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B1994 overview. :)
That's pretty much all i see when i jump on this thread.
I'm fairly on the fence because i joined Batallion in a hoped to play a game that resembled the shooters that I loved. (i played COD1, CODUO, COD2, COD4 as well as MOHAA, CSS and CSGO, i'd say all at a relatively higher than most level).
I initially started playing the original COD, which later on became COD: United Offensive (an expansion pack) which COD1, game play, graphics with some tweaks, some of these including sprint, vehicles, flak guns. I used to play it competitively when Clanbase was a relevant ladder and everyone used Xfire for communicating with friends or making a friendly / not so friendly scrim between teams.
This was the experience I was hoping to find coming to this game. An updated version of CODUO! Did I receive this? Partially yes, partially no. Below i'm going to list what I think are the flaws of the game at present and ways they could potentially be fixed. I will also point out the positives and what could be added features to improve it. I will also spitball some ideas and see if it's anything Bulkhead would agree this or potentially try to implement, even if it's on a "test server basis".
- Let's talk maps. So firstly, I know that we all like the fast paced maps we got to love in COD2 and COD4 and of course those in current CSGO. The thing is when a new game arrives they can look to just implement what others have already done, for example CSGO, uses old maps with updates graphics. They do this because they know they are maps people love and all they have to do is slightly modify it for new "out of bound areas" to become within bounds and a reskin every now and then. People thrive off it and it keeps it all relevant. Whether this is something I think Battalion should look to do, 100% not, they are looking for something authentic and original as much as they can.
Now looking at the type of game Battalion was trying to work off as a "blueprint" lets say. COD/CODUO/COD2. These are games which are all set in WW2 era and so the guns reflect it, 1 shot head shots as you couldn't spam 60 bullets through a wall. The maps were large but had more crevices so allow each gun to have it's benefit. Rifles were strong, of course they were, but they weren't the only option. It was down to utilising the map to the best ability. (For example; Harbour, UO_Harbour, COD2 Harbour - all had the ability for an SMG to be strong providing speed to get to locations, grenades and utilisation of smokes. Yet the map was quite simply about 2x the size of most maps today in "newer" developed / released games. I think for sprint and rifles to be implemented we need to find a balance from the games which inspired these developers to take the challenge on. Key examples i'd make in this scenario are going to be from CODUO, because it's the only WW2 game with sprint, one shot rifles and smokes. Look at the layout of the maps from the following link -
-You'll see it's more condensed but had multiple avenues for implementing a strategy which best suites each team. The remake maps of Harbour / Carentan / Dawnville were all just adaptations to incorporate their fast pace atmosphere into the game,
Now the thing that really boils my blood when I play Battalion. The fact we have so much useless inaccessible clutter. What I mean by this is boxes, bins, fences, all things that are smaller or slightly larger than the "character" in game but is blocked off. This shouldn't be the case, if you implement it in game, it should be accessible, it creates unique game play for individuals and teams, it makes the game funner to watch as people can make crazy plays that people aren't expecting. It feels to me like the maps looked bare, so the decision was made to throw things that are more of an inconvenience and "mind fuck" for players. My best example of this is the rework on Invasion. A long, now wide and open, but as you go down it there is a roof of a bunker which would be perfect to play from, but it's blocked off, no fencing to clearly show you cannot get there. So from my logic, you should be able to use it.
One my gripe of mine and as mentioned before, the size of the maps and how we fragment the "playable" area down to force the game to be played faster.-
- If you look at this link and go to Coastal, you can see there's a vast surrounding that could be used, extra streets and avenues at the disposal of the developers but for some reason we don't. Leading to slower game play in competitive as everyone is waiting for the predictable peaks and timing pushes. My argument here in short is that it's too easy to just watch one street, or to play 1 A, 2 MID for rotates and 2 B in case of a fast rush. The maps also seem to follow a 3 route basis, A, Middle and B with the occasional side route. This works great on a game like COD1 and CSGO but it doesn't work here. This you see is because in CSGO and COD1 you cannot regenerate over time (COD1 had health packs, i know!) - For me, i just don't think small 3 way system maps and regeneration works.
On a positive note, I thoroughly enjoy the adaptations Battalion has made when designing the maps. Small segments from games we all remember and long for a nostalgic remake. (I.e - B box house from Carentan being used in a similar sense on Coastal) I think these are great and the ideas are definitely there, it just needs a bit more love and attention to the game that you want to create. Other than that, keep up the work, it'll get there eventually!
Negatives:Maps too small for sprint and mixture of guns, clustered, not fully accessible props, objects or areas.
Positives: Original, nostalgic implementations, sticking with the era of WW2.
2) Gameplay. Biggest thing in my opinion will be game play. I don't know about anyone else, but i'd rather play a game with smooth movement, reactive fast pace environment with absolutely garbage graphics over a game that's more about the aesthetics than it is the game. I'm not saying that's the case with Battalion, but it has it's moments. I won't be discussing casual mode much other than the fact that servers need to be hosted by players / communities to create a casual aspect of the game. Allow them to choose what they want, arcade is and will always be a "grab x amount of players and force them to play". Some will be good, others not, unfortunately when it comes to casual game play no one will always be happy. Each to their own.
My biggest concerns with the game is the movement if anything, it feels sometimes very clunky when you jump from a height and land, as if you "break your ankle" and your character can't walk properly. A more fluid movement being implemented would be a great fix to the competitive scene and overall game play.
Regarding the changing in weapons, it won't be perfect and it takes time, shotguns were stupidly strong and now super weak, maybe slight increase in damage would this fix? My main issues are people complaining about K98 and SMG's. And I agree, SMGs are too weak now, unless you are close you may as well use a pistol and do more damage at a medium range. Regarding K98, it's a one shot gun, always has been, but the aim delay feels slow, most fast shots are random as you shoot before it aims. The change to the STG hip fire i feel was unneeded considering unless it was a head shot, you'd need 3-4 bullshits to hit.
I also believe that the sprint doesn't work with having rifles, the game play is too fast for a one shot gun comments that I've seen in multiple other threads is just a poor comment to make. It's absolutely fine and you should utilise SMG's smoke to bridge that gap. I do wonder if the developers have considered weights of the guns as something to thing about? Bars / Rifles and snipes potentially being normal pace as it is not and lighter guns, SMG's start guns and 1 cost guns all being faster when moving?
I think removing hit markers would be a great suggestion as people just follow trails via smokes whereas it should be more realistic and sound reliant, we can hear the taps of head shots and grenades hitting people from a distance, but nothing else really. I feel this should be addressed.
3) Competitive. Nothing really to say on this one, Bulkhead have announced $650k to be put into eSports for this game, i personally think it's amazing considering when most of us played COD back in the day, we'd have been lucky for a $20k throughout a whole year. It's down to the players of the game to put the effort in, theres countless cups and tournaments with constant no shows and people not being bothered to play. Don't sign up in future then, because the cup could have been smaller, done faster and they could review the pros and cons of how it went. Instead we are awaiting people to disband their team last second and call "dead game" as their reason behind it. THe attitude of teams / players within this community is vile, the nice people get grief from arrogant people based on a single map performance or the fact that not everyone is so driven to win all the time. I think the idea of HUB unranked S&D which was made via ThePlays was a good implementation to counteract this, but as many people would likely argue, why play that when we can get faceit points? It's each to their own, if people want to see the community flourish and become a big eSports team like CSGO or the likes of DOTA2, they need to support it and not jump on the hate wagon when developers and individuals try to imrpove it.
Anyways, enough of my yapping away here. I hope you all had a good read, comments are welcome for anything i've mentioned or if you'd like to expand on something. Developers, I know there's more negatives in this however I do truly believe the game has potential and it's a game i will continue to play and hopefully see it become the game i believed it originally to be.
Thank you all for your time.