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Found 4 results

  1. Gameplay (CTF) Sometimes the blood screen is rendered after you've respawned instead of when you're getting killed (CTF) Dying after the round was over (as in "Victory"/"Defeat" is displayed) will respawn you immediately with no view model and a tiny crosshair. You can also move around (CTF) Throwing a smoke grenade during "Waiting for Players" won't be cleaned up when the round finally starts. The smoke grenade is still on the ground and smoking as nothing has ever happened (CTF) When the round ends with a draw, initially "Lost" in the large banner is being displayed followed by "Draw" in a smaller one (CTF) When watching the flag carrier in spectator, your entire view is being obfuscated by the flag Audio Play some tick sound when the last X seconds of the round are ticking down Steam Integrate with Steam's "Recent Players" so you can easily add or message from your match Servers/Queue Letting the "Matchmaking cooldown for another X" run for a while without dismissing it, the time will freeze at some point and not recover Networking (Animation): When you start spectating someone whose in the middle of reloading his M1 Garand while sprinting, you'll see how the magazine gets magically put into his weapon by a ghost since both of his hands are at his weapon Graphics Creating a new preset will sometimes cause the FOV, Frame Rate Cap and Resolution Quality values and their slider tracks inside the "Video" sub menu to be completely out of place Bindings You can't bind Spacebar to any control
  2. Ideas from an cod 1 player

    Hey, I have been playing CoD 1 for many many years and the competitive scene is still active after 14 years since the game came out! Here are some ideas that i would like to see in battalion: > Coloured Names In CoD 1, coloured names are a perfect possibility for clans or players to create an individual tag for themselves and i hope to see that in battalion as well. Thats almost a must in my eyes. > Rcon In CoD 1 there are several gamemodes in competitive matches and server admins can control which weapon types (Rifles, Machine Guns, Snipers) are enabled or disabled, depending on what style the enemy team wants to play. I hope this will be possible in Battalion too! > Non-regenerative Health CoD1 is the only COD game without regenerative health. And in my opinion battalion should follow CoD 1 in this point. It makes the gameplay in wars much more exciting and makes you think twice about what youre doing next. Its so rare in games but at the same time so important! > Bigger Maps I dont know about the other maps the dev are making but the one i played at gamescom is relatively small. In CoD 1 we have perfect sized maps for competitive gaming and hopefully battalion wont disappoint me in this point. > Aimwalking Another elementary feature of competitive gaming in cod 1 is aimwalking which is basically movinh around corners while aiming and leaning left or right. This gives you the advantage of not being seen so quick and outmanouvering the enemy player, in case of an enemy player being around the corner. This is especially being done in Only MP and Rifle Only mode. It would be nice if this will be possible in battalion too!
  3. Sup fellas. So i just wanted to make a small post on some quick thoughts iv had about battalion recently...mostly out of boredom So we have all seen the gameplay video for battalion and fuck me its great looking...already looks more fun than any game iv played over the past few years. Bulkhead as expected know what what the community want and how to deliver it and to me this reinforces how successful this game can be. I backed battalion and days of war as they both started on kickstarter and iv always had the feeling that bulkhead had a more concrete basis and bigger target audience than driven arts had meaning they would more than likely be much more successful than driven arts. Since the start of DoW being kickstarted iv been signed up to there forums and reading/making topics and same with battalion but the big difference is that driven arts had attracted the day of defeat playerbase who fundamentally reject mostly anything CoD like to the point of basically alienating themselves to there own very small community as they had driven away any other feedback or ideas on how to change DoW on the forums and discord etc. This in turn has now lead to the game being basically dead and as of current anyone of their discord is now just awaiting new updates from devs (mainly the new movement animations). What i would say here is iv done everything i can on the forums,discord and chatting to the devs at driven arts to try get the dev's to move away from the DoD gameplay direction they have pursued and made them aware during the full development process of the risk there taking in catering to the DoD playerbase as small as it is and not taking seriously enough the feedback from other players from different audiences which in turn is a much bigger audience than DoD. Iv told them what they should consider changing direction through out the process to make there game more successful and its not been until very recently after they released to EA and videos of feedback on their game have been made by people like Phantasy that they seem to be listening a bit more and making changes based on these videos (the same changes iv been telling them to make during there full alpha process) but its all a bit too late as most people interested in the game got there taste of DoW and didnt like what they seen so then driven arts since have taken a more broad variety of feedback onboard from non DoD playerbases but again too late as first impressions count most and they missed that with there DoD based EA release. Anyways what im getting at is mainly that the bulkhead team seemed to have had there heads screwed on during the full process of development and knew exactly how to make there game successful whereas driven arts i cant say the same. I dont want to specifically bash the driven arts team as iv talked to lee and they have done what they said they would do ....taken feedback onboard from the community...but they have taken the wrong feedback onboard and iv told them this several times and most often its illogical feedback from the DoD playerbase they have taken onboard and what makes me sad is the fact that even the DoD playerbase dont play the game ...the game is dead as of now and whether this will change is to be seen and if it does it will be with the introduction of the map maker. Iv posted many indepth topics on driven arts forums to try help them make there game a success and planned on doing the same on this forum for bulkhead ..difference is iv made little posts on this forum compared to driven arts as iv said before bulkhead seem to not need anywhere near as much help from the community as they already know what we want and how to produce this whereas iv made loads of topics on driven arts forums to try help them as from the kickstarter i felt they needed much more help to make there game more successful and to get them to open there minds to feedback from other communities and not just DoD. Final thing id like to say again is a massive welldone to bulkhead on how they have done things so far and what they have produced and id like to point out iv seen mostly positive feedback from people who seem to be informed of what this game was actually meant to be and most of the negative feedback seems to be from misinformed people who didnt read any info on the kickstarter for battalion on what type of game this was supposed to be. Phantasy's video describes this perfectly. Id like some comments on whether the current gameplay video has met your expectations of the bulkhead team as of yet
  4. Hello gents, Just wanted to give some feedback to the Devs on the newly released screenshots showing off the updated U.S Airborne models. One of them is shown wearing a Musette pack, but this model has a few issues. 1. T-Handle shovel attached to the back of the M1936 Musette Bag The T-Handle shovel should not be attached to the back of the M1936 Musette Bag. Simply because it cannot be done on the type of Musette Bag used during the Normandy period. This could only be done on very late-war models that this can be done but not during the Normandy period. Typical OD3 Musette used throughout the war (Left). The OD7 Transitional Musette also started appearing Normandy onwards in limit numbers (Right). As seen these Musettes lack the holes for the T-Handle to be hooked on. M1910 T-Handle shovels and the M1943 E-Tool were worn on the belt (pistol belt / cartridge belt). It's normally best placed on the side of the hip so it's out of the way when you run (see below illustration). I think whoever modelled this may have been confused the setup worn by regular infantry who wore the M1928 Doughboy Pack. 2. Jump Rope The main function of the Jump Rope was to allow a trooper to drop himself down from a tree or similar tall object he was stuck on. However once on the ground these were simply thrown away because it's dead weight. Why carry around a heavy rope? Post-jump you are hard pressed to find any photos of troopers carrying them for this reason. It's a very cliche thing that's often seen in popular culture and bad re-enactment. Bonus Normally a good idea to pull the pin out of grenades lol. (Pin and spoon should be missing) M1 Helmet is missing bales and strap I covered problems with the Helmet in this thread: HERE Anyway, cheers guys. Bottoms up!