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Found 7 results

  1. Hello Battalion 1944 Community! I'm vozER, a 28-year-old enthusiastic gamer/streamer from Finland. As some of you may know, I've been playing CoD1/2/4 competitively for around 15~ years or so. I'd like to give my point of view about the current gameplay and gun balance. I've been playing Battalion 1944 non-stop since Early Access was released. There are a few things that in my opinion could make the gameplay feel a little better though. I'm really loving the game and I have tons of fun playing it! Keep up the good work @[DEV] BRAMMERTRON @[DEV] KingHoward @[CM] BigTuna @[CM] phantasy and all the other developers! 1. Movement Speed Movement speed generally feels quite good, but in my opinion it's still just a little too fast. For example: sprint + jump seems a little overpowered at the moment. There seems to be almost no time to react when an enemy sprint + jumps you behind a corner - even if you're equipped with a shotgun. Especially while SMG's feel like 2-shot kills atm, I think this combination is a little too much. Also, while the movement speed is so fast, it's quite hard to one-shot with Spray-weapons. Why try to one-shot kill when you're gonna kill the enemy so much faster by spraying - no matter the distance. I would lower the movement speed 3% - 5%. 2. 1-shot Headshots Generally, I feel like this game needs more opportunities to try to get "1-shot" -kills. It's a little riskier trying to one-shot, but it may pay off the shooter since it still may have some bullets in the magazine. It also adds more diversity on how to play with the guns. Are you going for a a one-tap or are you gonna spray? As a bonus, we could see some nice one-tap kills. 3. Gun Balance I. Heavy Weapons (BAR & MP44) Rifles should be effective in mid-long (especially long-range) range battles, Heavy Weapons should be effective in mid-long (especially mid-range)ranges and SMG's should be effective in close-range situations. The recent buffs surely did help using these guns, but something still feels a little off. Many times I still feel like the enemy should have been dead already while spraying with these guns. Right now I have really mixed feelings with Heavy Weapons. I think they should be a little more effective on long range battles though. I would buff BAR & MP44 with more damage (10-20%). I would nerf the fire rate a little (5-10%). I would nerf the recoil (+5-10% added to recoil). Not sure about the percents, but you'll get the idea. I know this is a whole different game than CoD1 / CoD1:UO, but I would try to chase the recoil and damage of BAR/MP44 in these games (Thank you @Marrond for the awesome video link): I'm not sure if the little 'curve' is necessary. I think it disturbs your visibility while firing with the weapon. I would remove the curve. As a second option, I would consider changing the BAR's ironsight to something similar to this: 3. Gun Balance II. Submachine Guns (MP40 & Thompson) Submachine Guns feel a little too powerful in close range at the moment. Generally it feels like 2-3 bullets is enough to kill the enemy. I would nerf the damage in close-range by 10-15% 4. Hipfire I think firing from the hip is a little too hard at the moment. The bullet spread is a little too high on most of the weapons (especially with Heavy Weapons). Generally it doesn't feel wise trying to hip-fire the enemy since you're gonna be in a disadvantage in most situations. 5. Weapon Switch / Weapon pickup Switching between your primary and secondary weapon feels a little too slow/clunky at the moment. The same goes when picking up another weapon from the ground. This also occurs, when you're trying to "fake-plant" (quickly pressing F while planting) and getting your weapon ready to shoot again. You can pick up a weapon / pick up your old weapon to your hands too quickly at the moment. Right now you can just spam F and it will change the weapons in 0,01 second rate or something. This may be a problem when you're trying to pick up a weapon from the ground and accidentally pick your old weapon back (it may have 0 bullets for example) in to your hands in a shooting situation. This may become problematic, especially since the area to pick up another weapon is so short. I would lower the time to switch to another weapon by 0.5 seconds. I would add a cooldown while picking up another weapon (0,3~ seconds). 6. Item pickup area Many times I've tried to switch to another weapon that's laying on the ground, but often find my arms to be too short or the "weapon pick-up indicator" never shows up. I would extend the weapon pick up area/indicator. Thank you for reading! Please don't hesitate sharing your thoughts! -vozER
  2. lsddd

    Battalion 1944 - Re-design

    Hello, so first of all I'd like to introduce myself. I'm lsd, an Art Director from Helsinki, Finland. I mainly work in advertising but like to hone my creative skills and thinking outside my profession. I'm gonna be straight and honest, loving the game itself but disgusted by the UI and logo design the game has. I'm no means the world-class A designer to give the right and wrongs, so please save yourselves from commenting something like that. Let me start from the logotype itself, I've seen too many copies of this style already, Battalion 1944, don't do this. Just compare this to PLAYERUNKNOWNS BATTLEGROUND, DayZ, WarZ, whatever survival game, you'll find the same art style on them. Also, yeah things might sometimes look the same but we all know this is the ''trend'' right now, let's not just do what everyone else does. Then the UI, now I know it's an early access but still let's be honest, the UI doesn't have to feel like I'm playing a game from 2000. I no means want to trash everything but to give my honest opinion. Here's what I've done: https://ibb.co/cu9VmH This link show's the images in a bad quality. I've also attached a higher resolution version in the attachments. For the devs, I'm more than happy to share my document for free in the hopes to get credited and / or consult more in the future. I hope to get nice open conversation around this.
  3. Hello there, I am not sure if someone already meantion that but on German helmets there is an inconsistence – vectors of the model are not connected together which happened into a small empty space – in the place of symmetry. It is a small graphic design bug. It is not so important but it is still a defect. Thanks M. I. – krvo
  4. Balack

    Games Menu

    Hello, i'am Balack a french designer, i juste drop here a little creation that may be inspired the devs in their next update, sorry for my english 194/5000
  5. WEku

    My two cents

    Hi! I've been playing COD4, CS:GO, Shootmania and Overwatch semi-professionally, and I feel like I have a pretty good idea about what the developers want to do with this game, so here are my two cents. 1) 45s bomb timer. I believe with the current movement speed 45 seconds is too little, maps are around the same size as in cod4 but the movement is slower, which means you have to pretty much rush the other bombsite if you want to defuse, maybe try 50s timer? 2) Strafejumping I guess everyone who played COD4 remembers how satisfying strafejumping was, it actually had a feel that you were going faster, and you were. In battalion i don't get that feeling. I feel like you could make strafejumping a bit faster, even if the jumps were the same length. That's pretty much all the ideas I currently have, ofcourse the game still has stuff to do, but I think most of the other tweaks have been said often enough and I trust the devs completely. Great job guys!
  6. Hello enthusiasts! This thread is dedicated to suggest and / or request a powerful framework for pure practice through sweat equity. Having spent thousands of hours(MOH:AA, CoD4, CS, OW) in building muscle memory and practicing the art of hand-eye & eye-hand coordination, intuitive crosshair placement, target tracking and flickshots; I feel that as a game as eSports-oriented as the highly anticipated Battalion 1944 and the enthusiastic community waiting for the start of Early Access next week, all parties would benefit from having tools to their disposal. So one can grow and thrive through their own effort, energy and time put into gaining experience on multiple fronts. This enables any player with the desire and will to -git vewy gud- to spent their time effectively and efficiently, spawning a whole new dimension of potential within the competitive Battalion 1944 scene. Discipline and adaptation are key(s) and as there is a science just beneath the surface to dissect the art(if anything), a player can thrive by exploiting it If you are up for the necessary grind and farm, anyone should be able to bridge skill gaps. The anticipated tools and framework to grow skill and strengthen one's resolve, adding another tier to promote unified practice and routine: Clean & Customizable User Interface Saving / Loading Strategy Files Saving / Loading Positions on the map Integrated Training Maps More Advanced Top View Window More Advanced Replay System Player Statistics Team Statistics This overall system also provides an immediate and -easy to access- tool to manage and coach teams. Easy to track team progression. A profound frame of reference. Natural freedom to exceed expectations and break limitations. Pool of anticipation in order to work hard and achieve goals. Hearsay I have added imagery to have a visual example of the components. CSGO Event Stats Infographic I am not suggesting that a system as such should be a replicant of any other game, this is merely a frame of reference. Please, feel free to suggest and discuss!
  7. 1suky1

    Map feedback

    Coastal The biggest issue I had was the clipping. A site has some weird clipping around the destroyed edge. Game doesn't let you jump/move/slows you down. Same happens in a few more areas that I can't remember specifically, one might be the boxes on the seaside arches. There is also black decal at the bottom that goes around A house and you can clip onto it when close to the wall. The window(s) at B house are just a bit too small to go through them standing up. It's like the player model is a few pixels taller than the window. Overall it's pretty good but I didn't feel like there are any opportunities for some tactics with smokes/nades. Maybe that's just the way I started to think after playing CSGO because even in COD4 there wasn't that much setup either. Derailed The B cross is kinda weird. It's too wide and requires two smokes to completely cover. I don't feel like there's some way to throw a smoke, besides maybe over the houses that lands close to the tunnel but without strats for now we would just chuck them close to the cross and the pavement would block the smokes sometimes. Later we just started to ignore the smokes and just rush B as fast as possible because it's really easy to get there and if we get the picks and plant we pretty much win the round. There's just no good place to defend from as axis. The site is too small and too many directions to consider. You plant B and you can hide in the cinema, broken house, upper cinema, B hallway, B tunnel... You can sortof know by how it's planted on which side the enemy is but if you plant towards cinema it can be from 180 degrees around the plant. A site is kinda better, but when compared to B why'd you even bother going there. I feel like by the time you clear the tank and pass the two chokepoints the axis can already rotate from B and if you didn't also have someone going through mid then they can easily flank. If you do manage to plant then there are only 3 directions you need to cover and as axis you need to worry about only 4 spots. Overall the map just plays like who has the best rush spawn and who gets lucky with potato nades currently. The B cross if you have 2-3 guys looking at that as axis they can easily get 2-3 picks on allies. But if not then allies can just storm B and take it before axis even had the chance to setup. I think you can't even get to the cinema entrance before the fastest ally peeks around the broken house spraying you.