Gate first when all is said and done yet they announced a full year after. That is what you get with games developed by huge companies and endless funds. Anyone here who has backed and started in a Alpha before can and should describe your experiences for those who will be doing this for the first time to help them not get disheartened. Obviously this is not a warning post any developer will ever post else that would kind of be a bummer lol, but for us players, let's help out each other in spreading awareness and understanding about games going through development.
  2. 20 points
    Hey guys! As our Closed Alpha draws closer we have decided to set the Official Closed Alpha Release Date as May 26th! We’ve decided to release a hype trailer to get you guys pumped for the Closed Alpha testing made by the one and only NikkyyHD, the creator of amazing frag movies such as ‘Clockwork 4’ and ‘sViix’. We hope you all enjoy this Closed Alpha announcement trailer from NikkyyHD! We all love it and we hope it made you ready to get stuck in to Battalion 1944. In anticipation of the Closed Alpha, we’ll be sending out our Kickstarter Backer Surveys on the 28th April! Make sure to get your survey answers sent back to us as soon as possible after this date to make sure we can send you your Closed Alpha Steam code on the 24th May (which activate on the 26th). We are all really excited to share Battalion 1944 with our Alpha backers and we’re looking forward to getting great feedback from all involved to make strides towards improving the game for everyone at the Beta & Early Access stages. Our Alpha is hugely important for us as it will enable us to identify bugs within Battalion quickly and efficiently with such a large first online playtest. For our Alpha we have really focused on the feel first and foremost. The game is in no way done and we know there are things that need fixing, implementing and finishing but right now we are really trying to work on nailing down the feel of the game and it’s movement. Once we have the base we can build upon it and add more features/content ready for Early Access. The community is massively important to us and we are glad we can show you what we have been working on as well as giving you the chance to have your say in the direction of the Battalion. Development Roadmap Within the coming weeks we’ll be releasing a full development roadmap with a list of features that are expected to be implemented for each development stage. We’ll also be releasing a Alpha weekend schedule which will show what we’ll be focus testing as a community each weekend. Next Week’s Development Update Next week we will be releasing a small development update where we’ll be showing you the progress with our new third person animations & graphics tweaks! Stay tuned! To recap, here’s all the dates you need to remember: • April 28th - Kickstarter Surveys get sent out • May 24th- Closed Alpha Steam Codes get sent • May 26th - First Closed Alpha weekend! That's all for now. Remember to watch your emails for our the surveys and for your Alpha Codes and we’ll see you in our servers May 26th!
  3. 18 points
    Shut up... I think it's quite clear the developers do care about you, they're busy making your game. @the rest of the community; apologies for lack of communication we're super busy. The game is getting close to finished! Lots to show!
  4. 17 points
    It's still pretty buggy, but its in there. These are basically the controls you were given in film tweaks. Controlling gamma, contrast, and saturation. Joe
  5. 16 points
    Hey guys, Fully appreciate that you're concerned about the direction of the game but reading your post I feel you've been worried based on comments from highly vocal community members. We have PRE-ALPHA gameplay coming out very soon. This means there will be unfinished and placeholder animations/UI etc but you will be able to gauge the direction we're heading towards with the game rather than trying to imagine the game from different users posts and comments. I won't debate specific points such as the non competitive nature of nade cooking or spray patterns (we'd rather read constructive debates on the forums between members and pull valuable informations for us to make informed final decisions!) but I'll write a few bullet points to help summarise and clear up some generic goals with the game that are relevant to your concerns. 1. We ARE aiming to bridge the gap between casual and competitive play. We talk a great deal about competitive play as we our goal is that competitive 5v5 Search and Destroy is the main 'focus' for players who want to take the Battalion experience to the next level. These players will put 1000's of hours into mastering the game, so it's VERY important to us that we refine that aspect of Battalion to make it a solid gameplay experience, hence why we talk about this aspect of the game so much. However, this does not mean we aren't focusing on making the casual side of the game fun and engaging for players with zero interest in playing to be the best. We're still developing our casual modes TDM, DM, CTF and experimental modes for quick 'jump in and play' games as well as implementing a dedicated area of our UI for our server browser, allowing server customisation, modding, custom maps etc. 2. We are not a 'WW2 CSGO clone'. This keeps cropping up around the forums but it's simply not true. Our game plays totally different to CS, however CS is one of the longest lasting classic FPS with elements that should be at least considered for discussion. We've looked at old school FPS game to create or own game (albeit with a bias towards CoD2/CoD4 Promod as a base point for certain design decisions). The most important thing to remember is that Battalion is it's own game, with that classic FPS feel we all know and love. 3. We read your concerns! We're making an active effort to read everything our backers/supporters share on the forums. This includes all the opinions on microtransactions and skins. One of our main goal is to be able to make future content free and accessible to everyone with OPTIONAL microtransactions. One of the unfortunate downsides about us being transparent with our intentions and the benefits/detriments of potential routes we could take by discussing with you guys directly is that misinformation gets spread easily. We often float out ideas to gauge the reaction to help us make informed decisions. This is where we need a certain level of trust that we are gamers ourselves and also want this game to be the best it can be without degrading the core experience. Every business decision is under extreme scrutiny because we as FPS fans know the pitfalls other developers have made. At the end of the day, the game will speak for itself. Like I said, we have pre-alpha gameplay coming out VERY soon so everyone will be able to make more informed comments very soon. The game is obviously still in a VERY EARLY state with unfinished animations/UI but it should be a good representation of the classic game feel we're aiming for. Even better, you'll be able to experience it during closed alpha bug testing this May!
  6. 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
  7. 15 points
    Hey guys! So Rezzed is over and I just want to thank every single one of you that has contributed to all the amazing feedback and interest we have received over the past week. It has a been a very busy period but Battalion will definitely benefit because of your pre-alpha feedback! We completely exceeded our initial expectations, having a constantly full queue of players waiting to get their hands on the game (with people even re-queueing for up to an hour just to get a chance to play again!). We received great feedback from everyone who attended and 99% of people that played Battalion loved it so it's always hugely encouraging to receive that kind of reaction. It was great to speak to some of our backers and dedicated community members. As well as this, we got a some great feedback on our online content that was released over the weekend and due to this there are a few things that we would like to discuss and hopefully get cleared up. Post EGX Rezzed Pre-Alpha Changes: Visual Fidelity/Environments: We have always gone into making Battalion with the intent of making it look as great as it can without compromising gameplay. One of the most important aspects of classic games is their performance and clear and clutter free visuals within their level design, so we decided to take the route of opting for smooth gameplay and high frame rates over performance hampering visual effects. Our aim was to create a game that feels fluid to play and we feel like we have achieved that. In short; we’re retaining gameplay essential characteristics such as clearly visible players; smooth. high frame rates and overall reducing the amount of clutter within the levels. There may be some lighting and post processing tweaks but the video was pretty representative of the direction Battalion is taking; performance first. Our intent of prioritising performance is working out well as our frame rates on EGX’s supplied PCs hitting 144fps easily and when unlocked reaching over 300. High focus on performance is transferring well over to the console test builds too, and we’re expecting high results from the console version of the game. Note: User Interface and third person animations were ALL work in progress. 2. Gameplay Feedback, Updates and possible Changes: Most people loved the pre-alpha footage we released and we have had a great reaction to it with some great feedback. However some people had a few concerns that we wish to address: Movement speed: We received many comments on the speed of our movement and our sprint. One thing we’d like to remind you of is that Joe is the one playing in the video. He and Howard designed the levels and Joe has a lot of map knowledge/movement skill after playing nearly 200 hours on the manor house map throughout development. He can do these jumps and move at a certain speed because he spends hours in the game everyday and has pretty much mastered the jumps he created. Also remember that was TDM gameplay on our smallest map. That gameplay footage was not representative of how players played the game at Rezzed. Skill based movement is highly important to Battalion differentiate players of varying skill levels and will always be in the game to some extent. However, this is community driven development and we’re actively working based off player feedback from both our forums and players at EGX Rezzed. We are looking at reducing the speed of our sprint function, strafe jumping distance and reviewing how that affects gameplay. We have always been aiming at fast paced intense infantry combat and we still aim to retain that. Third person animations: These are currently being completely reworked as we speak, using a new system for smoother blending between animation states. A whole load of new animations will be added soon ready for the Alpha, including running, jumping and death animations! All new animations will be updated by Closed Alpha in May. We’re planning to post a development update in April showing you the full range of our new third person animation system. Recoil: So again the player in the video is one of the designers Joe Brammer and for the most part he is extremely accurate with his weapons and pretty good at controlling recoil. Therefore there is more recoil in Battalion than shown in the footage. However, we have had similar feedback from people that have played the game and we’ll be looking at altering this. Weapon recoil is on a slider and we buff and nerf weapons weekly to attempt to balance them. Although, with the introduction of other weapons into the game there will have to be constant rebalancing to allow each weapon to have its own characteristics and uses within Battalion! We’d also like to remind people that if we ‘increase’ the recoil amount, players will simply adapt to control that recoil (this has been tried and tested). Within a few hours of practice players will be back to the same level of control as before. After a certain point it's difficult to improve on recoil as a player. Battalion as with many old school games, Call of Duty, Enemy Territory, and Quake the skill was in the movement, positioning, and gamesense. Recoil was never a focal point of those games, accuracy and aim still plays a huge part, but on specific weapons. These things are what play testing is for! Don’t write the game off from a few balancing issues that you saw, this is open community development. This is what our Closed Alpha and Closed Beta stages are for! 3. The closing of the Pre-Order store For those of you that don’t know. We announced the closure of our pre-order store on the 31st March. Unfortunately that means that you will no longer be able to purchase Alpha, Beta and Early Access packages of Battalion. We really appreciate everyone that pre-ordered Battalion and we are so excited to see you all in these pre-release stages! EGX Rezzed - The Development of Battalion 1944: Check out this talk our producer Joe Brammer gave at EGX Rezzed about the development of Battalion 1944: https://www.youtube.com/watch?v=IewUBml4eZM Also if you’ve got half an hour spare take a look at Joe’s panel on The Second Coming of WW2 games here: https://www.youtube.com/watch?v=l62BTcCuu7M Upcoming Updates: From this point onwards we’re planning weekly development updates to keep you guys in the loop with Battalion 1944’s development. Next Thursday (April 13th) we’ll be announcing the Closed Alpha start date and the date that we’ll be sending out the Battalion 1944 backer surveys. We’re also super pumped to announce that we’ll be releasing a brand new trailer to get people hyped for the Closed Alpha testing. That’s it for now! Thanks, Alex ‘BigTuna’ Preece & The Bulkhead Team
  8. 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
  9. 14 points
    Hey guys We have noticed that there have been more and more threads of people looking to buy and sell Battalion 1944 codes as well as holding giveaways in return for Twitter followers. Although this is not illegal and we don't have a huge problem with it, we don't want this to be happening on our forum. This forum is designed as a hub for you guys to share your enthusiasm, discuss features, allow us to contact you all easily and to give you all the opportunity to contribute to making Battalion great. We don't want it to become a marketplace. Please report if you see this behaviour We aren't mad about it at all, just from now on I'll be deleting any topics and posts in relation to key buying to selling. You can do what you wish with your codes, but please use another form of communication for selling or buying Thanks everyone! Tuna
  10. 14 points
    You'll have a lot of visual control of colors yes.
  11. 14 points
    LEAKED Pink Kar98k Hopefully it will be in game, it looks fantastic
  12. 14 points
    Hey To answer your question quickly; there is no planned weapon sway in Battalion 1944. Wherever you aim and scope your sights will land accurately on the target (if you can aim!). The long answer is that we're doing it because Battalion 1944 has the potential to become a fast paced game. 1 shot rifles in Call of Duty 2 are very powerful and they're aided by the fact Call of Duty 2 had no sprint function. You could still be fast in Call of Duty 2 using an SMG/pistol, but not in the same fashion or speed of an SMG player could play in CoD4 Promod. CS:GO actually has weapon 'sway' when you're using WASD to show that your shot will be inaccurate unless you're stood still. Again, that game also has players move at a very slow pace. Our SMGs (Thompson etc) currently allow players to move quite fast. We're aiming for a skill based game where skill is rewarded, so if you're good enough to scope and aim at a player who has just strafe jumped around a corner (and he is spamming mouse 1 with his Thompson for that lucky headshot) and your aim as a sniper is on point, our thinking is you should be rewarded for that. Adding another 'step' such as holding breath or increasing weapon sway to that process is a direct nerf to the sniper and an indirect buff to SMG/run and gun gameplay. We're aiming to balance that out so all playstyles are viable but not overpowered. Our Kickstarter Alpha/Beta will allow us to test that before public release!
  13. 12 points
    Okay, I'm going to lock this thread. It's spiraled into another argument. You guys need to quell your beef. Seriously. It's starting to make certain threads AIDS to read. I'm going to start warning people for being inconsiderate and disrespectful to others. You think people coming onto these forums want to see this, it makes both you and us look bad. Also you just hijacked a persons thread to have your argument in whilst he was talking about his own issues. Not cool guys. If you want to argue about these things then start a discord server called ESL vs Faceit and do it in there lol! You're all entitled to your opinion but ya'll saying this whilst hating on each other for their opinion. Some people think ESL is shit because they've probably had bad experiences with them. You might not have had that experience so just be a bit more understanding and stop the groaning please. If more and more posts start descending into mud slinging then I'm going to have to start warning and banning people because this isn't a place for that. Be happy. Ya'll love the same games so you have that in common. Talk sh*t to each other about other stuff in your own time lol! Tuna
  14. 12 points
    Hey folks! So I did a rather lengthy interview with Joe Brammer about all things related to Battalion 1944. Included in the interview are a lot of details that were not previously known. While it is rather long, I feel this interview tells you everything you can know up to this point about Battalion 1944 that the devs are willing to have known publicly at this time. I have time stamped the interview so you can skip things you don't care about and focus on topics that are of particular interest to you. Thanks and enjoy the interview! You can also share it on Twitter if you want:
  15. 12 points
    Tuna is doing his job and liaising with the community. If you think we're not saying legitimate reasons, that's on you. Because we certainly do have legitimate reasons. I'm one of the main people behind keeping the alpha windows short and sweet. We want to test things with a large group of players, we want to hammer the game when you guys are on and we can't do that if we have 50% population or even lower. Also, after a couple of weeks people might and probably will show less interest in the alpha and helping us test, if we keep the windows short we will be more likely to grab people's attention. We take our alpha very seriously, I'm so impressed that our community has cared this much about the game and I'm always touched when we get people passionately asking to play the game, because really that's all your asking right? Let us play the game! But trust us, we know what we're doing, every decision we make here is for the benefit of Battalion in the long run. Lots of games rush to the finish line and try and get things out the door. Without offending any developer, I merely think their methods didn't work; Days of War and Dirty Bomb, both games had big open alphas where people could just play the game all the time... feel free to go and check their player counts now. Both polished and complete games, but neither lasted much more than a month. Now if you look at; Quake Champions, they've been doing private weekend alpha sessions for a few weeks now and it's been very good and super fun; however even at peak times we've had to wait 3 to 4 minutes to find a game. Concurrent players are a luxury and players don't realise the significance. Look at these statistics: http://store.steampowered.com/stats/ Rainbow 6 Siege: 1.8m steam users own this game / Highest Peak concurrent players; 45,000 (2.5%).. Based on that ratio: Battalion has around 6500 players in the alpha / Peak concurrent players 162 (2.5%).. So those numbers obviously aren't exact AT ALL or even that useful, but they get the the point across; that just because you want the game to be open and available at all times, doesn't mean everyone agrees and will be ready to play at the same time as you. I also understand you want to jump around and practice or even test locally but we want to have you guys hammer the game on the weekend then discuss the issues and possible fixes (for balancing) throughout the week, we want to have active discussions in the week and then apply changes in the next alpha weekend. Joe
  16. 12 points
    Hey, So @[CM] BigTuna isn't a dev, when you guys ask questions he turns around to us (he's sat behind me) and ask us the questions you guys want answers for. We're super busy and don't tell him everything in detail or the explicit reasons we decide to do things, so attacking him for just relaying tid-bits of info for you guys isn't cool. However, spreading misinformation isn't cool either (from both ours and the community standpoint) so that means we may have to be more tight lipped about these things from now on until we're ready to make official announcements as people get outraged pretty easily. We've said before it's one of the downsides of being open/raw about development. It's a balancing act we're still working on refining In terms of the actual main questions of this thread, everything we do is for the benefit of the game. It'd be great if we could just let everyone just hop straight into the game whenever they wanted, but the reality is that this would be bad for the game and the community. Joe's listing out some reasons next to me right now to explain some things literally as I'm typing this reply, so I'll let him carry on from what I'm writing, but we'll have a full schedule released soon explaining what we'll be testing, when we'll be testing and how everything will work. It's very important we do this right, and introducing things slowly to you guys will be much more beneficial for the game and development in the long run as we'll have more time to fix the large glaring issues and you'll actively see improvement and new content week to week. This is a very small closed alpha player pool and we need to make sure we maximise the amount of players during the testing periods to make sure we get the most effective feedback based on the latest weekly builds of the game. We have always said Alpha/Beta sessions are not marketing tools like modern Alpha/Beta sessions for AAA studios which just let you play a demo of the game before it's out, they're for helping us test and build the game we all want to eventually play as our main game we play every night. Hope that clears up some answers. More official info will be coming soon.
  17. 12 points
    Hey guys! So over the past week or so you've probably seen us hinting at an announcement coming soon. Well Tomorrow there is! Tomorrow we'll be releasing a Vlog detailing significant updates in Battalion 1944's development! There's also a sneak peak at a few of us playing it for those of you who want any tiny taste of what it will be like! This Vlog will give you a good idea of where the direction of Battalion is heading so make sure you keep an eye on our Twitter, Facebook and our YouTube Channel for it's release. However we will be posting it in our News and Updates Section too! Hope you enjoy it and just a heads up that within the next few weeks there will be a Battalion 1944 reveal trailer! So prepare yourselves for that. One last thing: We are aware that as we gain more and more traction we will be getting more new members join us on here so please don't flame people if they're just being lazy and not using the search function. We will just side with them if you get mad! Please just be patient, some people prefer to learn through their own interactions and not by reading other peoples! Hope you enjoy the Vlog tomorrow! Let me know what you think in the comments or tweet me! Thanks! Tuna
  18. 12 points
    Hey Soldat, I think your worries are probably valid! I appreciate that you care as much as we do about Battalion, I think we can see that and have seen over the last year, so thank you for that. @Tiptup basically said everything spot on and I really appreciate you coming in and saying that! I'm very busy but I wanted to respond and weigh in on the Pro vs Casual player issue; first of all, you are trying to speak for everyone, but you are not. There are a lot of people who DO want things like skins. People have different opinions of the game. Our way to deal with this issue is to support modders and make it as easy to mod the game as possible. Our technical director has had a big focus on ease of use in our engine. Our previous titles and every other UE4 modifiable game, requires you to download a custom version of UE4 AND the games project file, both of those can be pretty big. We're keeping our game file as small as it can be and if you want to mod Battalion 1944, you WONT need to download a custom UE4 engine, you can just use the regular engine straight out the box! We'll also be actively speaking to modders and supporting them over the next few years. We're pro more content, I know the ET guys really want some ET stuff in the game that we aren't supporting right now, but that doesn't mean that it won't be in Battalion in some form and we won't help them do it. From a casual point of view, we acknowledged that every single person on the forums wants something slightly different and comes from a different community, someone will always have a bit of disappointment we didn't do something. Adding a feature from one game make break another feature from another game. So we have to be selective. We're choosing to focus on the competitive mode as a COD2/COD4/CSGO hybrid. We're then actively supporting competitive growth of the game with support from ESL, CSGO pros & casters, and COD pros and casters. The casual side of things will still exist in the game and that part of the game will still grow and we will be supporting it, but we'll be helping guide the community to build great mods in the same way that Arma works. So you can have the refined experience you want. With that said^ our casual mode is still totally good. We're looking at implementing an objective game mode maybe Christmas 2017. So there will still be a good game in casual. Also; skins can be turned off, you don't have to play with them on, so you could see the regular weapon textures and play without any issues. Joe
  19. 12 points
    I lurk these forums and this post irked me so much I had to create a new account. I've backed the game and so have my small community of friends (6ish?). I played COD1, 2 and 4 competitively. MOHAA got me into pc gaming. This is the game I've been waiting for.. hopefully. Now I will respectfully address each of your points. First break was when Devs decided to add microtranscation. After discussion, they convinced me saying it won't be compulsory to buy these lootcrate and everyone will be able to unlock same stuff in the time and because it is a question of survival for the long term. Ok, but it is a step back. I support micro-transactions. I look how CSGO, DOTA and Overwatch have dealt with it and I'm delighted. If the game was P2W at all, it would ruin the game entirely but their post has outlined that this is not their goal. If it is purely aesthetic, does not affect your game whatsoever.. what do you care? It is not a step back, it is an alternative source of revenue that will allow them to continually support the game. If a guy runs by my screen with an outfit and gun that look different, I won't be hassled. Plus, as a nerd, I enjoy getting new skins and such. Then Devs stepped back on the fact it won't be possible to stream or record Alpha Closed. Ok. It is a detail. Not essential. Not a big problem and it is understandable. But again it is a step back. I understand why you'd be upset but is this is a step back? Certainly not. The devs are not confident that they want the general public to make a judgement or assessment on the game at such an early stage. All it takes is for someone to see a stream, say.. he this doesn't look finished/graphics suck/whatever.. I won't buy it and I'll tell my friends this as well. Then Devs looked for to implement an original quake engine bug : strafejump. I guess they are not looking for to add too much glitchies or intentionnal bugs. Strafe jumping is a nice movement feature that adds to the competitive depth/skillgap. Personally, I think its odd to try and recreate movement depth when you can add your own/original spins on movement tricks. Today Devs announce they are thinking to add "crazy skins". It is not what backers wanted when they decided to support the game massivly. Ok it is not WW2 reconstitution but neither CODMW5 or RB6-Siege. Again i have the feeling it is much more an economic reason than a real core game reason. Devs are starting to think profit insteed to make the game they promised first. Even if it is not fully decided, it is a new step back. I share your concern here. I hope they keep the skins within the environment. I support clan skins/logos ala CSGO but that is about it. If I see Santa costumes and pink leopards I'll be pretty bummed about that art decision. They can easily make profits off cool gritty realistic WW2 skins/huds/etc. In the same time, Devs are saying they are pending the development of "War Torn" System wich was a great feature announced after kickstarter but always in the spirit of customization of our characters. We didn't expect it and it had the approval of the majority. It is a step back. I honestly never really cared for the war torn system. Its a lot of work for something you won't really care for after the original "oh thats kind of a nifty feature." This if it anything is a positive thing if it means efforts are being redirected to more significant developments. The most dangerous, today i have the feeling Devs become elitist and are talking much more with pro-gamers. I take @Farq-S words because it is better said than i could : "the development is struggling to strike the right balance between casual and competitive. If it goes too far down either path this game will lose alot of its audience on the opposite side." The game needs both worlds but one world haven't to dominate the other. What next ?? Killstreak ? Perks ? Locking weapons ? ..... I included these as one point. I don't think you understand this quote. It is difficult for any developer to strike this balance but as seen with CSGO, the more you support the depth of a shooter and allow for a skill gap, the more people appreciate putting time and effort into the title. COD 1/2/4 were competitive heavy shooters that went casual and completely lost their original fan base in favor of a larger casual scene. Lastly, killstreaks, perks and locking weapons.. you realize these are not competitive features right? In COD4 the competitive community had to create modes to eliminate this garbage? If adding these is your concern you should support the input from competitive players.
  20. 12 points
    You will receive falling damage for dropping off of a large height (currently around the height of 2 story buildings). More importantly you will also make SOUND when falling. So dropping off of any height will give away your position, letting the enemy know where you are. Anyone who has played Call of Duty competitively knows making just one step can lose you a firefight or if you're clever enough you could use that sound to bait the enemy towards you. As for health regen, I feel like that's already been discussed in other threads. However, for the sake of those who haven't read previous discussions (I don't blame you, there's a lot!) health regen is a part of Battalion 1944. This is because we're aiming to be a different game to the only other currently competitive FPS options on the market, CS:GO and Overwatch. For some background: CS:GO is a slower, methodical game where you're heavily punished for being out of position. This leads players to being extremely careful in their approach to the game. Overwatch (the only other growing competitive FPS) is the complete opposite of the scale with infinite respawns and less aim related mechanics where frantic gameplay and fast decision making is the way to win. We're looking to slot nicely between these two games with a fast paced but still skill based FPS that's different to everything else on the market. We know this because we're competitive players ourselves and we're looking to play a competitive game exactly like this In Battalion, we want players to be able to take more fights and encourage more aggressive playstyles. This means 1vX clutches will become more likely for skilled players. A good escape from a fight and knowing when to engage and disengage from a won/lost shootout becomes another 'skill' in terms of a player's gamesense. Also, you must remember the game is also full of rifles with 1 shot potential, where in CS:GO, the only true 1 shot rifle is the highly expensive AWP or a well placed headshot. Giving SMG players the mechanic of regen health will help 'buff' aggressive playstyles but at the same time anyone with aim will be able to counter them. If you don't make your shots count and confirm your kills then you should expect them to be able to fight you back. Whilst I know Counter Strike is a truly amazing competitive game (I have over 2500 hours put into the CS franchise growing up) I do believe we need to differentiate ourselves as a competitive title. If we made 'CS WW2' we wouldn't have our own identity as we would just be the same game but set in WW2. I think health regen heavily ties into that separation, letting players be more aggressive where fast thinking, strong teamwork and insane aim are key to becoming the best. I appreciate your concern but we have considered this and we're confident it's the right decision for the game. Just keep an open mind, you might find you prefer this way of playing! Edit: Just to add, we're also planning on the regen being quite punishing. You can't just hide for a second and be back to full health. Things such as regen time will be tweaked and adjusted through your feedback.
  21. 11 points
    Hey Guys! So Today is the day that we are sending out our Kickstarter Surveys! Today, all Kickstarter backers that bought into a tier will receive an email to the email address they signed up to Kickstarter with. These emails will contain a survey with all the relevant information we need to know about you in order to get your rewards sent out to you. If you get any information wrong then you may not get your rewards, so make sure you take your time and fill it out correctly! Not all rewards will come at the same time some may arrive at a later date. Alpha Backers Closed Alpha Keys will be sent out 24th and be activated on the 26th May. For those of you that purchased the Closed Alpha through our Humble Bundle Pre-Order store. You won’t receive any surveys. You will simply receive your code to the email address that you used to purchase it. You’ll receive your codes in the run up to the May 26th Alpha Launch date. If you are a Kickstarter Backer that purchased a pack which grants you entry into Battalion 1944’s Alpha then you’ll receive an invite to our Closed Alpha Discord. Here you’ll be able to discuss the game with other Alpha Backers as well as report bugs / discuss bugs with the developers. Over the next month in the run up to the Alpha launch you will be added to our Private “Closed Alpha Forum Page”, this will allow you take part in similar activities as in the Closed Alpha Discord but in a more structured and controlled environment. Extra Info The ONLY rewards that are being sent on the 24th May are the Closed Alpha keys and forum tags. Keys for Battalion 1944’s other Pre-Release stages (e.g. Closed Beta and Early Access) will be sent out at a date that is closer to the launch of that specific stage. All physical rewards will come at a later date. Summary of dates: April 28th (today): Kickstarter Surveys sent out May 24th: Closed Alpha Keys sent out May 26th: Closed Alpha Weekend play-tests begin. A full schedule and detailed breakdown of the Closed Alpha weekends will be released soon. Thanks a lot for all your patience and make sure to fill out your surveys as soon as possible! Tuna and the Bulkhead Interactive Team
  22. 11 points
    To be honest, the only parts we take from CSGO are their match making systems and we had a similar ranking system; however that has grown into a different form now anyway. CSGO: Backend / Matchmaking Dirty Bomb: Backend / Matchmaking COD4 Promod: Movement, map style, weapon balancing, gameplay style COD2 PAM: Movement, rifles, gameplay style Enemy Territory: Movement I hope that clears it up for you?
  23. 11 points
    Impressed by the responses to this thread We are indeed working away, we're working really hard at the moment actually; team is pretty stressed! But the game is finally coming together and we've nailed the 'feel'. We have a string of announcements coming up in February/March. Thanks Joe
  24. 11 points
    Our leaning system is finished, it feels similar to Call of Duty 4: Modern Warfare. Battalion 1944 is pretty fast paced so camping & leaning isn't the most advantageous playstyle, its just annoying really lol, but if people do it, they won't be top fraggers. Battalion like COD2/COD4/ET is a game of choosing when to push and when to wait, not a game where you solely wait.
  25. 11 points
    Hey Guys! We’ve been hard at work at Bulkhead Interactive ever since this awesome Kickstarter community of over 10,000 backers pledged your support to the Development of Battalion 1944 back in March. With the Christmas holidays coming, we’re incredibly excited with the year to come as development ramps it up an extra notch and we get closer and closer to revealing the new-look & revamped Battalion 1944. As a small present to say thank you for all your highly vocal and dedicated support, we’re posting a development update to warm you guys up for the big reveals next year. We’re also aware that when we put out content there is a chance that our ideas and features could be stolen or plagiarized, so it’s also important for us to keep some cards close to our chest! This update is a bit text heavy but for those of you who really want to follow the game’s development there’s definitely something for you in here. Alpha, Beta, Early Access and Official Launch Plans So a massive thing that you guys keep asking is; "when can we get our hands on the game?" We’re totally on board with how excited you are to get your hands on Battalion, so we thought it’d be a good idea to give you guys an idea of what content to expect at each stage! Alpha - May 2017 As you guys know, the Alpha testing phase is planned for May 2017. We’ve been having internal meetings and discussions about the best course of action for releasing and testing content alongside the community. Currently we’re planning on having ‘Alpha playtest weekends’. This means we’ll be having planned playtest weekends where we’ll all be focus testing specific features of Battalion as a community. This means you’ll be able to become a part of our development by helping us test different features of the game and providing us with live and direct feedback. We can then make an active weekly effort to implement features and improve the game for the next playtest based on your feedback. For a example of how this will work, the first week of Alpha we’ll be testing the community server browser, our user interface and 1 or 2 of our finished maps on official playtest servers to get feedback solely on the core gameplay, weapon mechanics and movement. Each week we will add and test a different and new feature of the game, testing new maps, game modes and features. Once we’ve received your feedback and we’re happy with the communities reaction to the core gameplay, we plan to move onto the Battalion 1944 Beta phase. Alpha backers will also be able to boot up the game ‘offline’ for extra testing whilst our official weekend playtest servers are not live during the weekends. As a disclaimer, it’s worth noting all stat tracking will be wiped between every testing phase. This is so that when Battalion launches on Steam Early Access everyone will have a clean slate. However, we’ll be looking into how we can reward our Alpha and Beta testers with unique rewards for your early support. Beta - Estimated - July 2017 The Battalion 1944 Beta will be a continuation of the Alpha playtesting weekends but will be more focused on official matchmaking and competitive play. It will also be key for us during this phase to focus test all of the ‘extra’ features of Battalion, such as XP progression with BattleRank and in our in depth stat tracking/unlock systems. These extras are to make sure that the raw and visceral gameplay is backed by an engaging system that keeps players wanting to come back for more. The beta will also be used to test our competitive ranking system, which means the introduction of ranked 5v5 Search & Destroy. We’re also aiming to introduce our team based ranking system during the beta playtests to allow for fairer matched games based on your team’s skill rating. Steam Early Access - We’re remaining flexible. When we launch on early access, we plan for the majority of the game’s “base” features to be intact. At this stage the game will see it’s highest influx of new players, meaning all of the testing done through our Alpha/Beta sessions will be essential for a smooth launch of Battalion 1944. Alongside the Early Access launch, we’re also planning to launch Season 1 of BattleRank competitive play, approximately a week after the game goes live! This will give teams and players the chance to battle it out on our official competitive servers and get that Season 1 rank and badge on your player profile. The date of the early access isn’t yet announced as we have to be flexible with our launch. We want the game to be in the best state possible before public release, that’s where you guys come in. We’re aiming to head to Early Access in August, the more you guys play the game over those 3-4 months the more feedback we can gauge and the better balanced Battalion can be. Console Early Access/Launch We’re currently in talks with platform holders to secure the best possible launch for Battalion 1944 on consoles. These discussions are confidential with each platform holder, so we’ll keep you up to date with more news as and when it happens, just know Battalion’s best interests are our goal here and we need our console partners to be on board with what we’re trying to accomplish with Battalion. Official Launch - To Be Announced The official launch of Battalion 1944 will be a combination of our Steam launch alongside our console releases. The game will be a fully fledged product at this point in it’s life cycle, with the only content left to develop for the game being extra content such as free maps, expansions, seasonal updates, patches and more customizations. With the official launch, we’re also planning to add a new objective based experimental gamemode. There may be chances for the community to playtest the mode before public release. We have no more info to share right now but fans of teamwork and objective based play will really love the new dynamic added to the game. It’s important to remember that Early Access will still be a testing phase so things will change, just as with games like Overwatch and CS:GO they constantly update and fix features. Battalion will be a ‘live’ title that we continue to support for years to come, the game you see on day 1 of Early Access will come a long way over its life cycle; changes made will be made from the heart of Battalion, the community. Keep being vocal. More release details coming next year… We’ll be posting an update much closer to our Alpha/Beta/Early Access releases to lay out all the key details in full for our Kickstarter backers. We just thought it’d be good to lay out our intentions early for our backers to see. Battalion 1944’s Movement System Some of you have started noticing murmurs throughout our forums and our developer twitter accounts that we’re heavily focused on nailing our movement system. Our aim is to make Battalion’s movement easy to pick up but hard to master We’re doing this to allow competitive players to be able to practice their ‘flow’ when moving around maps and enable ‘trick jumps’ to heighten the game’s skill ceiling for the top levels of play. For example we’re looking at the benefits and detriments of strafe jumping, bunny hopping, crouch jumping air movement to make our game feel better to play than any competition. A good reference point for gamers is to say we’re looking to create a blend between 3 games in terms of game feel and movement mechanics: Call of Duty 4 Promod, Call of Duty 2 and Counter Strike. Community server admins and modders in theory should be able to take advantage of these mechanics to create trick jump maps/servers which are both fun and useful for practice. Battalion 1944’s Character Development Progression The characters in Battalion 1944 have been coming along nicely and are going through their final visual pass ready for the implementation of the ‘war torn system’. We recently shared how easy it is for us to add texture customization to our characters as potential cosmetic rewards. For example, here’s our hispanic male character with us switching on/off an example screaming eagles warpaint: Map Development Progression So one of the aspects that everyone is asking about is the core of Battalion 1944; the game’s competitive map pool. Whilst we’re still holding back on showing finalised renders of the levels, we can confirm the maps that are currently in development, which we’re working on right now as I’m typing this update! 1 - Manor House (Name not Final) Location inspired by Brecourt Manor, players will duck and dive through trench warfare to flank the german howitzers, whilst also being able to set up sniping positions from within the map’s French barns and the manor house itself. The Manor House map is set on the evening of the D-Day landings, which is made very apparent within the map’s key areas (keeping that a surprise for the reveal!). Manor House is currently days away from completion in terms of both art and design and will be shown to our internal and professional testers shortly, to ready the map for the Alpha release. 2 - D-Day (Name not Final) A location inspired by the Omaha Beach D-Day landings, the aim of this map was to create the first ever truly competitive level based around the D-Day landings that actually provides a balanced arena for 5v5 Search and Destroy combat. Many other shooters have tried and failed at a creating balanced interpretation of the D-Day landings by giving the Germans the high ground advantage, shooting down onto the beaches, creating a spawn/death cycle. This is something we set out to avoid from day 1 when you helped us reach the D-Day Landings stretch goal. In Battalion 1944’s interpretation of the D-Day landings, players jump into the fight just as the beach has been taken, fighting their way through solid the German defenses including MG bunkers and concrete trenches as players work their way to destroy the German weapon caches which are set up within a large Bunker network and a weapons stash within a local farmhouse. The map is currently in development (aiming to be 60% completed by Christmas) and is also aimed to be shown to our internal and professional testing teams soon to ready the map for the Alpha release. Map 3 - City Station (Name not Final) This is our main city level which we predict to be a very popular level for competitive play. The advantage of having a level set within a city is the way that building architecture allows us to design open spaces right next to tight, well designed choke points allowing for player creativity but also competitive predictability of gameflow. All of the map warfare takes place around the central train station bridge, creating a focal point for the mid lane, long and short routes through the map to each bombsite. The cities location and visuals are influenced by French architecture similar to the city of Montebourg. The map is currently in it’s final blockout form, with artwork commencing in January. We aim to release this map during one of our Alpha/Beta playtests. Map 4 - Watermill (Name not Final) This level is based on a French village in Burgundy. Our aim with this map was to create a familiar feeling basic layout for CoD2 fans with brand new routes/sightlines and visuals, creating a unique map with it’s own identity. It’s clear and distinct 3 lane routes make this map a perfect candidate for competitive play. The map is currently in it’s final blockout form, with artwork commencing in February. We can’t wait to show this one. Map 5 - Upottery (Weapons Training Map) Training map which is set in Upottery, UK. The air base is featured in the early episodes of Band of Brothers. In this level you’ll be able to test out all the weaponry in the game on our firing range and grasp the very basics of Battalion’s movement. Many more maps in development! A lot of the maps that have been already finalized have already been through several iterations and are unrecognisable from their original state. For every map we’ve made we’ve thrown another two away, purely because we’re striving for the best for competitive play. We also have many more maps currently being designed and are currently going through this iteration process, which is why more will be announced at a later date. Battalion 1944's Ranking System We’ve recently been talking to our forum community about our ranking systems and getting you guys involved with development. One of the massive selling points of Battalion 1944 is our ranking system, BattleRank. Alongside community owned servers, we’ll be having a matchmaking system which will enable players to track dedicated individual stats as well as team statistics from competitive play. This is probably the most advanced part of the game so far, it’s in a really good state and despite Joe and Howard discovering the real meaning of ‘elo hell’ whilst trying to design a fair and balanced ranking system; it’s looking great. Unfortunately, our ranking system is rather special to us and is easy to steal and plagiarize so we won’t be publicising all the details until 2017. However, just know that we confer with ex-professional Call of Duty players on a regular basis. This brings us to you guys to help us decide the names of Battalion 1944’s competitive rankings. You can still get involved in that conversation here: http://forums.battaliongame.com/topic/1691-help-us-decide-our-competitive-rank-names/ Players will be able to play competitively when we launch our matchmaking system into the game shortly after launch (currently planned for the beta phase of development). Season 1 of competitive play is planned to launch with our Steam early access release. This testing phase is vital, we guarantee there WILL be issues and we want you guys to let us know about all of them! We want this part of the game to be especially slick. We’ve said this before, but we aren't just developers, we’re competitive players ourselves. This is why we’re focused on creating a great competitive experience with a matchmaking system and tracking stats that actually matters. Changing The Pricing Model We saw a lot of fans telling us that the price for Battalion was to high. After a lot of discussions and debates with various different areas of the community, we’ve decided to implement a loot crate/weapon case system. This means we’ll be able to lower the retail price of Battalion 1944 thus lowering the barrier to entry. Multiplayer games live and die on their player bases, especially FPS games. We want to make sure Battalion is available to as many gamers as possible from a financial standpoint and a technical view. Obviously; we massively appreciate our Kickstarter community and we’ll always be looking for ways to give you something extra and make sure you’re always treated the way you should be. You can read more about loot crates/weapon cases in the next section. Battalion 1944’s Visual Customization & Weapon Skin Unlocks On the forums and in the studio we’ve also been talking a lot about the plans for visual unlocks and how skins etc can be obtained. There are tons of options for us in terms of soldier and weapon customizations. The current plan is that every time you ‘level up’ via XP you’ll be able to call in an air package (in the main menu, obviously not ingame!) which will give you 2-4 visual customization items of varying rarity. These can include but are not limited to: Melee Weapons Helmets/Headgear Equipment Loadouts (Remember: Visual Changes Only!) Weapon/Metal Variants Weapon Engravings Profile Poses Victory Poses War Cries (Limited to 1 usage per round) Team Emblems Player Icons We’ve been doing the research and have been gathering references for our art team to create the customizations as well as starting to plan the systems for implementation when the game hits full release. As we previously mentioned, something we’re also considering is giving players the option to pay a small amount for more loot crates or weapon cases etc. This is completely optional and should be seen as a donation towards further development of post release content. We’re aware of the awful stigma surrounding micro transactions as we’ve all seen great games ruined in favour of greed from developers and publishers. We’ve been having a long discussion with the community about this matter. The tradeoff of having an option to also pay for these purely cosmetic unlocks (which can all be gained for free without spending a penny!) is the option for us to financially support the game post launch with free DLC content for all players, new maps and supporting the competitive scene by sponsoring competitive community events. We want the British/Russian DLC updates as much as you do and this seems like a great option for the game’s longevity. It’s worth mentioning DLC won’t really be DLC, we’ll just continue to update the game and add new content as regularly as possible. Just like Overwatch and CS:GO. This is still an ongoing and open discussion with our community so feel free to get involved here: http://forums.battaliongame.com/topic/1636-loot-crates-weapon-case-drops-what-are-your-thoughts/?page=1 Battalion 1944’s User Interface Battalion 1944’s User Interface We’ve been reading all of your feedback in our UI design thread and taking on board your notes. Whilst we aren't showing you the main menu user interface right now, we can say it’s looking AWESOME. The guys at Monolytic are doing an amazing job at creating a highly usable and efficient user experience to allow you to get into the game quickly. We’ve nearly wrapped up conceptualising the main menu UI and are planning to move onto the ingame HUD etc. in January. We’ve been looking at all your comments and suggestions on the forums and are looking to implement the best ones into our new designs. We’ll be able to share more with you on this front during 2017. Feedback from ex-Call of Duty 2/4 and esports professionals (Forgotten Soldiers LAN) We’re also extremely happy to announce that we’ll be getting exclusive feedback from current and ex-Call of Duty players as well as current professional esports players before we head to Battalion 1944’s Alpha. This is to ensure we nail the feel and core gameplay of Battalion 1944 to make it a raw and truly skill based first person shooter for the modern generation. We’ll be doing this alongside supporting the Forgotten Soldiers LAN, which is a Call of Duty 2 revival tournament in Munich, Germany. You can read more about the event here: http://forums.battaliongame.com/topic/1744-battalion-supporting-forgotten-soldiers-lan-cod2/#comment-18371 ...Phew! That was a long update. Whilst we won’t be releasing much in terms of videos or screenshots until our big reveal next year, we hope this was enough to satisfy your thirst for more Battalion 1944 news before the year is over. As a final note for the year, we’d like to thank each and every one of you for helping development of Battalion 1944 become a reality. We have one more day in the studio before we break up for the winter holidays, so without further ado, from the team at Bulkhead Interactive we’d like to all wish all of our backers and loyal supporters a Merry Christmas and a Happy New Year!
  26. 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.
  27. 10 points
    We wanted/still want to add female snipers when we introduced the Russian faction stretch goal
  28. 10 points
    We're releasing an update today explaining what to expect. But you shouldn't expect an EA/Blizzard level beta or something.. This is a REAL alpha test, there are problems, there are unfinished things, and there are frustrating features missing. But you'll be able to help us test networking early on and start to test the movement system, is it too fast etc? For the first few alpha weekends, it will be TDM. We have a lot of other game modes done, but there's still a lot of work to go into them to make them externally ready.
  29. 10 points
    Update to this We will be providing 1 or 2 Australian servers for our cousins on the other side of the globe The play times may be a little skewed but we are going to work to get it up for you! Thanks for your patience and for voicing your opinions. Tuna
  30. 10 points
    I feel sorry for the devs who are trying to be open and transparant and certain members of the community lash out at them at every single thing that changes. People have been crying for developers to be transparant for years, now they are and yet these people still complain. Things change all the time (and rightfully so), sometimes things don't work as expected so they have to be changed. Show some respect instead of freaking out at everything the devs change.
  31. 10 points
    Hey There seems to have been a fair few questions on what the PC requirements will be so I'll post them here! SYSTEM REQUIREMENTS MINIMUM: OS: Windows 7 SP1 (x64), Windows 8 (x64) Processor: 2.4 GHz Dual-Core 64-bit CPU Memory: 6 GB RAM Graphics: Geforce GTX 570 or AMD Radeon HD 7850 DirectX: Version 11 Network: Broadband Internet connection Storage: 5 GB available space RECOMMENDED: OS: Windows 10 (x64) Processor: 3+ GHz Quad-Core 64-bit CPU Memory: 8 GB RAM Graphics: DX12 Compatible GPU with 4 GB VRAM DirectX: Version 12 Network: Broadband Internet connection Storage: 5 GB available space Enjoy
  32. 10 points
    Things I would change 1. No sprint - its a modern game, even CSGO has some sort of 'sprint'. Whilst you might dislike it, you are after all a hardcore COD2 player, the are many other players that want it2. More recoil on all weapons.- You can't tell the recoil if you're watching the video, a lot of the recoil has been upped but I'm controlling it pretty well. But we are upping them again anyway.3. Movement is way too fast- We're testing slower movement now, will let you know the results4. Red dots off- no, it helps new players not only compete but also learn to use sound and direction. 5. Seems to reward too much on jumping- agreed, we're looking at this. But we do enjoy the movement side of the game, slick movement will contribute to top players games.6. The hit indicator- will be staying, but do you have something you specifically don't like about it?7. Weapons are too accurate when firing unzoomed - agreed, but this was really just a time thing, we hadn't had time to tweak. 8. Map should be a compass" - because you play cod2, but why the f*** do you need to know where north is? Hope that helps, will watch for your response, I'm crazy busy but I'm reading everything!
  33. 9 points
    Hello guys! Im mostly making this because FrosteR did it and if he had such success i feel i should as well. -What's your name? Lauren Scott -Where are you from? London (Now living in Germany) -What are your favourite videogames? Anything FrosteR plays. -Where did you hear about Battalion 1944? From FrosteR Real talk, look forward to playing Battle Lions with you all. I hope one day we can all be on the same server as FrosteR and if we are really lucky be in his fragmovie.
  34. 9 points
    My god these dev's are literally the only competent devs i've ever seen. They systematically smack down all stupid daddy gamer non competitive ideas and then even pick up small things like film tweaks.
  35. 9 points
    You guys talking like alpha is for you guys to practice, but using "bug hunting" as an excuse. This is an alpha to test multiplayer, and the studio feels comfortable if they take the week to make a new build for the weekend. So be patient, just play on the weekend. It really isn't that big of a deal, lol. Also, alpha was never guaranteed for offline play. Last I asked Tuna, he gave me a "soft" yes but wasn't sure as it was too early to tell. Now that we're closer, we have our answer. You pay $70 for every version of Battalion 1944, and to have your values implemented into a game that has potential of running for a while. So let the devs do their job in alpha and we do ours. Calm down lol. inb4 many downvotes.
  36. 9 points
    Okay, so you paid $70 for the Full Game + Early Access + Beta + Alpha. We aren't a huge team. We don't have hundreds of programmers and employees to catalog bugs and report them. We can't push builds and remodel things within the hour. We need a little more time to work on these things, just a little though We will have a post explaining how the Alpha is going to work soon so keep an eye out for that The Alpha will stretch across multiple weekends from Friday to Saturday. You'll have three full days of play over the weekend and a hard focussed time for you to report bugs. Instead of a few hours a night midweek. Then that will give us 4 days (mon, tues, wed, thurs) to implement changes and push a build for the next weekend. I am sure it will go fast don't worry!
  37. 9 points
  38. 9 points
    Please don't bring PC vs Xbox vs PS4 debate to this forum, its just stupid. Are console versions being neglected? Compared to PC? Yes.... because we're working on the PC version right now and I absolutely refuse to rush to deliver a sub par video game we said on the kickstarter we would deliver a game that felt 'hand crafted'.. and that will take time, but this doesn't mean its ignored AT ALL. I have a lot of meetings with platform holders trying to get the best deal for console gamers on Battalion- straight up transparency; Xbox are more keen to work with us than PS4 as Sony have a focus on VR at the moment. But we aren't going to "port" Battalion to consoles. Consoles are totally different to PC, from a player psychology point of view, technical, and design. Instead we're going to take what we have and redesign it for console (don't worry, it's no more or less work than porting). But this may mean a different focus on gamemodes, maybe even unique game modes for console. But I still today don't understand why developers and publishers insist in porting and copying games to different platforms despite having totally different audiences. The best example I can give is as follows: The Girl with The Dragon Tattoo is an excellent Swedish film; except you have to turn on subtitles to watch it in English. It's also lower budget than what English speaking films are used to and some of the jokes/quirky parts of 'Lisbeth Salander' don't come across. The US/UK adaptation with Daniel Craig and Rooney Mara follows almost exactly the same story line, but with a much more cinematic approach, English speaking, with English/American humour and ultimately a much stronger focus on the films shot by shot visual quality. That's the best way can think to describe it, I hope that helps. I just don't understand why companies feel the need to port the exact same content over (in FPS games mostly) when they're massively different.. Do you realise how few PC players play Team Deathmatch? But its by far the biggest gamemode on console!? Just interesting^ Joe
  39. 9 points
    An Enemy Territory mod (Although the movement isn't too dissimilar) aaaaand I'd like to see someone make a really really good map that we can implement into the full release.
  40. 8 points
    as far as i can tell, most armies around the world have a service number system. aussies called it a service number. canadians had a regimental number. nazis had a membership number. https://en.wikipedia.org/wiki/Service_number it's a tiny detail but how easy would it be to give each player a unique service number? maybe the first 100 numbers could be allocated to the dev team.
  41. 8 points
    Headshot = Kill Upper Body = Kill Its the best solution I think. Battalion is based around movement, so just evade them by using the right movement. The sniper is powerful in most games if you use it right.
  42. 8 points
    Hey, Just a small idea regarding the new homepage, which looks great by the way; add publication dates for the the news/articles. This makes it a lot easier to check if there is some new news, and also to keep an eye on how fast things are moving. Im not sure I made this thread in the right category, but please move as/if needed. Thanks! //John
  43. 8 points
    Dude... LOL. A few people played it at a COD2 LAN for like 10 minutes each, same at rezzed and phantasy played it a few times at their studio. Not like 30mins of playtime is going to give anyone a big headstart. Years of FPS experience on a competitive level will Also to answer your other question, they clearly said they will patch mid-week and resume play during weekends. They aren't a studio of 500 developers who can both keep the servers up and running during the week AND work on patching it etc.
  44. 8 points
    They've already stated that they will implement a setting to turn it off. /endthread
  45. 8 points
    just got back from Rezzed having spent 4 hours solid in the Battalion 1944 booth. firstly, let me preface my opinion of gameplay by stating my keyboard & mouse skills are 1 on a scale of 1-10. movement - within the first 5 seconds of playing it felt excellent. my exact feeling was this is a classic cod game. smooth and fluid. in terms of speed it felt very slightly slower than cod4 but barely noticeably so. walking speed while aiming down sight feels slow while using the M1 Garand and faster while using the Thompson. sprint lasts 3 seconds max then stamina depletion takes you into walking speed. the movement didn't feel fast-paced to me but that may be because i'm used to playing destiny and titanfall 2. overall, i felt they've nailed movement. felt really good. if your mastery of movement is better than your enemy you'll most likely win the gunfight. weapons - i used just 2. the M1 Garand felt weighty and powerful with low recoil and average fire rate. ADS was snappy and iron sights were gorgeous because i had no problem acquiring and tracking targets. if you hit the torso it was a 2 shot kill. 1 shot to head. shots felt like they went where you aimed. the M1 is outclassed at close range by smgs so you have to switch to a pistol (pistols are strong at close quarters by the way and movement speed feels faster when equipped). M1's hipfire is not great which is as it should be and the reload time is slow enough to get you killed if you're caught short mid-gunfight. the Thompson and other smgs dominate at close quarters with good hipfire but there is noticeable damage drop-off from medium range. recoil is on the low side and reload is fast. smgs definitely benefit from the faster movement speed in close quarters but it's not fast enough to make you feel like you're whizzing round the map. map - the manor house map (same one used in the new trailer) is really good. it's small but has good flow and rewards good positioning. there are no choke points and the only camping spot is upstairs in the house. visibility is excellent with players being easy to pick out even in windows and doorways. grenades - no issues here so far. they're powerful with a small blast radius. the timer is on the slow side so you're able to avoid them if you move quickly. HUD - you can see for yourself. it's uncluttered and never gets in the way. mini-map - i was surprised to see red dots when enemies fired. @KingHoward explained players with hearing impairments would have problems picking up on audible cues like footsteps etc. my personal preference is no red dots but the devs are open to all possibilities. in my 4 hours there the feedback from players was overwhelmingly positive. the only playable mode is TDM but the devs repeatedly talked very excitedly about their search & destroy mode. i had to keep telling myself this is an alpha because it was that good. All-in-all, i think the game is exactly as i hoped it would be and meeting @KingHoward @Brammertron @BigAlexTuna @MrAngryWhiskers and especially James in person who are all very nice chaps for letting me take up residence for 4 hours was well worth the trip. forgot to mention the devs said they have lots of work to do on animations. They're not finished.
  46. 8 points
    We're working on something, but for the love of god, please please please, stop suggesting the same CSGO features lol. I thought I loved CSGO a lot, but now I realise what a huge CS fan you are lol
  47. 8 points
    We are working on it guys. The game is really coming along. We are just getting our heads down and working towards the Alpha guyzzzz. We will get a gameplay trailer out asap don't worry. I've seen it and it looks a tonne better than it did in the kickstarter video!
  48. 8 points
    There's a lot of misinformation and confusion in this thread as people seem to be confused between the difference in economy and unlock/progression systems. Also, please try and keep conversation civil! Name calling and shouting with CAPS etc will only takes away from our development time if we have to manage everyone more hands on. Be polite! Anyway! For clarity, we're never doing gameplay changing unlocks (especially bought with real money!). What ToonBE is actually referring to is CS:GO's economy system. I've posted a vid below that breaks down the system. You can see it adds a lot of tactical teamplay and depth, which also makes it interesting when spectating the game. In a way the system is it's own small mini meta-game within the actual game itself. However, this may not be in line with our ethos for the game. Remember, Battalion needs to be different to other competitive games, because why would you play something that's already been made and established? We need our own 'system' to differentiate ourselves. That may even mean no system at all! We are discussing internally how we can enhance our competitive S&D mode and the economy system is a relevant topic that has been mentioned. We may implement some kind of system which rewards teams for rounds won or incentivises saving of weapons and smarter play. However we will never straight rip content from other games. If we do add an extra element of teamplay and weapon management to the game it'll be completely different to the way CS:GO uses ingame money for kills/rounds won etc. Also as a final point that i have to clear up... Call of Duty 2 PAM and CoD4 Promod didn't die because they were bad games. Competitive games have much more structure and better implementation and developer support now, alongside the extreme year to year growth of esports over the years. Promod was a MOD. That was already a barrier to entry for casual players to get into the competitive scene, that alongside a multitude of other reasons is why they couldn't survive competitively as games like SC2, LoL, DOTA and CS:GO came onto the competitive scene. The gameplay was fast, exciting and different to CS:S and Quake (the main other competitive FPS of those years) , which made it an interesting competitive alternative in terms of both gameplay and spectating. We want to retain that feeling of a fast, skillful gameplay where any round a clutch can be viable for a talented player. So maybe no weapon management system at all is a better fit for Battalion 1944? However, I definitely see the benefits of having something like this. I'll probably open a thread in a month or two specifically for feedback on our ideas when they're more concrete to get all of your feedback. This is being actively discussed and will never be implemented without testing and feedback. If the community hates our ideas, we can always revert them.
  49. 8 points
    I know it's only a semi-serious suggestion but how about having it as one of our 'war cry' unlocks? They'll be limited to one use per round on official servers (to avoid spam) and we never said war cries have to be vocal
  50. 8 points
    Private I, II, III Corporal I, II, III Sergeant I, II, III Lieutenant I, II, III Captain I, II, III Colonel I, II, III General I, II, III Commander I, II, III Veteran 25 possible ranks, but only leave 100 spots for veteran (to make it extra special and rare), and base it on MMR like league of legends.
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