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Showing content with the highest reputation since 01/16/2018 in all areas

  1. 26 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/
  2. 25 points
    This is not a CoD2 clone. This is not a Cod4 clone. This is not a CS/DoD clone. This is Battalion 1944. We are not going to pander to just one community - we take inspiration from ALL the great classic games and merge in needed features such as MM, rankings etc) from modern games. We aim to give a shared home to the FPS players who were abandoned by mindless modern shooter design and left behind by profit seeking publishers. We can share that beauty of the old school skill based shooters with the next generation of FPS players. I don't think any other developer is in the position to take the risk we took in developing this game. We didn't expect a huge playerbase - Thankfully 100,000 people signed up to play our beta and the future of the game is looking bright as we head into Early Access. Regardless, thanks for trying out our game. CoD2 and promod will always be great and you can still play them with their tiny communities - but if Battalion gives you any nostalgia for the glory days of FPS - you can choose to support us or not on February 1st.
  3. 17 points
    Hey community, I am thinking about creating a tiny "server-browser" with filters, etc. It would run in the webbrowser (and mb as a electron-programm) done Querying a server to get details (name, maxplayers, gamemode, map, etc..) Server-list interface (lalala) basic filters | passwort protection, empty, full, gamemode, map country-flags + filter-by-country open connect to a server via mouseclick (probably won't be possible, connection via connect <IP>:<PORT> is the simple alternative) client-ping (maybe possible via browser-plugin; I have an ideaaa - it requires a little script running on the clientside tho) save filters in between sessions mobile-friendly filter-by-steamId (a.k.a. "show my servers") rcon-tool (looks like we need to wait for the devs to impl. support for it; would require a little clientside-script unless you want to expose the rcon-password to me ;-)) performance optimizations (since the serverlist prolly wont shrink any time soon ;), well it actually shrunk ~ 1700 -> 1000 im sure they will be back on the weekend) setting to change the "flag" of a server if its wrong (for the owner) Maybe anybody has some information for me that would help to get that thing done asap :). Also I am wondering if its only me or if there is a demand for an application like this aslong as the ingame browser is useless like it is right now.. I already created a working prototype - You can check it out here: http://browser.battalionservers.com
  4. 13 points
    I think you guys are massively over estimating the affect of these changes. The update sounds much more drastic than what happens during normal play. The aim of all of the combined changes was to combat the fact that the most (and some would say only) viable option to counter a player who is holding an angle would be to strafe around a corner and hit them mid air with a single rifle shot, without even being scoped, giving the angle holding player no time to react. This is because of the following reasons: 1] Online peekers advantage - This exists in ALL games. Unless you are playing on LAN the peeking player will get a millisecond advantage over the player holding an angle, simply because their client performs the action which is then sent to the server and then back to other players. It is important to consider this when talking about these balance changes. 2] In the Beta build - it was possible to be 100% accurate before you could even be fully iron sighted in ADS. This meant in air quick scoping was extremely easy to do for any player of any skill. We've done testing and tweaking internally - and we've since reduced the in air inaccuracy to the point where you are now only 100% accurate just after you have fully iron sighted. This means you are 100% accurate just after the moment you have gone fully into ADS - even in the air. Timing is now incredibly important. The 'inaccurate' period is during the transition to ADS - which increases in accuracy throughout the transition from 0-100%. If you shoot during this exact period your shot will be inaccurate, meaning players can no longer shoot with pinpoint accuracy immediately after strafing a corner with the angle holder having 0 time to react. If players do decide to shoot during this pre-ADS period - they are taking the risk of their shot being inaccurate - putting them at a disadvantage for doing so if they miss their shot and have to re chamber their weapon. 3] ADS speed was too slow for certain classes to be able to shoulder peek corners. Jiggle peaking a corner is now more viable for all classes - meaning you don't have to strafe jump as the only way to counter someone holding an angle. BOTH are still VIABLE options - the only difference is that an explosive strafe jump play is fully committal and you must time and hit your shot. Shooting too early before being fully aimed down sight will punish that player. This increases the skill ceiling for rifle players. 4] SMG is supposed to be an up close and personal weapon - at max range the SMG does 13 bullets to kill. It wins in the close range engagements it's supposed to - however a skilled rifler can still have that chance to ADS and flick shot them - as long as they can aim their shot.
  5. 12 points
    Nothing spectacular but might as well do something productive in the build up to EA release! Hopefully someone will enjoy.
  6. 12 points
    pistol is too close to you character, other guns seem fine but I feel the pistol should be at a further distance. the second issue is that when you jump or even drop off a small ledge it slows you down quite allot. when switching weapon and shooting or aiming down sight, there is quite a big delay even when you 'double switch' video of example:
  7. 11 points
    I wanna know is everybody happy? As an humblebundle backer i'm not so enthousiastic but maybe i didn't understand everything very well. Theres not much information about it so i just start my own topic for now. To get some information and wanna know the thoughts of other backers. So first of all we paid 65 euro's like a year ago to back this game, a lot of us couldn't back the kickstarter because it didn't accept PayPal but a lot of us have been here from the start. Don't get me wrong i paid 65 euros to help the game but at that point i also thought the game would cost like 50 euro in the end and for 15 euro's extra i could play the alpha and beta which sounded pretty good to me. In the end i accepted the game would be sold for 15 euro's as people with no so much money can easily step into this game. At some point we knew the game would be cheap and the dev said we all would be happy with the price. And i guess i read somewhere there would be some compensation in the end. Ok so far everything right. We accept this. Now close to release we received 3 war chests, i don't know if it's me but i didn't find much info about this. From what i've heard they have some worth because people would like to have those. Other thing i heard when I open them they are not tradeable / Sellable. Is this true? So after i open them they don't have any worth at all? I don't rly plan to sell them but it would be nice if we got something special that is actually worth something. Can someone tell me can we expect something special, and is it worth something. Or is there a (big) chance that we will get a pistol like when u roll a case from CS:GO and clearly never get something good... So far everything ok, i must say for the above reasons I don't like that the humble bundle backers didn't receive the gold skin the kickstarter people are getting. Also the kickstarter people would get this exclusive skin from 105 euro which was clearly more than us. But now we already know that basically also the people who backed for 30 euro's received these skins and also received what we got. Correct me if im not right? Well i don't rly like the above but was kinda stunned that after this all, i also have to pay 12,50 extra to get an exclusive pack. Don't tell me it's a choise but as someone who believed in this game and was willing to invest to making it possible it feels kinda bad i have to pay 12,50 extra which brings the total almost to 80 euro's. I really think this could have been free for the people who invested time and (a lot) of money in this game. Allright that was all for now. I really wanted to share my thought about this with you guys. Well that being said, see u tonight on the battlegrounds!
  8. 9 points
    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/
  9. 9 points
    GENERAL (beta and early access) Q: If I have a beta key, do I also have access to EA? A: Not necessarily, your Beta key will not work. If you purchased though Kickstarter or Humble Bundle you should have an Early Access key in your email. If you just signed up to the Open Beta then you will still have to buy the full version of the game. Q: Can we Pre-order the game? A: No Q: Can we Pre-load the game? A: No Q: What will the download size of the game be? A: About 7,5 Gb Q: When can I buy the game? A: The game will be put for sale on steam on February 1st, 5pm (17:00) GMT Q: How much will the game cost? A: The game will cost €14,99 / $14,99 / £11,99 on steam. Q: When will we be able to play? A: Once the game is released on February 1st, 5pm GMT. Q: Do I need to keep Battalion 1944 Test Zone installed? A: No, the early access version runs on a different client. The Test zone has at this moment no use. Q: Will placement matches be based on K/D or W/L? A: Placement matches will be based on W/L. First to Fight edition (FtF) Q: What is Battalion FtF? A: FtF is a special edition of the game that you can buy to show your support towards the game even more. Q: What does FtF include? A: FtF includes the core game, 5 warchests, an exclusive trench gun skin and the Battalion 1944 soundtrack. Q: What will be the price of FtF? A: First to Fight edition will cost $24,99 on Steam. Q: Can I upgrade my normal Battalion 1944 game to the FtF edition? A: Yes you can, this will cost $12,99 and will include the same bonuses except the core game. Q: Will FtF edition will only be available for a certain period? A: No, it will always be available. About Skins Q: What skins will there be in the game? A: Check out all currently confirmed skins on this fan-made website: https://battalionskins.com/ Q: Can I still buy "The Turing Test" to receive the special Turing Test mp40 skin? A: Yes you can! ABOUT KICKSTARTER & HUMBLE BUNDLE PACKAGES Q: I backed the game, when do I receive my Early Access code? A: EA codes are being sent to all backers between 30th and 31st of January 2018. Q: I still didn't receive a key, what to do? A: Make sure to check your spam and promotional folders. Or search for "Bulkhead" in your email folders. If you still don't find it contact @[CM] BigTuna by sending a DM on the forum or contact him on twitter (https://twitter.com/bigtunaalex). Q: Installation file is only 167Mb, is this normal? A: Yes, you can not pre-load the game. The full game files will be available for download when the game gets released. ABOUT SERVERS Q: Can we host our own servers on Windows / Linux machines? A: Yes, at 1st of February the server files for Windows and Linux will be released. Q: What console commands can we use on our servers? A: The full list of server commands can be found here: Q: Will server owners be able to edit the amount of cards / team for each class? A: Yes Q: What will the server tickrate be on official servers? A: 60 GAME ISSUES Q: Client says it's outdated, what to do? A: Nothing, just wait till the game launches. An update will go live then, making you able to play. More Q&A's coming here once game gets released. ABOUT TOURNAMENTS Q: I would like to host a LAN / Tournament A: For possible partnerships with the team behind Battalion 1944, contact: esports@bulkheadinteractive.com. Q: Are there any big events planned yet? A: No, but check out Battalion 1944 Official Discord's chat: #events for small upcoming events. Q: What rules does an official tournament has to follow? A: Check the Battalion 1944 Official Wartide Competitive Rules here. ABOUT NDA (streaming, recording, ...) Q: Can we share pre-recorded alpha footage now NDA is lifted? A: No! Alpha footage remains under NDA! If you got any more questions add them down below and I'll add them to the list!
  10. 9 points
    1. Increase the pickup range. 2. Put a 0.2-0.5 second on the function so when you are spamming 'F' to pick up a gun, you don't instantly pick your pistol back up. 3. Make guns stick with the dead body, the whole gun flying around the map seems glitchy at the moment. ---Is there any chance we will see and option where you can swap out the enemy's gun for your own if its the same class? For example, if you are an American rifleman and you pick-up a Kar98 and survive through the round, at the beginning of the next round it could give you an option to swap it for your M1. Also, did anyone happen to notice if there was a "Go to crouch" and "Go to prone" option in the keybinds? In cod4 these just made the keybinds only crouch you and not stand you back up when you hit it twice. If not, can this be added? This kind of goes along with my spamming f to pick a gun up, but if find myself instantly standing back up when I try to go crouch.
  11. 9 points
    Just off the top of my head: - Decrease smoke time (17 seconds is too long); - Increase the amount of smokes/grenades a team has from 9 to 12; - Add a "kill radius" when the bomb explodes (People risk losing their card & it allows for ninja defuses to happen); - Pistol being slower than SMG/default makes no sense (People been running with pistol in their hands for ages, because it was slightly faster in most games); - Perhaps add prone block to the game (It's possible to "360" in a window while proned atm); - Increase the pickup range of weapons and the bomb; - Add some sort of round loss system / comeback mechanic where cards get put back into the game after losing X rounds in a row for example; - Lower the fire rate of M1 Garand & shotgun; - Heavy weapons are underwhelming (Hipfire on BAR is useless and the ADS sight could use some work). Also some people (myself included) think it would be nice if card pickups were silent when crouched... There have been situations where you are "forced" to go all the way around because a card is blocking a corridor. EDIT #1: Feels like TTK (time to kill) is too low & HP regen takes forever, which makes it extremely hard to re-engage. EDIT #2: Consider increasing the fuse time from 45 to 50-55 * EDIT #3: Reduce the fall damage. * Had several situations with a perfect read on the remaining player and would still end up with only ~20 seconds left on the clock. There's little to no room to make plays or clear certain spots. Keep up the good work! <3 @[DEV] BRAMMERTRON @[DEV] KingHoward
  12. 8 points
    This is more of a design choice and something which builds suspense for when retakes are happening. Remove the bomb timer and use a beeping noise like csgo the reason is it helps build suspense and having those nail biting super close defuses, puts everyone at the edge of their seat. A tournament in Csgo showed the bomb timer and the rounds were much less engaging and suspenseful then without the bomb timer. Could just be a viewer only addition but I think it should be replaced as a whole
  13. 8 points
    I miss filtering options in the server browser, I can't even sort by the headings like Name, Map, Mode, Players or Ping by clicking on it.... Filters are needed!
  14. 8 points
    In games like PUBG and overwatch you have the option to change the sensitivity of different scopes and weapons, this seems like a great feature to implement into the game. Currently when I adjust my aim sensitivity to rifle with, my scope sensitivity feels way too high. An easy solution is to simply add a seperate sensitivity option for scopes only.
  15. 7 points
    Nothing major, I'm a big fan of the game and think it's in great shape for it's current stage. Maybe for the ability to see what class or card everybody on your team has picked on the scoreboard (tab) might be a decent suggestion. Not so helpful for competitive but might be useful in pubs. Small idea and won't break the game either way.
  16. 7 points
    Hey ! I really think having a *bip* sound or timer sound for the last 20 second or something should be a must have. I missed many round because of that ! Its kind unbelievable that is not a thing already, maybe i missed something. Is there a option to turn on ?
  17. 7 points
    agreed, especially the delay when you trying to shoot after sprinting or picking up a gun is way too big, your click gets completely ignored and gun won't shoot.
  18. 7 points
    As an old fart who played CoD/OU as part of a clan in the now defunct clanbase leagues, my interest was sparked when I heard about Battalion 1944....and the one thing I would desperately like to see in the game is the original style melee attack.....you know the one....run round a corner at the same time as the enemy.....and react just quickly enough to deliver the full sweep of a rifle butt to the face. It was so satisfying!!! Please Devs if you implement one thing from CoD/UO please let it be the original bash mechanic, whether its with rifle, pistol, binoculars or even the satchel charge (my clan mate once pinned a prone sniper in the corner of a room on the st. mere eglise map and thumped him to death in about 5 hits with a satchel). It would also give us the timeless 'which team's going defence/attack' pre round start pistol melee fight between the two best bashers on each team.....everyone else forming a big circle to watch....like being at school.....fight..fight...fight.... Remember people.....Respect da Bash!
  19. 6 points
    You're supposed to seek headshots while using the BAR. In my opinion the current iron sights are too obtrusive for that. The iron sights from CoD 1 would be much better suited for the intented playstyle.
  20. 6 points
    Beta Changes - Improvements, Tweaks, and Fixes from The Community ( source ) After more testing in our beta phase, we’ve read through literally all of the comments and discussions we could find in the community and we’ve taken the feedback onboard and applied it to the game Hopefully, this will be yet more evidence of the bright future of Battalion’s competitive scene. We don’t just listen to the community and react. We make our own assessments, we watch your feedback come in and evolve as more hours are put into the game, we then read and listen to your feedback on reddit/twitter/steam, then we discuss potential fixes for your issues, and then we implement/test, and then we push the game to the community for feedback! Esports, Tournaments, and Events First off we’d like to just give the community a small insight into the future of Battalion as a competitive title. Obviously, the competitive side of the game is a huge focus for Battalion, but we aren’t going to start with a huge prize pot without first growing the competitive scene. Our goal is to see each event grow bigger than the last. In the last 12 months we’ve seen multiple games grow too quickly in the esports scene without building the game on a solid foundation. Since the big success of our beta, we’ve been presented with so many amazing opportunities to push Battalion as not just a competitive game but to also have a professional scene as well. We’re humbled to be presented with these opportunities, but we wanted to let the community know that regardless of how much money gets thrown at events and tournaments the most important thing to us; is to keep our focus on fostering growth in our fan base and our competitive scene, it is not possible to buy your way into esports. To grow the game competitively we need you guys to continue your support and patience! We also would like to stress the importance of Clanwars going forward, being able to compete against other teams without ever having to leave the game is a huge step forward for a competitive game like ours. On top of this, we have some huge announcements on the horizon, surrounding Clanwars. So whilst we’ve had many offers for events, we’re choosing to support a select group who share our ideas of steady growth. If you are an event or organisation looking to collaborate, please don’t hesitate to contact esports@bulkheadinteractive.com Changes & Improvements Changes to Mid-Air Accuracy We’ve acknowledged that beta players felt the time to kill was to low and that corner strafing/jump peaking was too common. Previously in Battalion, weapons were 100% accurate in the air. We have now added another layer of depth to the game, to reduce the amount of ‘flying around corners’. Whilst this is still a valid strategy, it should no longer be always the most optimal way to approach a gun fight. This effects the snipers & kar98 most of all. For an amount of time when a player is in the air, they will no longer be able to hit perfectly accurate shots. This change is ONLY applied to horizontal movement (X & Z axis), if you stand still and complete a regular vertical jumpshot, you will retain 100% accuracy. This change has been applied to the following weapons at different levels of inaccuracy. Kar98 Sniper (Extreme) Springfield (Extreme) Kar98k (High) STG44 (Medium) BAR (Medium) Thompson (Minor) MP40 (Minor) BAR & STG44 movement speed changes After much discussion from the devs and the community. We have decided to buff the BAR & STG movement speed across the board. Firstly, we have increased ADS movement speed on the BAR & STG by 20%, this is intended to make peaking corners easier and remove the necessity to strafe round every corner. We have also given the BAR & STG a buff by making their regular movement speed 20% faster. Kar98k ADS speed changes We have made the Kar98k’s general move speed slower, however the ADS speed is the same. We have moved away from any class based movements and adopted more weapon specific movement speeds. This hasn’t made a massive change and its more of a buff to the other weapons than it is a nerf to the Kar98k. This again feels a lot more balanced when we have tested it internally. It’s worth noting that it’s counterpart the M1 Garand is now faster in ADS than the Kar98k. The Garand has the faster peak but takes 2 bullets to kill! Sniper rifles movement changes Previously, the snipers were set at the ‘medium’ movement speed. The Springfield and the Kar98 Scoped will both now have a reduced ADS walk speed and their overall movement speed will be slower. Generally, all the classes aren’t too dissimilar in speeds at the slow/medium level. But we felt the snipers were so fun to use for players that we didn’t want to nerf them by hurting the weapon. So we decided to nerf it in other ways. So far the sniper, still feels great but feels A LOT more balanced than it was. Kar98 Scope sight changes There was a consensus that the Kar98 scope wasn’t as nice at the Springfield. While we like the asymmetrical nature of the rifles; we wanted to make the sight feel a bit better. It’s a minor change but we’ve made the sticks/bars in the sight thinner & skinnier. Sniper forced unscope Previously, snipers were able to take a shot and remain in scope while bolting the weapon. Now, the player is forced to unscope. This functions the exact same way as Call of Duty 4, so it is worth noting, when you take a shot, you will need to manually press unscope, to not feel ‘stuck’ otherwise you will feel slow. This is just an extra layer of detail that adds another layer of skill to Battalion. Hopefully, snipers will no longer be overpowered, but they will still feel great to play. Pistol speeds As part of our movement changes, the pistol now also has its own unique speed. SMG’s and Default Weapons are faster than the pistol, however other weapons are slower. Keep this in mind when you’re rushing to get that pick! Fixed Exploits on Derailed Various unfair spots and strange angles have been fixed Upottery training map fixes Black lighting errors on Upottery have been fixed, it now also has a loading screen Arcade Improvements Going into beta, we were already aware of issues with spawns in CTF, DOM, and TDM. The community tested the beta and came to the same conclusion that the spawns were not good enough. Fortunately we had started work on arcade spawns already and we were able to get them in just in time, we’ve tested them internally and they are much more intelligent! Gameservers Dedicated Server Files We will be releasing the dedicated server files via the Steam tools section on February 1st. You will be able to host your own servers easily. Player Counts Technically, you can run a 50v50 game if you so wish! However, we have tested the game with 18 players max, so anything after that is uncharted territory. As part of our “Major Content Update” in summer 2018 (www.battaliongame.com) we plan to include ‘large map support’ so that players can begin to play games with larger server numbers. Remember, the more players in a game, the more your frame rate will be effected. Pre-Order Gameservers We’ve been working with Multiplay who host all of our matchmaking servers, but they will also be hosting servers for players who want to run their own game! Their servers will be limited for 60 tick for now this will change in the future. Visit https://www.multiplaygameservers.com/game-servers/battalion/ Tick Rate After much deliberation, we have decided to run our matchmaking servers at 60 tick. There are multiple reasons for this and it is important that server providers read this. We fully intend to offer 128 tick servers in the near future, but currently with our time constraints there are bugs with 128 tick. Some animation related and some spectator related. Clanwars is in its early stages but we intend for it to use higher tick servers, so fixing these issues are a priority for us. If you do run your own server, we advise you do not use 128 tick and stick to 90 at most. But remember, the game has been most tested at 60 tick. Mini Beta We have made some changes to match making over this week, to improve the overall experience. Whilst for marketing purposes, we don’t want to run another beta, we do want to test the match making one more time before Early Access. This weekend, between Friday the 26th and Sunday the 28th for approximately 1 hour. We will push out an update to the Battalion Test Zone (TZ) and we will live the servers. To be clear; we have no interest in promoting this or even giving the exact time, this is for technical testing only. At some point via both the Studio Leads twitter (www.twitter.com/Brammertron) and the official Discord channel, we will say “The servers & update are live”. From then there will be a small window to play and test the game. However, our ONLY interest is testing match making. Thanks for your support! Battalion is releasing to Steam on Thursday February 1st 2018 (Next week). To help us promote the title, the best support you can give is: Purchase The Game Day 1 Write a review for game on Steam We’ll see you at release!
  21. 6 points
    show us evidence the devs said this game was going to play like COD2? One piece of evidence will do. claiming you were duped is defamatory.
  22. 6 points
  23. 6 points
    After trying out the game in the weekend, I noticed that trying to get headshots didn't seem to matter that much. I think it's because of the high damage input by most of the weapons. Just spray on the body - the enemy will die really fast anyway. I also found myself almost never needing to fire from the hip. 1.The game is fast-paced 2.the maps seems to be quite small 3.there is sprinting 4.hipfire is really inaccurate - so why bother. You're going to be in disadvantage in most cases. To me it's tactically important to try to one-tap a headshot in certain situations and not just spray with whatever gun you have in your hand. Also, to hip-fire when you don't have time to zoom-in, for example. I think the variety on how to handle the weapon in different situations adds more in to the game and different kinds of playstyles. My personal suggestions: I think the damage input on most of the weapons should be slightly lower. I think the recoil on most of the weapons should be higher (5-10% at least). Maybe the movement speed is a little too high, still. I would lower it 5% or so. Other notes: Sprint + spray seems to be a problem (a little overpowered) right now. I think this would change from lowering the damage as well. And maybe the jump distance is a little too high. Heavy classes (MP44 / BAR) seems a little underpowered right now. I would put a little more recoil and damage on these weapons, or simply lower the damage on most of the other weapons. I think the scopes are a little too overpowered right now. It doesn't take long to master the gun. No breathing / no sway -system means that you can accurately hold a spot/corner 100% of the time. In my opinion, the area that you can see while zoomed-in is a little too high. I would fix this with lower zoomed circumference with a little sway. What do you guys think? -vozER
  24. 6 points
    I am a former cod2/4 pro player and I've been waiting this game for 2 years and Battalion 1944 is the last hope for me. I didn't back them on kickstarter anyway yesterday I had a chance to try the game finally. As far as everyone knows first impressions about game is so important, you can judge it way more fairly before you involved and get used into a game. I will make a long list and long piece of writing after the beta ends but so far I want to share my first impressions about beta and the problems that I saw. First of all it has a really huge potential to become an amazing game that can be even way more superior than cod2, cod4. Yesterday I had a 8 hours of gameplay and I really enjoyed it while playing and almost I got a feeling that I am playing call of duty 2 and 4, but somehow I felt like something is missing and not polished at all ( but since it's a beta i cannot expect a polished game ). Felt like this ; https://pbs.twimg.com/media/CG0l9XNUIAEPRjG.jpg ( Hopefully after 1 year, I will have nearly everything tho) 1-Movement Movement feels way too clunky and restrictive. I am not able to jump anywhere I want or I cannot find a position that will make a huge advantage for me. I cannot climb or jump to some simple boxes that I can climb in cod2/4. Those kind of limitations break the immersion for me personally but I don't say you are able to jump everywhere that you see, but you will be able to find a good spots and feel much more safer. As far as I see, some people complain about sprinting. I think it's about to getting used to it but still I felt like I am not in the " total control " of my character, it's way somehow restricts my gameplay, you could put a stamina and regeneration thing for it. I don't complain about movements in combat but while I am playing an Axis and when the round starts I feel like " I cannot make it and take the position at all." It's maybe because of the maps but i dunno. I will give a decent feedback about movement after beta ends. But still my main concern is climbing and feeling restricted by current movement system. 2-Maps and Round Duration In my opinions what makes the game immersive and great is the maps. Even though the base game would be amazing no one could ever play a game with a bad maps. My biggest letdown about Battalion 1944 is current state of maps. I know we just see 2 maps for competitive in beta, however, I am not really feel comfortable with them. They are way too small, not immersive and there is not enough time to take a position while you are playing defence/axis. There are tons of maps to take a reference from cod2 and cod4. (see: burgundy, dawnville, carentan, toujane, crash, strike, backlot etc..) You cannot come nearly at the same time with the defending site while you are attacking. You need to take a position in Axis to defend. I feel like I am playing Quake at some points, If maps would be a bigger and way more well designed problem will be solved I think. Due to small size of maps, rounds end too quickly and you don't have a time to feel the tension of the rounds, even a round ends while 10 seconds left. In my opinion what creates and increase the tension is " there might be someone at any place to defend the objective " but when you rush as 5, you will destroy the axis before they even take a position, so it totally breaks the whole purpose of the game as well as nades. If you rush, you don't even use to tactical nades except smokes. Personally, I really liked Coastal map but I wish it was much more bigger and would be more " sweet spots." Also I believe that, people will make a great maps through modding and other stuff and they might be added into an offical community maps after all, such as Santorini, Overgrown etc.. in CS:GO. And now round duration, I think when the maps will be properly designed, round duration will go up. I feel like I am lacking of time while playing because I don't want to play it like a Quake or Overwatch. There is no enough time to check every corner and due to this map pool in beta you don't even need to check every corner. In my opinion when you make a bigger maps, rounds around 2.30 would be enough. I feel like playing TDM even when I am playing Search and Destroy. S&D requires time to set-up for both teams especially Axis, but time does not enough for it. But again I need too see the other maps in Early Access for better judgement. 3-Nades Nades need to reworked and it's a must. When you throw a nade it goes with a delay. This kind of delay makes bomb throwing way more clunky. Just make it like a CoD2 or smth. You need to be able to throw a tactical nades from a bigger distances. Just a quick example ; In CoD2, Burgundy map, you were able to interrupt Allies rush to B objective by throwing nades, even it does not cease or interrupt their rush, at least it was slowing down their rush and It was a pullback for them. And maybe, the solution for the maps fixing nades ? So attacking side rush can be stoped by nades and you can take your position way more safe and quickly. 4-Wartide System I like Wartide System, there is no meta yet, so we need time to give a feedback for it or criticize it. But sometimes it feels pull back, I know it's in the beta state as well, it will be tweaked. When you lost 2-3 rounds in a row, game can give +1 to all cards as a catch-up mechanic and can prevent snowballing. But as I said before we need a time to give a feedback for this system. 5-Sounds And Animations I am sure about sounds will be tweaked and reworked. Sometimes movement sounds of enemy is not clear at all. You are not able to hear a sound like CoD series. Rainbow Six Siege sound system might be a good reference for it. Current state of sounds is uninspired and crude. I know you are really worked hard on animations and try to improve them, I am sure that animations will be really fluid when Early Access ends.However, for the current state of animations, I can say that they are colorless, yet they are improving. 6-Killfeed Sometimes I am not able to track it, It might be tweaked as well. When you are in a combat It's really hard to track killfeed. 7-Recoil System Many people dislike recoil system but personally I liked it. Adding a little recoil to whole weapons will solve this issue for people imo. To conclude, I will give a detailed feedback when beta ends and I will continue to give a feedback in early access as well. So far I can see that this game has a fucking huge potential and it is really fun to play with its current state as well, please don't ruin it. I really like how you listen community feedbacks and try to improve your game with us. Keep it up great work !
  25. 6 points
    if you are using nvidia card go to nvidia control panel>resolution> select tick box that says use nvidia color settings