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comagnum

Thoughts from a former league admin and invite level player

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5 minutes ago, Tygrys said:

The two biggest issues with the game are TTK being so stupidly low it's not even funny and corner jumping absolutely everywhere. I'd be fine with actual bunny hopping but not this. Sadly I don't see either of those being changed too much because apparently this is how it's supposed to be since that's how promod played. And that's a shame.

thats not such an accurate statement.. there's similarities between the gameplay here and how CoD4 ProMod was played, BUT the shitty TTK and accurate OP smgs with FULL DAMAGE unrelated to range, lightweight scope without a sway (IN A WW GAME which is ridiculous) assult rifles without ANY recoil , ez as hell semi-auto rifles ; etc, ARENT INCLUDED.. because this is just too ez, I sometimes feel that the only skill-requiring weap is the kar98.. and even with that one, the drag/jumpshots are 90% of the times pretty absurd..

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On 2/6/2018 at 11:51 AM, comagnum said:

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

 

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. 

 
Completely agree

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With news of them revamping the card system and working on competitive balances, it reinforces my feeling that they (the devs) have the proper mindset for Battalion to succeed competitively. 

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11 hours ago, comagnum said:

With news of them revamping the card system and working on competitive balances, it reinforces my feeling that they (the devs) have the proper mindset for Battalion to succeed competitively. 

Of course :) It's their "dream game" they want this game to succeed as much as anyone supporting this project. 

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Said it before and I'll say it again. TTK is too low, there are no "gunfights" like there were in every other CoD and even MoHAA, everything just vaporizes you whether it's rifle or shotgun or smg. Everything except the bar it seems :P

 

Sound is too much. Standing beside A bombsite on coastal you can hear the bomb being planted on B bombsite and footsteps just before it, it's just too much. I know they're going to fix the sound soon but I'm not sure they're including the distance at which you can hear enemy players in that. Footsteps are supposed to be so you know someone is in close proximity to you, not so you can prefire someone 25 metres away.

 

You hit the nail on the head with the maps, too many routes and all too cluttered, peeking in them is a nightmare because there are 20 different things an enemy player can be behind.

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I bet we’ll have a new experience on our hands in the coming months. The devs are pushing to balance things, update and correct features, and are proactively watching things and reacting accordingly. 

Ttk still needs addressing, as does the way too accurate sprint jump flailing shots. 

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to be honest I do not think the devs will change much in the future regarding the gameplay,
the jumps will continue in the same way or few changes will happen.
I believe that the "problem" will be solved when the mods begin to appear.
And why do I say that? Yesterday I was on the server of the clan NGBC and they impose some simple rules:
You have to Aim up to shot. No Hipshot.
No jump from high spot.
No BunnyHop / StraffeJump.
Although it is almost impossible to always respect the first rule, the difference in the gameplay is brutal.
It's only sad that I do not win XP, but for now, it's my "solution" to continue playing.
Edited by Hitman
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1 hour ago, Hitman said:

And why do I say that? Yesterday I was on the server of the clan NGBC and they impose some simple rules: You have to Aim up to shot. No Hipshot. No jump from high spot. No BunnyHop / StraffeJump. Although it is almost impossible to always respect the first rule, the difference in the gameplay is brutal.

Hey @Hitman, i guess you enjoyed to play with us, ....  even if the difference in the gameplay is a bit brutal. :P
The 1st rule is hard to respect but with practice it become a reflex, ..... like the StraffeJump is for competitive players. ;)

1 hour ago, Hitman said:

I believe that the "problem" will be solved when the mods begin to appear.

This.

There is a place for any kind of game style in Battalion1944 : StraffeJump, Tactical ... or what you want.
People have just to be open mind.

Edited by Soldat Ryan

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2 hours ago, Soldat Ryan said:

Hey @Hitman, i guess you enjoyed to play with us, ....  even if the difference in the gameplay is a bit brutal. :P
The 1st rule is hard to respect but with practice it become a reflex, ..... like the StraffeJump is for competitive players. ;)

This.

There is a place for any kind of game style in Battalion1944 : StraffeJump, Tactical ... or what you want.
People have just to be open mind.

You can count me in for sure, preferably with you in my sights and not the other way around :D

Regardless of changes in gameplay, i´m not seeing how to solve the XP problem on private servers.

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Well yeah, seems like mods are the only hope for this game, at least in it's current state. I for one would be the first guy to make a MoHAA-lite mod, especially since it'll probably be UE4 tool kit and I used to mod various games back in the day.

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