Jump to content

Search the Community

Showing results for tags 'longevity'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Information
    • Battalion News & Updates
  • Game
    • The Welcome Desk
    • General Discussion
    • Design Ideas
    • Questions
    • Technical Support
    • Dedicated Server Discussion
  • Community
    • Recruitment and Free Agents
    • Modding
    • Community Discussion Area
    • "Non-Battalion" Discussion
  • Forum Specific Requests/Bugs/Questions
  • Test
  • Testing Area
  • thetz.org's Forum
  • DutchDisaster #DDClan's Discord server
  • DutchDisaster #DDClan's Logo
  • DutchDisaster #DDClan's #DDClan
  • Ex CoD1/UO players's General Discussion
  • |VSG| Venom Squad Gaming's 1944 General Discussion
  • Tactical Teams/clans's Introduce your Team/clan
  • Tactical Teams/clans's General Discussion
  • TryHardClan's Topics
  • Battalion 1944.CRO steam grup join us !'s Battalion1944.cro Steam grup !
  • Xtream Team Tactical crouch's Topics

Categories

Categories

  • Articles

Blogs

There are no results to display.

There are no results to display.

Calendars

  • Community Calendar
  • C4S's Events

Found 1 result

  1. Scroll down for a tl;dr I posted this originally in the backers section, but I feel the community as a whole needs to have productive discussions moving forward. Hey all. First off, I want to congratulate the Devs on a fairly successful EA launch. No launch is perfect, which we all as a community need to acknowledge, but your attention to issues that have arisen should give us hope that things will continue to improve in the coming year(hopefully years). Before I start, I’d like to give a little history of my experience; I am a former cod 1 - 2 and 4 invite player, in game leader, league admin with Cevo and Cal as well as the co-host of the first ever Cod4 tournament (xfire tournament) and creator of the first cod4 competition mod (DAMN mod). I also ran a tournament series called Gathering of the Nerds - a 10th anniversary tournament for Cod 1. I’m not here to tout my former glory days and e-accomplishments, I’m simply setting the stage for a productive conversation from someone who has close to 10k total hours of competitive play, many hours of admin duties, tournament planning, and modding since 2002. To start, there are a lot of things to like about Battalion. Their vision of Battalion being a successful e-sports title has a great foundation and as a former competitive player, I love that mindset from the Devs. Additionally, the guns, movement, and design focus is very conducive to a competitive atmosphere. The lack of fog/dust/and bevy of graphical options (even though we can’t use them yet) are again designed and created for competitive players. However, I feel that a few things must be addressed. I’m not going to talk about bugs, or net code issues, hitbox issues, and things of the like. Those are products of the beast, so-to-speak. They will get addressed, corrected, and patched as we move forward. I’m going to speak on core mechanics, how to maintain a solid player base, and how to create longevity that games tend to lack. Firstly, the time to kill issue, or ttk for short, is far too low. By that I mean damage given by certain guns is far to high and/or the rate of fire is far too fast. This makes smg’s vastly overpowered, as well as other issues arising in fire fights with all weapons. There was a similar issue in cod4 with the ak74u. It became a competitive nightmare. I believe that there can be some balance achieved in this area, but it will take time. Taking csgo as an example, smgs are situational, mgs are the middle ground between the awp, and then we have the power houses with the scopes. While I don’t feel like that model would work for Battalion, I still believe that some sort of balance needs to be achieved. This leads to my second issue, the running/jumping/sprinting accuracy. While jumping and run and gun has been synonymous with cod for quite some time, that sort of game play leads to a severely lessened skill gap. A game of this type needs a skill gap to aid in a games longevity. There should be an element of randomness, but mastering the nuances of the game should reward a player far more than a run and gun/spray and prey style. Accuracy should be tied into the movement, not be a product of said movement. What I mean by this is, standing and shooting, strafing and shooting, crouching and shooting, jumping and shooting, and drop shooting should all penalize and/or reward the player in some fashion. I’m all for cRaZy 360 noskopeZ and I’ve pulled a few crazy shots off in my day, but those should be an exception, not the norm. Load up any twitch stream and you’ll find ‘high’ level Battalion players sprinting then jumping whilst iron sighting, hitting insanely ridiculous shots that are insanely baffling and equally as hard to counter. Call of duty has always had elements of this, but I feel that it’s a little much in its current state with Battalion. There’s should be some sort of mastering of the mechanics. Again, take csgo as an example. The shooting mechanics, as well as movement mechanics, have an insane skill gap. From silver to global elite, the two are light years apart. Yet it’s not impossible to improve, which creates desire to improve, which aids in longevity. I’m not suggesting that the whole system needs reworking, I’m just simply saying that there needs to be some sort of penalty/reward system in the way of accuracy. The maps. This is probably the most least liked facet of this game amongst former competitors that I’ve spoken with. It feels as though the devs were trying to ‘reinvent the wheel’ in terms of map layouts and structure. Take any cod 1/2 map and you’ll see hat they all have certain things in common. A path to the a site, a middle, a path to the b site, and rotation spots for the defensive team. Now that’s largely simplified but seriously take a look at the layouts. Dawnville; graveyard to a, mid to a, mid to b, and hobo to a. Clean, ample choke points with rotation abilities. Carentan; arches to a, mid to a, mid to b, mg to b Toujane; same set up with the added option of the roof tops. Villers Bocage; similar set up Railyard; while a little different, there’s still a middle (hangar) with alternate paths to both bomb sites. Matmata; again, a little different but still two alternate paths to each bombsite With Battalion, while it may be true that there’s alternate paths to each site, it’s either a) way too open, b) too cluttered, or c) there are far too many paths. I feel that simple is better here. A, mid, B with little variance in between. A couple paths to one of the sites? Sure. 4 paths to the same site? Ridiculous. An open middle (dawnville is open) sure, but allow the attacking team to be able to combat that openness with out sacrificing the entire rounds utilities (coastal comes to mind). Even if you use cs as a guide for map layout, D2 is set up with an a/mid a/mid/mid b/b layout with clear direction on how to execute those attacks. Mirage, the same. Cache, again very similarly laid out. Etc etc I get the desire to want to do it your way and do it differently, but don’t try and reinvent the wheel. Competitive maps are successful because of their layout. Competitive FPS shooters are successful, in addition to many other things, because of their maps and their lay out. Keep it simple. The only map that I feel has this layout style in mind is liberation. The rest, miss the mark by a long shot in my opinion. The last thing I’m going to touch on for now is the card system. I’ll be honest, during alpha testing.. I hated the idea. I hated the implementation. I hated the stupid design. I hated the whole concept. However, after pugging and scrimming utilizing the system, I don’t mind it much at all. It’s interesting, provides a strategic element, and can make or break a round. With that being said, there needs to be some improvement with the system in general. There should be a system in place that’s similar to cs’s ‘loss bonus’ eco. Where team a loses x number of rounds and they’re given say, one of each class. That way, a team has an opportunity to regain some momentum. As it stands if a team gets steam rolled the first few rounds, it then becomes insanely difficult to regain any momentum. In a competitive setting, momentum is key, and as a spectator momentum shifts are exciting. Next is the limit on nades. I fully understand the idea of limiting nades, however, I feel 8 is far too few. Maybe a way to ‘gain’ a grenade should be implemented, for example a successful defuse nets one frag grenade for the team bank, and killing a bomb planter nets one smoke. Inversely a bomb plant should net one smoke and killing a defused nets one frag grenade. Something along those lines so that utility becomes a focal point of the economy as well. I have more I’d like to touch on, but for now this should provide some groundwork for discussion. Tl;dr love the game and love the direction; however certain things, not related to net code, bugs, etc. need work. Weapon balancing and time to kill tweaks, accuracy rewards/penalties to heighten the skill gap and reward players who master the system rather than abuse the mechanics in a run and gun style, map layouts and design need a serious look, and card system improvements.
×