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Everything posted by FrosteR

  1. Hello! I am Erik, also known by my in-game name which is FrosteR! I played competitive COD4 from 2007-2012 in teams such as eSuba, Power Gaming and TCM-Gaming. Attended many LANs and won quite a few, including the Antwerp eSports Festival 2010, which was the biggest COD4 LAN ever hosted in Europe! I played together with Paradox, Luboshmir, Toxjee and King for a number of years. I guess those names should ring a bell to any COD4 fan! Looking forward to play this game and me and toxjee will definitely be playing it. The others might as well!
  2. Seems way too overcomplicated. Simplicity is key in my opinion. A regen system works well in COD and other fast-paced games. I think the COD system should be used, pretty much.
  3. I don't think you have to worry about Battalion. It will be a game for both casual as well as competitive players. Calm down
  4. Well that is kind of what you said lol
  5. I also think they have no place in publics either. COD4 Promod publics are how it should be. Not Stock COD4. In my opinion.
  6. I'd like to suggest to add a ''strat mode'' to Battalion 1944 Basically what I suggest is something like COD4 Promod, A gamemode where you can: - Can follow your grenades and see where they land - Spawn bots at certain places to test and line up wallbangs etc - A way to draw tactics on a map overview for everyone in the server to see (I really miss this in COD4) To be clear, this isn't meant to be a competitive gamemode, simply a way to try out tactics etc (For those who haven't played COD4 Promod) If anyone has other great ideas that could be included, go ahead!
  7. I would highly recommend you guys to implement a recoil pattern which is always the same, like in CS:GO. In COD4 the recoil is totally random each time and is impossible to learn. You say you want to create a competitive game so having a recoil pattern that is possible to learn would greatly improve the skill in the game. Also, I read somewhere (Twitter I believe), that you are including gunsway in the game. I would strongly advise against that. Look at COD4 Promod. Gunsway was removed because it adds randomness (and also because it was slightly bugged). If you look at the most competitive games atm, none of them have gunsway.
  8. 27, starting to feel old hahaha
  9. MR10 seems a bit short, MR15 seems a bit long since there is no buy system like in CS:GO where you have lots of ''throw-away'' rounds where you eco. MR12 seems to be a solid idea. Depends on how fast the game is anyway. CS:GO stays interesting for MR15 because of the buy system, COD4 and COD2 get boring after a while because every round is ''the same'', so I'd say MR12 should be good
  10. Customization is fine for public servers, it gives everyone what they want. For competitive play there has to be 1 clear ruleset which will be used in all competitive matches.
  11. Speaking of which, where can I find this group? Would love to get involved some more
  12. Happy to see some gameplay looks great
  13. Yeah the COD4 one (which can be disabled if you prefer that) just follows the nade, as soon as it explodes, it puts you back where you threw it from so you can adjust if needed
  14. COD4 has /noclip which means you can just fly through the map and through buildings etc. It also has an option that when you throw your nade, your camera automatically follows the nade to see the trajectory.
  15. Hey man! I guess any COD after COD4 just never took off. COD4 was too big at that point and Activision clearly only cared about the casual players, not the competitive PC scene.
  16. Sensitivity is really important to have as a customizable option. (Both Hipfire and ADS). Look at all players, casual and pro. Everyone has a different preference. For example, f0rest in CS:GO plays on a very high sens whereas NiKo plays very low. Or in COD4, Phantasy needs about 2cm to do a 360 and I need 75. It would be awesome if we could customize both the sensitivity (which they've confirmed we obviously can) and the ADS sens!
  17. Oh man I loved Socom 2. Crossroads is probably one of the best maps ever created for the Socom games!
  18. @[DEV] BRAMMERTRON What do you think about my suggestion of having a customizable sensitivity and a customizable zoom/ADS sensitivity I for one prefer a very slow sens when ADS and a faster one when zoomed out, but I'd like to be able to set it exactly as I want. Rainbow Six: Siege has this, for example. CS:GO also has it but only for AWP (/zoom_sensitivity_ratio)
  19. I'm sure my GTX 970 and i7-2600k will do just fine either way can't wait to test it!
  20. Perfect
  21. The specs seem really low, which is good news!
  22. Joe, on the bottom left of the HUD I see the time and (what seems to be) the score between the two teams. Will you add a ''x players left alive'' per team on the HUD? COD2, COD4 Promod and CS:GO all have this. It seems pretty obvious to add but I'd like to point out just how important this little thing is!
  23. Tripwire/claymores etc have no place in a competitive game.
  24. Yeah I remember playing against you guys! Still have the demo on my PC and uploaded on my FB haha Yeah he kept giving excuses that people robbed the place, so he couldn't pay out. Then the venue was flooded. Next thing there were aliens who stole all the money.. god knows what other excuses he used haha.
  25. It will depend on how fast the game is. COD2 has sway but is a slower game, so it feels alright. Having sway in COD4 was awful, because it is much faster paced. From the little bit of Battalion footage I've seen it, it seems about the same speed as COD4, so no sway would fit better. Having sway on the sniper would make it pretty useless in a fast-paced game. Either nothing and or a tiny tiny bit. The most important thing is that you can zoom in quickly (COD2 and COD4 Promod), not like stock COD4. The sniper was near useless in Stock COD4 because it was way too slow for a fast-paced game.