Jump to content

Razor

Kickstarter Founder
  • Content Count

    2,367
  • Joined

  • Last visited

  • Days Won

    55

Everything posted by Razor

  1. Razor

    Update on progress please

    Was there any update? Any good if so? 👆 Sums it up pretty much...
  2. Razor

    Hello

    Welcome aboard
  3. Razor

    Hi, spheRe from cod1,2 and 4

    Welcome aboard
  4. Razor

    Holland calling.

    Welcome aboard :)
  5. Razor

    FALSE GAME BAN STILL NOT FIXED

    Try send @[CM] BigTuna a pm
  6. I guess everyone saw this coming... Looking forward to it though https://venturebeat.com/2018/03/01/new-battlefield-2-follows-call-of-duty-back-to-world-war-ii-this-year/
  7. Savoia examined & Updated weapon physics 1 JUNE - BIG TUNA Introducing Savoia and more! Some of you may have seen our previous update announcing our newest map - Savoia - coming to Battalion in June within our Major Update 2 Beta Testing Phase. Today we’re happy to show a little more of this map to you guys as well as some other stuff so we hope you enjoy! This map is a lot more open than previous maps as we have tried to move slightly away from our previous map design policy’s which retrospectively are too much like CSGO with tight chokes and close entries into the bomb sites. Savoia contains long streets and a lot more verticality as well as a ton of potential for close combat with many enterable buildings and tighter areas around the bombs sites. We hope you enjoy the new colour palette in this map too as it adds a Mediterranean feel to Battalion and could be a little more enjoyable than Northern European theatre we have previously used. Consistent Weapon Physics After Death' Whilst this feature is alot smaller than some of the other gigantic changes coming to Major Update 2 - this small change will please all players who have ever experienced the ‘where did his weapon go?’ feeling after killing an enemy player and wanting to take their weapon. Weapons will now drop at the exact point you kill a player. Falling weapons no longer fall with the momentum of the dead enemies ragdoll, but will instead drop directly to the floor. This small change brings much more reliability to the game and no more ‘bouncing’ weapons. This is an important fix for Wartide 2 where carrying weapons over to the next round and have the choice to save weapons is an important part of competitive play now. YouTube™ Video: Dead Weapon Drop Example Views: 3 All this and more will be available in our live version of Major Update 2 on July 12th. Thanks for tuning in and see you all soon The Bulkhead Team
  8. Send your proof in a DM to @[CM] BigTuna
  9. Razor

    How do I get a refund?

    No refunds given...
  10. Razor

    Battlefield V back to WWII

    Damned, yes it does!!!
  11. Introducing BattleRank & Wartide 2 Changes! Major Update 2 Preview 22 MAY - BIG TUNA Introducing BattleRank Beta 2018 - Major Update 2 (June) When looking at the list of issues with the Early Access launch version of Battalion, at the top of the list was giving reasons for players to keep playing whilst rewarding those who do keep booting up and playing for their efforts. We had these kind of changes down to be worked on ready for Major Update 3 - but we’ve decided to run a small ‘betaseason’ of our new leveling system within Major Update 2 called ‘BattleRank’. BattleRank Beta Season 2018 is the first step towards making Battalion the engaging and rewarding game it was always intended to become. With every BattleRank season (roughly every 3 months) will come new exclusive rewards and weapon skins that can only be acquired during that period. BattleRank is a system designed to reward you for playing Battalion 1944 - due to this all players XP will need to be reset to make way for this new era of BattleRank. Every player who boots the game during the very first beta season (seasons will last roughly 3 months) will receive a participant coin and a participant weapon skin as thanks for checking out the changes to the game for that season. Players who stick around however, get the chance to ‘level up’ their BattleRank to higher tiers. This is done by gaining experience point (XP) by playing the game and completing matches. In the 2018 Beta Season of BattleRank, every 10 levels will reward you with a new & exclusive weapon skin that can be sold or traded on the community market. Also, every single level up will upgrade your publicly displayed BattleRank icon and also reward you with a free War Chest! Reaching the Diamond Tier and max rank (Lvl 50+) will reward you with the ‘Beta 2018 Completionist Coin’ and a season exclusive animated weapon skin that you can only obtain during this BattleRank Beta season. We will reveal these awesome skins closer to the release of Major Update 2! This season of BattleRank is named the Beta season as we want to recieve feedback on the system and see how we can improve upon it for future seasons. Introducing ‘Aces High’ War Chest - Major Update 2 (June) Along with BattleRank - we’re adding a brand new War Chest! Say hello to the brand new 'Aces High' War Chest: This War Chest comes with 20 brand new weapon skins based on WW2 warplanes from the era. We can’t wait to show off the full set when we get closer to Major Update 2! Players will be able to unlock an ‘Aces High’ War Chest every time they level up via BattleRank. Introducing ‘The Chompson’ Exclusive to The ‘Aces High’ War Chest Important: The ‘Aces High’ War Chest will replace the previous ‘The Original’ War Chest. If you’re missing any of ‘The Original’ War Chest skins such as the coveted ‘Grand Panther’ skin, these last few weeks before Major Update 2 will be your last opportunity to unlock these original Early Access era weapon skins. Maybe it's worth holding onto them to see if they increase in market value? Wartide 2.0 - Major Update 2 (June) Our daily development playtests have been really helping us refine the game before the release of Major Update 2 and Wartide 2 is the area of the game that has seen the most iteration from these playtests. The specific focus of MU2 has always been to refine Wartide into a truly competitive gamemode that’s both fun to both play and watch for casual and competitive players alike. However, since we added the concept of a personal wallet, we noticed the redundancy of having a shared economy pool. While cool in theory, - when playing we realised the only reason it had to exist was so that we could distribute money to players fairly, by allowing players to withdraw/deposit to the team pool as needed. The reality was it became just a race to withdraw 3 coins first - whilst actual sharing of money was done through the individual player wallet donation buttons. This made the dual currency system not only redundant - but also confusing with so much information to share between players within the 18 second buy time. Changes: The single largest key change to Wartide 2.0 from our playtests is: The removal of the shared token pool and replaced by personal wallets & direct teammate player donations only. We have decided to remove the shared currency pool where all tokens earned through in game actions were merged into one central pool. This was a system where all players could donate their personal tokens into the team pool, however they could also extract tokens from this pool to their personal wallet. We have decided to move away from this system and have introduced one where the only pool is personal and the only donations you are able to give are to other team members. By only having your own personal wallet of tokens to worry about - the gamemode is now much simpler and allows you to quickly and efficiently share cash between your teammates whilst still allowing more selfish players to hold onto their own tokens. We’re very happy with this iteration of Wartide and are very confident in this being the extremely solid foundations for the gamemode going forwards. Strategy and teamplay have never felt stronger in any iteration of Battalion 1944 than the current development build. Any changes to the mode from now on will most likely just be adjustments in weapon costs and/or reward amounts for winning/losing rounds. Wartide 2.0 - Knife Rounds The classic way to decide which team gets to choose which faction to play first has been officially added to the game. Server owners and tournament organisers will no longer have to restart servers with their own configs or trust players to not shoot one another Here’s a question for the community - would you like knife rounds to be included on official Bulkhead unranked matchmaking servers? Or should this feature only be a server config variable for community server admins? Let us know in the comments! Wartide 2.0 - Overtime We’ve now added an official overtime server config variable so that competitive players get to play multiple mr3 overtimes until one team is victorious. This avoids scenarios in tournament play where team would draw 15-15 and have to completely restart the game server. Misc Extra Additions Adding an Ambient Sound Slider You can now adjust the volume of the ambient map sounds separately from the other audio in the game through the ingame menus. You cannot turn the ambience entirely off - but this should reduce audio clutter for competitive players whilst keeping the playing field level and fair. New HD Renderer You may have noticed the visual upgrade Battalion has received? If not here’s a quick reminder: This is to do with us constantly working on improving the visual direction of the game from characters to environments to user interface - but also due to our new HD renderer which gives us way more post processing options to play with. The great thing about this is that we’ve also made it so that players themselves can tweak individual settings themselves - such as bloom/lens flare/brightness and even hue/saturation etc We’ve actually added a quick option in the video settings so that players can quickly optimise their video settings between beauty and performance presets just in case you destroy your default config! Wrapping Up That’s it for today’s development update and preview - we have more awesome Battalion 1944 news and announcements to come and we can’t wait to share it. Keep a lookout for another huge announcement coming later this week! Thanks, The Bullkhead Interactive Team
  12. Weapon Balancing, New Sounds & Movement Tweaks - Major Update 2.0 17 MAY - BIG TUNA Major Update 2 Changelog - Part 1 Update 2 of 3 Major Update 2 is on the horizon and with not “too” long left to wait we’d like to start sharing our fixes, improvements, and changes. MU2 will contain a tonne of new additions as well as loads of great tweaks, balances & fixes! We think this update will really improve the experience of Battalion 1944 and dramatically improve upon certain features that were prevalent when we went to Early Access in February. This is just part 2 of the Changelog as there is so much to go through therefore we are trying to keep our updates as short and snappy as possible. Part 3 should be released tomorrow so keep an eye out for that! Movement & Weapon Balancing Reworks Our upcoming Major Update 2 combats what some players are calling “bunny hopping” in Battalion 1944. The controversial ‘corner jumping meta’ which we’ve received a lot of feedback on from both casual and competitive players is being addressed with in this update. We’re also planning on some tweaking weapon balancing based on your feedback as well as lots of nice extras, such as settings and performance increases and new weapon sounds that you guys have been asking us for! Movement Changes: Our intentions with the following movement and weapon balance changes are to reduce the strength of jumping around corners to the point of it being a calculated risk to do so, whilst in turn increasing the strength of other styles of engagements such as jiggle peeking or leaning to allow different playstyles to become viable within the game. Reduced the amount your third person player model moves out of cover whilst leaning by 75% which will encourage angle holding and jiggle peeking. Increased momentum very slightly to create smoother general movement. No longer receive movement penalty when falling from small heights whilst not ADS to increase general movement fluidity. Added a server side ‘takeoff’ sound when a player jumps to give players who are holding an angle extra information on the enemies movement behavior. Added a ‘movement punish’ when landing whilst holding ADS. These combined changes will mean a strafing jump shot is much more of a commitment/risk when choosing to make that play. You will still be able to jump around a corner to get the surprise factor on an unsuspecting enemy but it should no longer be the best play in all situations if you need to guarantee a swift kill. We will be watching how these changes affect the meta of the game very closely. Prone Behavior Changes A small percentage of players were complaining about ‘dropshotting’ where players would go to prone as they came around a corner to decrease their chances of being hit. We’ve addressed this by re-looking at how other games implement ‘anti drop shot’ mechanics, hence the following changes: If a player goes to prone when moving whilst ADS, they will be pulled out of ADS. If a player goes to prone when stationary whilst ADS, they will stay in ADS. If a player tries to move whilst already in prone and ADS, they will be pulled out of ADS - unless you’re a using a scoped sniper rifle. Weapon Balance Changes Sniper Rifles The Springfield, the Kar98 Scoped and the Kar98 now take slightly longer to become fully scoped when transitioning to ADS. This has in turn increased the length of the inaccuracy period when transitioning between hip fire to aiming down the scope. The Springfield and the Kar98 Scoped hip fire accuracy has been decreased whilst moving. These changes are intended to evolve the playstyle of these weapons to focus more on holding angles and sight lines, instead of jumping around a corner at close range. Instead players should start using quick lean peeks to get opening picks to allow your team to take early map control. Using these extremely powerful weapons aggressively in close ranges is still a viable choice for skilled players - but these tweaks ensure other weapons may be a better choice depending on the map played & gameplan of your team. Playing a sniper aggressively carries a much higher risk than it did before. YouTube™ Video: Springfield ADS Time Views: 146 These changes can initially sound drastic and we fully expect players to be worried about their favourite weapon receiving slight nerfs within the upcoming major update, but after lots of internal testing we actually believe this is the right move for the weapons themselves and game as a whole. These changes bring the scope in/out times more in line with similar classic FPS titles. During our first play tests, we really felt the immediate effect of the changes, however when we adapted our playstyles to the ‘new’ Battalion 1944 we found that the overall game was considerably better as a result. YouTube™ Video: Kar98 Firing Views: 400 Heavy Weapons The BAR is now a 3 shot weapon across all ranges instead of 3-5 shots at range. The BAR ADS animation was tweaked to feel more snappy and responsive. The STG44 is now a 3-4 shot weapon instead of 3-5 shots. Both STG44 & BAR stationary hip fire accuracy slightly increased. The BAR is finally receiving a well deserved buff to increase its pick rate and give the allies a much more reliable weapon choice when attacking. These changes should increase the weapon’s feeling of consistency and ‘snappiness’. We have also minorly buffed the STG44, but only to reduce the feeling of randomness of getting 5 hitmarkers at its longest engagement range. The STG44 is intentionally not as powerful as the allied BAR due to the nature of the Germans being on the defensive side. And remember, both automatic weapons can still deliver an almighty 1 shot headshot! A much more effective way of fighting with our new ‘fat head’ characters. YouTube™ Video: STG44 Spray Views: 91 SMGs MP40 Horizontal Recoil Slightly Reduced. YouTube™ Video: MP40 Spray Views: 59 The feedback we’ve received on Battalion’s SMGs has generally been positive. The one common complaint was with the MP40’s recoil pattern. We’ve decided to reduce the horizontal recoil of this weapon to be more in line with its allied counterpart, the Thompson, to allow more control over the weapon’s erratic firing nature. Shotguns Max range damage slightly reduced. Min range damage increased slightly. Crosshair spread decreased to more accurately portray pellet spread. Reduced shotgun fire rate. Can now hold 6 shots instead of 5. Shotguns in any FPS game have always been controversial. In an effort to make every weapon viable, we originally buffed the shotgun to allow it to compete with some of the other extremely powerful weapons within the game. With the changes to Wartide 2.0 meaning different weapons have different values, this no longer needs to be the case. We’ve also seen the feedback from players that in certain situations the shotgun’s communication wasn’t correctly shown to the player - creating situations where players would ‘tag’ when they felt they deserved a kill - or the exact opposite to this scenario could also happen. We’re hoping the above tweaks will help alleviate the feeling of the regularity of these situations! YouTube™ Video: New Shotgun Views: 74 Weapon Penetration Values Our thinking with bullet penetration has always been trying to make it consistent in terms of communication over what you can and can’t shoot through. This meant thin metal sheets, small objects and thin wooden doors/shutters etc are supposed to be penetrable. The problem we’ve seen is that some assets slipped through and were accidently made penetrable, such as the kubelwagen. This was never meant to be the case. We’ve now adjusted these specific meshes that weren't meant to be penetrable and adjusted the damage values of penetration to feel more consistent. Also, a big change the community requested was to make the bomb box no longer penetrable which we are happy to say will be implemented into Major Update 2! You will now be ‘safe’ when planting/defusing - meaning your post plant positioning will now be very important. New Weapon Sounds! We’re adding new weapon sounds to make all weapons feel much more powerful across the board. This update will also include new hitmarker & headshot sounds to make the game feel even more responsive than before. YouTube™ Video: Colt Firing Views: 78 Added a server side ‘takeoff’ sound when a player jumps. New Gewehr Sound. New STG44 Sound. New Thompson Sound. New Luger Sound. New M1911 Sound. New Headshot Sound. New Hitmarker Sound. New Footsteps Sounds. New Token Pickup Sound. New Attenuation/Falloff. YouTube™ Video: Gewehr Shooting Views: 78 Performance Gains We’ve heard the complaints since Major Update 1 about performance dropping - We’ve been looking into multiple aspects of the game from both CPU and GPU perspective to help better optimise for high end and lower end hardware. These tweaks include us focusing onto: Blueprint Nativization (drastically decreasing load times and increasing performance). Level Specific Optimisations (reducing draw calls). General Optimisations (reducing unnecessary clutter within the project). Animation Optimisation (only visible information is sent to clients). Hopefully in Major Update 2 players should see FPS and performance gains across the board. These optimisations are ongoing and will continue all the way until release! Settings/Menu Configs Major Update 2 will be the very last time an update resets your config! Part of our new build system has allowed us to keep your configs intact for future updates - this means future smaller patches will no longer become a major annoyance every time we would like to update the game. We’re also introducing more in-game config settings as we look to enable those with lower end PCs the same ingame options as someone who would tweak their ini files externally. This change also means ini files will be locked - as all of the relevant options will be be available ingame (you’ll still be able to keep your settings config!). We’ll also be putting some restrictions on certain config settings which we felt were being abused to give an entirely unfair advantage to certain players. MU2 Release Date & Beta Test Players have been asking us to bring them in to help test the game before it’s pushed live to the world! There are 2 stages in MU2. MU2 Stage 1 - Beta: In June when we feel the build is stable ‘enough’ for testing, we will push a version of the game to our ‘Public Beta’ branch on Steam. We will not be using the Test Zone for a few good reasons, but this won’t change anything for you! To access the beta, we will distribute a code to players that can be used in Steam by doing the following: Open Steam > Right Click ‘BATTALION 1944’ > Properties > Betas > ‘enter code’ MU2 Stage 2 - Release: Throughout the Beta phase we will be watching the feedback. What we will not do is be “over-reactive” to initial feedback. The beta phase will last a few weeks. During this time we will make changes, fixes, and improvements. We absolutely expect there to be bugs. But this is your opportunity as a passionate gaming community to make an impact on a commercial video game and this is our opportunity to make our passion project commercial! By listening to your feedback we believe we can maximise the potential of Battalion 1944. We are not setting unrealistic expectations during this update, our goal is to show people what Battalion 1944 should have been at launch, but could only be possible with the extensive feedback given to us over the last 4 months. After we believe the game is balanced and just prior to the ‘Gallantry LAN event in Budapest’ we will push the release version of MU2 to the live Battalion 1944 branch. We hope you’re ready to see all these new additions in game becasue we can't wait for you all to test these changes and let us know what you think. We really hope they will really improve Battalion’s gameplay for the long term. Thanks guys and see you in the next one coming tomorrow! The Bulkhead Team
  13. New Smoke and Map changes - Major Update 2.0 18 MAY - BIG TUNA Major Update 2: Further details Update 3 New Smoke Grenades We have added a new smoke grenade effect. Taking inspiration from CSGO, our smoke is designed to effectively be a wall. Whilst it’s not the prettiest smoke, that is very much for a reason. Smoke should block your vision, as soon as we start to add in pretty features and nice graphics, unwanted behaviors begin to occur. Our new smoke is bigger and covers all core chokes in Battalion 1944 maps. The smoke grenade can be seen in action here: YouTube™ Video: Smoke Grenade Views: 129 YouTube™ Video: MP28 Smoke Grenade Views: 84 Invasion Total Rework After we pushed Invasion to the public we were waiting for feedback. Players had some pretty strong opinions of the map and it was by far the least favourite competitive map. So as we did with Manorhouse V2 we’ve entirely reworked Invasion using our new level design ethos. More verticality, more options, less tight chokes. So without further adieu, here is the latest iteration of our competitive map: ‘Invasion’ Invasion is still a work in progress and is likely to change slightly prior to release of MU2 As you can see, Invasion has had a pretty interesting rework. Using feedback from reddit, twitter, and discord we were able to get a good idea of what was wrong with it and how we can improve it. From our experience of playing the new Invasion, there is a place for every weapon which fits great into our new game mode. Check out a ‘run around’ of new Invasion. YouTube™ Video: Invasion 1.5 Run Around Views: 152 Coastal Changes Whilst Coastal was one of the more popular maps at launch - we’ve seen a decline in popular opinion on the map’s flow and how the map itself - whilst solid competitively - was kind of ‘boring’ and had a few core issues. We’ve made the following changes to give Allied and Axis players more options when rotating and holding certain parts of the map. Improved spawn area layouts for both axis and allies. Added a new sniper building by the allies spawn for the Allies to peek into mid from a higher elevation or defend against aggressive flankers from B. Added a new enterable house on A long by the A bombsite to allow axis players to peek A long and allied players to flank around the A bombsite building. Made the ‘Byfam Antiques’ building enterable to add a quicker rotation point between B stairs & middle’s broken walls. Added a ladder to the back of the A bombsite building to allow players to enter from the top of the wooden stairs (sorry stair campers!) Manorhouse v2 Changes We have made minor changes to the popular map Manorhouse V2 based on community member ‘Dust Mouret’s’ suggestions after approving of his previous changes he suggested for Derailed. We feel Manorhouse V2 is now in a good state as a popular competitive map. Added a haystack as cover to the corner of A bombsite Flattened the terrain in that same corner of A bombsite Removed the ‘boost boxes’ by mid/A barn exit Blocked certain overpowered boost spots based on players feedback Fixed some map specific bugs with Manorhouse v2 More Coming Next Week Did you think this was the last development preview for Major Update 2? Nope! We have more development updates coming next week with even more great features and changes that you’ve been requesting these past few months. We’re hyped to share all this information with you guys ahead of the update release as every day we’re starting to see the game shape into what it was intended to be. We still have just over 6 months of development in Early Access before we head to full release on PC. A Lot has changed these past few months and whilst after Major Update 2 there will still be features and issues still to fix, this update should hopefully show our dedication and commitment to Battalion and that the future of this game is a bright one. Thanks guys and see you in the next one soon! The Bulkhead Team
  14. New Character Models - Major Update 2 16 MAY - BIG TUNA Introducing: New Character Models! Update 1 of 3 Note: Colors/Camouflage are currently in development and may change/improve for better visibility prior to the release of MU2 It’s time for a change and we’re happy to announce we are replacing the current player models that are used in Battalion 1944. The current issue with the existing player models is that they were visually small and frail. Whilst they looked great in renders during early prototype development - the reality is their visuals didn’t transition over well once we were able to get the characters running around in-game within fully developed environments. The newly revised German and American character models are much ‘beefier’ with nice fat heads and generally a wider silhouette which will make them better suited for visibility and competitive play, as well of the added benefit of generally looking much better than the older player models. The first person arms and hands have also had a rework. The previous characters didn’t do the game justice, seeing as you constantly see the arms and hands of the character, we decided to completely rework the hands as well. Both characters now wear gloves to avoid plastic looking skin! These new Characters are also more effectively optimised. Therefore they should have a lot less of a negative effect on your FPS. This is especially relevant in Arcade as when we moved from 5v5 to 8v8 in all modes the increased character count meant less frames. You voiced these issues and we have addressed them as the effect it was having was obvious so we hope you also enjoy that aspect of these updated models too. The new character models are better all around. Visually and most importantly from a gameplay perspective. These new characters are a little ‘thicker’. They’re bulky and overweight they’ve also got pretty chunky heads! This means hit detection should feel much better. Whilst the characters backpack will not give you a hit/tag, it will give you a blood splatter. We have focused on reducing the situations where players are ‘hitting’ the player model’s clothes and not his hitbox (for example the player model’s helmet) and client side blood appears whilst not actually hitting the character. Both these new and improved character models were made completely in house by our artists. They are an updated look from the original ones whilst retaining a classic WW2 style. We think they look great and we believe they will help alleviate some of the issues that were caused by the previous player models and really contribute to improving Battalions gameplay. We hope you guys like them and enjoy both the look as well as the gameplay changes they bring. The addition of ladders We recently teased a video of ladders being added to Battalion 1944. You’ll be seeing more on this later this week! YouTube™ Video: Coming soon to Battalion 1944... Views: 4,700 www.battaliongame.com Remember: We have lots of updates coming this week as there are so many changes being introduced in Major Update 2 and we have so much information to get out to you guys so make sure you stay in the loop and keep an eye out for further updates as they will be coming pretty regularly! Thanks for reading guys and look out for the next one! The Bulkhead Team
  15. Razor

    Graphics and FPS improvements

    Unbelievable that Bulkhead can't post updates like this in their own official forum!!! Noooo, tweet and reddit that's it, leave the forum users hanging.....
  16. Razor

    Active US East Coast Times

    http://steamcharts.com/app/489940 That could give you a idea..
  17. Razor

    Xbox one Key??

    If it comes, maybe next year after EA
  18. Razor

    Post Scriptum for Squad Founders

    I know! Have it in my sight
  19. Razor

    Moving Foward (reddit post) and comment

    It's come to this since they never use it anymore... And how will Battalion pan out when they don't even care about their own forum
  20. Razor

    Post Scriptum for Squad Founders

    So this is how UE4 actually could look like used right
  21. Razor

    Moving Foward (reddit post) and comment

    I couldn't agree more Soldat! I really don't get it, first the forum "is the shit" then they say all major updates will be on Battalion's steam page and now it's all going on Reddit. For the love of god make up you're minds Bulkhead!! If Reddit is the place to be, just say so and close this dead over-spammed forum....
  22. Razor

    Haven't received activation key

    Send a DM to @[CM] BigTuna with proof of purchase and he'll sort you out Welcome to the forums
  23. Send a DM to @[CM] BigTuna with your details, he'll fix you up
×