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Battalion 1944 - A gem on its way?


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Hello everyone!
 
I mentioned this thread was underway in one of my posts, so here it is, finally ready. Join me as we delve into Battalion 1944. A new upcoming game that has caught my personal interest greatly and by the end of this post I hope you'll all feel the same! I've collected all the info I could so we can take a more detailed look at the game. Let's start, shall we? :)

 

image.png

 

What is this game you might be asking? It all started with an epic kickstarter campaign to raise funds for the development of this title. Battalion 1944 is a game currently under development by Bulkhead Interactive assisted by Square Enix in the marketing/funds department and scheduled to release by the end of 2017. Let's take a look at one of the most recent trailers available.
 


 

A first person shooter game set in the World War II era. Maps, decals, weaponry all look like what you'd expect from a game set in that time period. As far as graphics go, I think we can all agree that at this point in time, they are very decent to good.
 


http://jarock.pl/wp-content/uploads/2013/02/maxresdefault-2-1024x576.jpg

 

Upon a closer look we can conclude that the graphics do hold a somewhat little cartoon-ish element though nothing major. Definitely not something that is or will be a deal breaker in my opinion.
 
On the trailer we also see some gun mechanics and get a little peek at the movement system. In fact, we can even notice some strafing jumping as well.

 


Battalion 1944’s Movement System
A good reference point for gamers is to say we’re looking to create a blend between 3 games in terms of game feel and movement mechanics: Call of Duty 4 Promod, Call of Duty 2 and Counter Strike. Community server admins and modders in theory should be able to take advantage of these mechanics to create trick jump maps/servers which are both fun and useful for practice.

 
Yep! It's confirmed, our beloved strafe jumping and promod movement will be featured on Battalion. For us, big CoD4 fans, these are great news for sure. Of course since it will be a "blend" of those 3 games' movement systems I can't help but agree with this sentence;

 

Our aim is to make Battalion’s movement easy to pick up but hard to master. We’re doing this to allow competitive players to be able to practice their ‘flow’ when moving around maps and enable ‘trick jumps’ to heighten the game’s skill ceiling for the top levels of play.

 
From this it could be safe to assume that the map designs are being geared towards taking advantage of said techniques as opposed to CoD4's maps. It seems like a successful strafe jump could be the difference between a frag or a death! Of course we can't know how the end product will be shaped in this aspect so all we can do is wait for some further confirmation or the release of the game.
 
Battalion from the get go boasts an active community with an active game forum that is highly involved in the making of the game! Also announcing that many ex pro CoD2/CoD4 players as well as cs pro's are giving them feedback and advices on their developing of Battalion.

 

Feedback from top ex-pro CoD1/2, CoD4 Promod, CS players and FPS casters/analysts.

We're working alongside top players from both the Call of Duty 2 and Call of Duty 4: Promod scenes to recreate the classic feel of old school shooters and to help balance the game, as well as talking to top casters and analysts from the FPS scene to ensure Battalion 1944's planned feature set is on the right path to create a competitive game that can stand the test of time.
 


58edd71b55c14d632c0dda4d_vlog-screen-2.p

 

Enough about that, let's check out some in game features!
 


Demo Playback, Movie making & Theatre Features.

One of our goals is to make the spectator experience for Battalion 1944 easily accessible and readable. This is why we're already in talks with FPS casters to ensure that when we're ready to implement our spectator & Theatre/Demo playback features we'll have a good head start in development.
 
Definitely a plus that they take into consideration people who like to record some frags and make a video of them and implementing the said features. We're probably going to see numerous frag movies and edits. Also in case of cheaters, I assume handling a demo file will be infinite times more convenient than having to record with 3rd party programs etc.

 


Potential for LAN/Tournament Play. Battalion 1944 is aimed to be a competitive game, with seasonal online championships to crown the best teams & players within the game.

 

BattleRank Team and Player Stats.

 Go lone wolf or team up alongside friends and play season to season through Battalion 1944's matchmaking system BattleRank and see you improvement as a player from season to season. BattleRank's in depth stat tracking lets you see how well your team is performing with certain maps/weapons/factions on your team's personalised page.
 


Raw Skill Based Gameplay

. We believe your skill should be determined by your play, not through unfair overpowered unlocks & abilities.
 
So, it's confirmed that the game will feature ladders with ranks and generally, it is developed with the aim of becoming a highly competitive game. As we read above, we will be able to play the competitive mode alone or under a squad/team. However, it looks like this "team" will be in game clans perhaps and not simple invites to queue for a game together. Therefore if that's the case, then it's going to be a commitment from everyone's side! Furthermore, we're promised a balanced gameplay, based on each individual's skill level, a quite nice addition in my opinion as killstreaks and power up abilities especially introduced in the recent CoD's do take away a large chunk of the fun!
 
What about gamemodes though? What modes will we see in this title?

 


Competitive & Casual Game Modes.

Battalion's core focus is on a custom competitive version of 5v5 Search and Destroy, focusing on fast reactions, team play and resource management. However, Battalion also caters for a variety of classic game modes such as Capture the Flag, Team Deathmatch and Domination. We're also working on a brand new and dynamic objective based game mode which will be released later during the game's development.
 
All the "standard" modes are here. Although I tried to find some more info on this 5v5 competitive SnD and the "brand new" mode, it seems nothing more than that has been revealed, so time will tell. All in all, I reckon we can all agree that what we expected as far as gamemodes go is already listed. Perhaps, Deathmatch/FFA is the only mode that is missing from the list for me as far as "mainstream" gamemodes in first person shooter titles go. There will be post release content and patches coming our way of course, so maybe it wouldn't be too far fetched to say that Bulkhead Interactive will release more modes in the future.

 


Classic FPS Basics - LAN Support. Reliable Server Hosting/Browser. Persistent Anti Cheat System. Too many modern games leave out these simple features that we feel are simple requirements for a good FPS game and fostering a healthy community. We're fed up of badly ported games ruining the experience of modern FPS games which lack these most basic of features. Battalion will change that.

 

Plans for Community Modding/Mapping support.

We're working closely with Epic Games to create an extremely simple way of creating custom content for Battalion 1944 within Unreal Engine 4 itself.
 


Reliable Server Hosting with Multiplay.

Battalion is teaming up with Multiplay to bring players the most reliable and highest quality in game servers. Alongside our official servers, players will have the ability to host and change server rule sets to suit their own gaming needs. Server admins will be able to choose to have BattleRanked, unranked, or private game servers.
 
All the features that we PC gamers truly want from our games. Community servers will be a thing as well as modding and mapping! The ingredients for a loyal fanbase and playerbase are right here. Also about the Anti Cheat System, VAC won't be used but instead Bulkhead Interactive is in talks with companies in order to find the most effective Anti Cheat System for their title! Another piece of great news for all of us who just hate playing against hackers!
 
And last but not least, for our hidden CS:GO skin addiction we have this;

 


58983a6f8e26ece0bccad56ceaec658f_origina

 

Taken from their early Kickstarter page. So we are promised some purely cosmetic items such as camo's for our weapons etc just by acquiring XP during normal gameplay it seems. Maybe, the system will resemble that of CoD4's and feature a challenge system as well. So, we could get those skins/cosmetic items by earning XP and completing challenges.
 
A couple last things. We should keep in mind that the game is still in its early stages of development. Therefore changes come by fast. From my side, I'll try to keep this post updated with all the latest info available about this upcoming game.
 
And with all this, it is finally the time to end this ridiculously lengthy post! Personally, I find it extremely interesting and will be certainly picking it up when it becomes available! What is your opinion about Battalion 1944? After all this did it manage to appeal to you with its features? Looking forward to reading everyone's replies!

CaphallO, bye, Doge and 5 others like this
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That trailer turned me on. lol

 

 Upon a closer look we can conclude that the graphics do hold a somewhat little cartoon-ish element though nothing major. Definitely not something that is or will be a deal breaker in my opinion.
I actually like the graphics like that. :DAnd I can see they certainly know how to advertise their game, for free ;) Seems like a solid developers team, i'll keep an eye out on this game.Thanks for sharing Stelthii. I love the in-depth and detailed introduction. :)

 

:banana: 




Deal with it. ( ͡° ͜ʖ ͡°)

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That trailer turned me on. lol 

 

I actually like the graphics like that. :DAnd I can see they certainly know how to advertise their game, for free ;) Seems like a solid developers team, i'll keep an eye out on this game.Thanks for sharing Stelthii. I love the in-depth and detailed introduction. :)

 

I admit I like the graphics more like that as well. Since the game is not going down the realism route, it's better for the graphics to be somewhat more "light". Gives the game a better feel in my opinion.

 

It does seem like an ad, doesn't it? :P Not my intention, I simply wanted to put out everything for this game in one post so as the members here could make the most informed decisions about this game possible.

 

I'm glad you liked my way of "introducing" the game. :)

 

jeeez another instant preorder :D 2018 will be expensive :3 metro exodus and this O.o

 

btw stelthii thx for the infos

Haha yes, lots of great games coming our way lately!

 

Good to know you enjoyed reading this. :)

 

This will be great game :P Good post! 

 

My thoughts exactly!

 

Thank you! :)

Finny, Bennoo, Runny and 1 other like this
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This is a game im gonna try to take up competitively next year.

A game that can be taken up seriously again.

 

Its a game that caught my attention since the beginning (one of the few) because its like cod4 and made by ppl who played cod2 - cod4 and MoH.

 

Definitely intrested and following phantasy's covering about all the upcoming info.

 

Yeahhhh babyyy

stelthii and bye like this
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This is a game im gonna try to take up competitively next year.A game that can be taken up seriously again.Its a game that caught my attention since the beginning (one of the few) because its like cod4 and made by ppl who played cod2 - cod4 and MoH.Definitely intrested and following phantasy's covering about all the upcoming info.Yeahhhh babyyy

Oh Runny, I have the same intentions! Planning to play this with a team, extremely competitively!

Runny likes this
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  • 4 months later...

Posting with the aim of keeping the thread updated as promised.

 

The following things have been added to the current version of the game;

 

- A new map for competitive mode was added, called "Derailed".

 

http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26062409/1ea1f8af4eba603530b970b6b2b0fe204c792d5e.png

 

Above is a picture of the said map showcasing the main spots/callouts that will be used here. Including this, all Battalion's maps are confirmed to have the standard "3 lane routes" layout that we're used to seeing. Below are some additional information on map creation provided by the devs.

 

 

 

Welcome to Derailed, set around a French trainstation. We're really excited about this map. Unlike classic Call of Duty, we try and create every map to have a different feel, while our maps are based around standard competitive 3 lane routes. We like to vary this so the maps feel fresh and don't become too monotonous.

 

- VOIP communication added.

 

The game will be using the same system that CS:GO does. Efficient enough in my opinion.

 

 

 

One of our programmers Mike worked really hard to implement the same VOIP system that CSGO uses.

 

- A votekick function has been implemented.

 

Now players have the freedom to get rid of any cheaters/flamers/glitchers that may be online.

 

 

 

If someone isn't being so friendly or maybe they're abusing a bug they've found? Feel free to give our votekick option a test.

 

- The primary weapon will now determine the player's movement.

 

This is a change compared to our beloved CoD4 where holding a pistol would yield the same results as far as movement was concerned, regardless if your primary weapon was an assault rifle or a smg.

 

 

 

Before if you were playing as a 'Heavy' class you would be slower with your rifle but faster with your pistol. That is no longer the case, your speed it tied to your primary weapon. Pistol's offer no speed increase. It's also worth noting that nobody actually noticed this really, so we see no issue in removing it. It was initially happening as a bug and was never intended to give you a speed boost.

 

- Viewmodel settings.

 

If you play CS:GO chances are you're already very familiar with this. I find it a bummer when the weapons in fps games look absolutely huge and block off a substantial portion of the screen with no way for the player to change that. The devs will now be giving players the ability to change how the weapons "appear" in-game. Quite a useful feature. The images below are highlighting the feature.

 

http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26062409/a5044f7fc2fb06a0dc1b0e88405e851f69fafc7d.jpg

 

http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26062409/95c3e50fc0b15b817ba3655b5ad3d945aad3f88d.jpg

 

http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26062409/d71479ff70932f11ffc73685a515f100a6543f3f.jpg

 

 

As per the communities requests over time, we will be adding the "Weapon" tab to the settings menu. You will be able to change the hand your weapon is held by (left/right). 
You will also be able to change the viewmodel position! 
For those of you unfamiliar with this in CSGO, you will now be able to change the position of each weapon on your screen, individually OR globally. Here is a few examples of me tweaking the settings, you get some great results for both competitive play and for those looking for a more realistic look! 

 

- Movement speed while being crouched has been increased.

 

We can't tell if it was painfully slow before the change but this change was requested by the majority of the community.

 

 

 

The community has spoken, 75%-80% of the community wanted to see increased crouch movement speed so we took the decision to increase it.

 

- Inspect animation has been introduced to the game.

 

We all know this. As it seems this is now a must have feature for FPS games with CS:GO and MWR featuring it that I know of.

 

 

 

This doesn't really effect this weeks alpha, but if you want to look at our beautiful default weapon textures, feel free by pressing 'i'. For inspect. We're sure you'll all get to play with some beautiful skins soon in early access. 

 

-BAR/STG had their horizontal recoil reduced.

 

Good to see that devs do care for weapon balance and it won't be "op gun vs op gun" as it is in other games.

 

 

 

This was a decision made by the devs, we felt the BAR/STG were being underused and didn't feel great to shoot. A lot of people have complained that the Pathfinder weapons (Thompson/MP40) are too powerful at range. We're waiting to see how this plays out, but we don't like nerfing things too early, so instead we're going to buff the Heavy class by reducing the horizontal recoil/kick that made the BAR & STG feel a bit too random at times. 

 

- Penetration/"Wallbanging" has been tweaked.

 

In the current version wallbanging has been made more consistent. Certain values have been tweaked. Obviously the damage attributed to your foe will be depending upon the weapon being used as well as the material in question. Below is a detailed table of the in-game weapons and their penetration capabilities.

 

http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26062409/aebf64347bd65ee83207e88fb2c1ad479d73b22d.png

 

The changes were;

 

- Thompson/BAR/STG/Garand/Kar98/Springfield/Kar98s wallbanging power increased 
- MP40/Carbine/Gewehr wallbang power decreased 
- Pistols now only wallbang through thin surfaces (glass)

 

Also in case you wonder which surfaces are penetrable and how they're categorized as for pen. value, here you go!

 

Penetrable Surface Types;

 

- Penetrable ThinGlass & Cardboard (rarely used).

Penetrable RegularThin woods (doors, planks, boards) and metal sheets/tin.

- Penetrable Thick; Thick woods (trees, thick crates) stacks of barrels.

 

 

 

Although wallbanging was in Battalion before, the numbers were very off. There was very little damage done by shooting through objects. Take a look at how we've given the Thompson a small buff and the MP40 a small nerf. Please also look below at the 'Penetrable Surface Types' to understand what you can wallbang.

 

This are all the changes for now. Again, this thread will keep being updated with all the latest info/patchnotes so keep an eye out for it. :)

 

PS: Thank you @Finny for your contribution above! â™¡ You beat me to it. :p

Runny and Finny like this
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