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Found 9 results

  1. [GUN-PLAY] Pathfinder Needs a direct damage nerf. The fire rate and hip-fire accuracy will still keep this gun very relevant and powerful close range. But the way it is right now, you have almost no time to react when fighting an SMG close range…. Even against an operator Operator This class is EXTREMELY clunky. The screenshake is very laggy and can sometimes teleport the player. I suggest removing the screen shake altogether. Slow down fire rate. The fire rate increase was a step in the right direction but I feel it was a bit much as it is just too strong Increase the spread. This will reduce the long range “rifle-like” kills and make it a more consistent kill closer range. Shotguns are supposed to destroy close range, and at this current moment, it feels more or less like a hit or miss gamble close range. Rifleman / Marksman I might suggest possibly adding a bit more aim punch to help keep these classes in check. I know a lot of people don’t like aim punch, but it’s needed so that way these classes aren’t crazy strong when getting tagged still. COD2 best implemented this aimpunch. All weapons I’m not sure if double switching was purposely left out (to prevent cod4 wait bind abusers) or not, but it feels so clunky when swapping weapons. If this was indeed done to prevent that, might I suggest mimicking COD2’s weapon switching. The faster switching will help keep the gameplay faster and less clunky. At the same time, if the double switch was implemented (double switch when pulling out a weapon to cancel the weapon equipping animation and immediately do an action out if it), it would also keep the speed of the game faster. [LEAN] Leaning feels useless in a higher level play environment. Leaning gets you killed more than give you advantages currently. You just show way too much of your body in 3P in comparison to 1P. Because of this, this encourages people to just spam their jump key. I feel like if leaning or slow peeking a corner was a viable option, there would be less people jumpings corners. Another perspective, as someone who’s leaning a corner; since you show a lot of your body / hitboxes, someone who jumps the corner on you has the advantage because it’s easier to hit someone leaning. Leaning (in my eyes) should be the most optimal way of peeking / holding angles, because that means your positioning is better. Jumping should be used as a curveball peek to throw someone off. Again, in my eyes, COD2 implemented leaning the best (in my eyes), maybe a slight bit more. This will indeed slow the game down some, and reward players who are leaning and positioned better. It will also help punish players who jump out a lot because it’ll be harder to hit someone leaning an angle correctly. Rifles and Snipers will benefit from this, but mix this in with the increased aimpunch will help keep them in check. [MOVEMENT] Jumping There needs to be a more harsh landing lag. The more I scrim teams and play, the more I realize the most efficient way to cover a part of the map or take part of the map is mashing your jump key on every corner. I suggest adding landing lag if you fire a shot while mid-air. This will help keep some fluidity in movement (early round sprinting), but make it much more risky when jumping a corner and shooting. I feel like jump height is crazy high right now. I understand that this might not be good to reduce based on fluidity of maps. I would suggest decreasing the height of regular jumps, and keeping crouch jumping the same height. This will add an extra skill layer in movement that the average joe gamer cannot do consistently well without good movement practices Strafing I feel like strafing is way too easy. Strafe jumping is supposed to be somewhat skillful when doing. I’m not sure how, but I feel like making the “inputs” for strafing more strict to do a strafe jump. Again, this will increase the skill ceiling in terms of movement, which is a large part of the gameplay in Battalion. Speed I feel like the movement speed is in a good spot right now. My suggestion would to be to slightly increase walk speed with pistol out. This will help bait rifle shots by “jiggle peeking” with pistol. [GAMEPLAY] Health Regen I feel like it is WAY too slow right now. Doesn’t fit the speed of the game. I saw spectator and see that regen jumps to the closest 5th factor, then regens 5 every regen instance, maybe bumping this up to 8 would help speed up the game a bit. Kill-feed Please give us an option to remove the “white” from kill-feed. I’d much rather see Red / Blue as I can glance down and see which direction the flurry of kills are going. Also, the white name kill-feed is really buggy as even assists make it colored weird. I am posting this as a player who has been here since 0.1 alpha. Since being able to actually scrim the game at a high level, these issues were glaring. This post is meant to be from a Competitive player's standpoint and focuses heavily on ingame mechanics and gunplay. I truly hope the devs read this and takes this feedback into account. The game's playerbase is slowly dwindling, even the hardcore people who were waiting for this game to scrim has been dying off. Some of these gameplay fixes will help keep the Competitive players in, the matchmaking server fixes will help bring in newer players.
  2. Twitch.tv/aussiexthunder

    An Option to enable/disable Console in settings

    My chubby fingers end up accidentally knocking the console button some times. Gets me killed ? Csgo also has an option to disable it in game to prevent knocks. Cheers
  3. Twitch.tv/aussiexthunder

    Being Able to see who is holding the Bomb

    Hey guys just a thought, If im on the attacking team with bomb i can never tell who has the bomb if i don't. Apparently the colour of their marker on the mini map if different. Sadly, I'm colour bind and find it quite difficult to tear apart colours so i haven't seen a distinctive difference to find out who has the bomb (if not me) Also say i was to die and spectate my team mates would it be a good ideal to add a bomb picture on the far right corner of the screen (or somewhere) so straight away you know he has the bomb. I've played over 60 hrs and still haven't found out hahah maybe I'm blind. Help me out bros?❤
  4. Twitch.tv/aussiexthunder

    Being Able to see who is hold Bomb

    Hey guys just a thought, If im on the attacking team with bomb i can never tell who has the bomb if i don't. Apparently the colour of their marker on the mini map if different. Sadly, I'm colour bind and find it quite difficult to tear apart colours so i haven't seen a distinctive difference to find out who has the bomb (if not me) Also say i was to die and spectate my team mates would it be a good ideal to add a bomb picture on the far right corner of the screen (or somewhere) so straight away you know he has the bomb. I've played over 60 hrs and still haven't found out hahah maybe I'm blind. Help me out bros?❤
  5. I think some of my feedback have been reported yet but in case of ... Dedicated server version : 10747 1 - I have installed my Bat44 server on a VM hosting Windows Server 2008 CPU : E3 1245V2 (3.4GHz) Mem : 14Go Nothing to say about the installation, it is clear. (DL and install ! ) The configuration of the game is less easy. We need a bit more of details/info about the "Defaultgame.ini" (i spent a lot of time to find the way to stop the win loop ) The wiki page is good but the seciton called "Server + Game Configuration" is really rudimentary and could be improved. IMHO Crash cases : When we try to use a server command the server crash (change map, kick .... ) Server crash often at the rotation specially when several gamemodes (CTF,TDM ...) are used. Random crashes ..... ! ? If Devs needed i can provide logs files ( .bmp) Slots : If you set several gamemode and want more than 10 players, the server browser display always 10 slots. It is possible to set more than 10 slots but only one gamemode (CTF,TDM ...) must be available in the"Defaultgame.ini". In this case the server is showing the correct slot number in the server browser BUT the server accept only 10 players. The player #11 have a message telling "Server Full" ------------------------------------------------------------------------------------------------------------ 2 - I tried to install the Bat44 server on Linux (Debian Wheezy) spec are the same as above but with more RAM. The server is running after updating Glib package but it is not reachable buy the players. Players got the message "Your conexion to the host has been lost". An other member meet the same problem (with other distro) : Check this post or this one Don't know if this is on my side but I don't get this error with others game server hosted on the same machine : I use an Ipfailover to host my game servers but with Bat44 even if i set the Ipfailover on the "Run.sh", it is the main IP of the server (dedibox) which is used/Displayed. ------------------------------------------------------------------------------------------------------------ The dedicated server needs : - Filters or ability to classify servers by name, map, ping ... - Ability to list all players from the console - Ability to kick/ban player with only a part of the name - Ability to kick/ban player with Game slot ID (It is shorter than Steam ID and really usefull for name with special characteres/typo) - Ability to set a password ingame - Add more information in the game log (Who's join/left, the SteamID with nickname, players actions : who kills who, chat log, map load, timestamp ..... ) - Add welcome/rules messages list in config file Despite this, the game is still fun to play. When it is online, my server is filling up quiclky. What is positive too, is that Bat44 server are not using a lot of ressource. That is a real good point. EDIT : Not so positive : 25-30% of CPU usage with 20 players (server version : 10849) on the windows VM
  6. 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
  7. willie606

    beta feedback

    overall the game plays very well right now its just that there are some simple things that can be fixed 1 most important get rid of jump shotting, drop shotting. before you say ma pro mod look at competitive cod after cod4 jump shotting and drop shotting aren't valid strategies its just cheep 2 increase sniper ads time to encourage strategic play 3 give coastal allied ctf more spawn cover 4 make jumping make you go out of ads untill you land and a half second ads cooldown after you land 5 get rid of prone
  8. 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.
  9. Vanir

    My Opinions / Feedback

    Hey everyone, I would like to give some feedback, and suggest some stuff, if possible. The game itself feels very good after CoD2/CoD4, I really love it so far. But there are some things that should be looked into. These ideas are mostly my friends' and mine, we were playing 5 men premade yesterday for quite a few hours and we will continue to do so in the future. Most of us came from CoD4 Promod, and these suggestions go for the competitive side of the game. Let's begin with the maps. I like them. Honestly, they are pretty damn good, they look good, they feel good. There are two things that don't feel right at all though. First, the map size. Too big. This could be fixed by adding some extra time both before and after the bomb has been planted. I don't think too much is needed, maybe 5-10 seconds. Why? You can't rotate. If you hold B and the bomb has been planted to A, you need to sprint like hell in order to get there and instantly start defusing, you don't really have time to check anything properly. Second, entrances. Way too many corners to check when attacking, too many alleys to hold when defending a bombsite. This thing probably won't be this frustrating once we learn the maps and their timings properly, but it really gave us a hard time. Let's move on! Weapons, they feel kinda balanced, even though Thompson can be ridiculously good even at longer ranges, which is kinda strange for an SMG. Should add a bit more recoil. And all the semi-automatic weapons can be fired at an insane rate if you have quick fingers. I'd lower the possible fire rate a bit for these. The movement feels alright, even though the animations are kinda jerky, but I don't really mind that. I would add an extra second or half of sprinting time though, it feels like it wears off too quickly. Now there's one thing that's really annoying, and I'm not sure if this will get fixed or not, which is the insanely loing loading times. If your game is not running from an SSD (two of my mates don't have one) the game takes at least 5 minutes to load, maps take around 3-4, even with a relatively high-end PC. I know it's 2018 and an SSD is pretty much essential, but for those who don't need it for anything else it's kind of a bummer. Will these loading times be shortened somehow? Oh, and one more thing, please add the demo recording function ASAP! I will keep this thread updated with my findings in the future.