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An open letter from the Best Way to community

Hello everyone. Friends, today we would like to give you some explanations about the course that we selected in the development of Soldiers: Arena, because we believe, that we are doing it for you, not just for ourselves :) As we wrote earlier , the game becomes wider, longer and, in general, different one. We mistakenly thought, that you read our thoughts and understood everything up to the last mind-symbol :) We, Best Way, want to apologize for didn’t dot the i’s. When we started to work on Soldiers: Arena we really wanted this project to be similar to the Faces of War multiplayer, but modified, with the features that we eager to implement long ago, but couldn’t. This course was meant, first and foremost, a great similarity of game settings. But we changed this course, because realized that many of you are waiting for not just a remake, but a serious quality changes in the series. The "dominance" of the remakes of the recent times and your reaction to them assures us that such a course makes sense :) Therefore, we have set ourselves a few more challenging goals for the Soldiers: Arena:

  • to make a competitive multiplayer project, with the developmentent tree for players
  • to improve the gameplay and team work inside the game session, and deeper interaction of the army types.
  • each branch (infantry, artillery, and tanks) must perform on the battlefield its own, different from other types of troops, role and have different playing style. And their role in our game corresponds (as far as possible in the strategic game) to role, that they perform on a real battlefield. By this we mean not the shooting ranges or the presence/absence of a health bar, but HOW they will act in the game.
  • to improve the dynamics of the game, its entertainment and perspicuity level, make an ordinary player of average skills to able effectively deal with all the basic gaming opportunities. At the same time, giving the seasoned player a chance to show off his skills using complex or non-obvious tactics.
For example, in the development process we have come to understanding that FoW mechanics and much more the AS2 ones, without major changes, are not suitable for the project in the genre of competitive multiplayer, and do not allow us to achieve these goals. Therefore, we have changed and continue to change some mechanics, for example, we are trying to get rid of the tanks one-shot mechanics, experimenting with accuracy and spread rates of weapons, with the 3rd and 1st person view etc. We are looking for opportunities to make every kind of weapon effective and playable with possibility of countering it. And this is not a complete list. Reading your comments about all these non-realistic health bars and so on, we want to remind you that we have never been obsessed about realism, especially in Soldiers: Arena, where gameplay and balance are highlights of the program. Now we see that the game is still similar to our older games, but very different from them in some ways. So we kindly ask you not perceive it as a copy of FoW. This is a completely different game and we really want it to give you positive emotions, as well as our previous projects. Believe us, there you can find out familiar outlines but under a completely new angles. Health bars, if remain, will be this little "evil" in the name good and light. And it is possible that we will add the opportunity to hide them. We feel the need to write this letter, since realized that the expectations of community to see our new project as a reincarnation of the classic MoW-game, odds with our vision, and we do not want to cheat anybody's expectations. If you like only games with classical Men of War mechanics, we ask you to hold from the posting of negative reviews. And please do not express an opinion such as "developers are wrong / bastards / they spit in my soup (underline the desired degree of insult) because their new project is not the the old time original MoW". At least until the moment you will be able to make an objective opinion and play Soldiers: Arena. But if you are interested in what we breathe and what we do, what new features will be in the game, and what we are absolutely do not want to see, or want to be the first to “touch” the game and solve the mysteries - be sure, we have something to make you happy.


[ 2016-09-06 19:03:27 CET ] [ Original post ]



Soldiers: Arena
Best Way
  • Developer

  • Best Way Soft
  • Publisher

  • To be announced
  • Release

  • Action Strategy Coop EA
  • Tags

  • Game News Posts 122  
    🎹🖱️Keyboard + Mouse
  • Controls

  • ( reviews)


  • Review Score

  • http://eng.bestway.com.ua/index.php/projects/soldiers-arena
  • Website

  • https://store.steampowered.com/app/421010 
  • Steam Store

  • The Game includes VR Support

    Soldiers: Arena will take you to the battlefields driven by the largest and bloodiest conflict of all time - World War II. This is the height of war, this is the time for real heroes.

    Both new and already battle-proven multiplayer gamemodes to the original tactical gameplay are waiting for you. Interactive destructible environments and the ability to direct-control any combat unit. Steam support: matchmaking, workshop, steamcloud. Redesigned graphics, models and special effects. Conceptual new interface and convenient control, new battlefields and new opportunities.

    Features:

    • Revival of the “Men of War/Soldiers” game series. This multiplayer tactical RTS absorbed the best of the original series, favourite of players all over the world.
    • Huge roster of units. Within a single game session, players will have access to a large number of unique units for every nation: tanks, vehicles, infantry and artillery of various types.
    • The “Direct Control” mode. This mode provides the ability to play from the third person for any unit in the player’s army. The movement of the unit, firing the various guns, control of ammunition types, etc. all relying and directly controlled by player and thus the game conveys tactical action in it’s very essence.
    • Destructible interactive environments. During the battle almost any object of the game can be destroyed or set on fire. Furthermore, all objects, including craters from explosions, may be used as cover.
    • Atmosphere and realism. Even in large-scale game battles, it is necessary to take into account factors such as the supply of fuel and ammunition of each single unit. The precense of inventories for each unit limits the number and size of transported objects. Guns’ accuracy and penetration decreases with distance. Tired soldiers reduce the movement speed during long crossings. The influence of these and many other factors makes possible to reproduce the battles of World War II with a adequate degree of realism, most involving the player into the atmosphere of heated battles of the past.
    • Modular realistic damage system. Any vehicle, regardless of its type, is composed of a set of modules that can be broken or destroyed. Types of ammunition, characteristics of guns, shooting distance, angle of armor, armor plate thickness and the threshold of material fatigue are taken into account, when calculating the piercing capability and damage caused to each of the component. Additionally, there are calculations of the probability of detonation of ammunition, engine fires, damage to wheels or tracks (which leads to immobilization of combat units). If a component is not destroyed, it can be repaired.
    • Wide range of opportunities for infantry. Intelligence, combat, capture and repair of equipment, installation of anti-personnel and anti-tank obstacules of different types, construction of protective structures, health treatment, cover usage, ability to change through primary and secondary weapons, capture of buildings and territories.
    • Great number of different types of weapons and ammunition. Pistols, submachine guns, machine guns, rifles and carbines, various types of grenades, dynamite, mines, knives and other items of equipment that are unique to each nation.
    • Advanced Artificial Intelligence (Advanced AI). Infantry’s behaviour based on the feedback information from their own sensors (vision and acoustics), as well as allies’ signals. This allows the use of diversionary tactics, sending scouts into the enemy's rear, as well as to open the visibility with the help of special devices - observation towers, binoculars, telescopic tubes and sniper scopes. The morale of the infantry depends on the balance of forces on the battlefield - the soldiers may decide to advance or to withdraw from the fight.
    • Conceptual new interface for convenient control.
    • Enhanced game engine Gem2. Reworking of the game engine allows to provide a new level of graphics, the implementation of new and improvement already familiar to users game mechanics.
    • OSX, Mac. Linux support.
    • Full Steam support. Matchmaking, workshop, steamcloud, tradecards, achievments, steamstats, inventoryitems.
    MINIMAL SETUP
    • OS: Ubuntu 12.04
    • Processor: 2 GHz Intel Dual CoreMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: 3D Hardware Accelerator Card Required - OpenGL 3.0 compatibleNetwork: Broadband Internet connection
    • Storage: 5 GB available space
    RECOMMENDED SETUP
    • OS: Ubuntu 15.04
    • Processor: Intel Core i5-2.5GHzMemory: 8 GB RAM
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 560 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
    • Storage: 5 GB available space
    GAMEBILLET

    [ 5951 ]

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    33.59$ (16%)
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    33.97$ (15%)
    1.93$ (81%)
    16.39$ (18%)
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    GAMERSGATE

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    1.5$ (92%)
    6.38$ (57%)
    1.84$ (74%)
    5.06$ (66%)
    0.9$ (92%)
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    12.79$ (36%)
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    5.64$ (53%)
    0.51$ (74%)
    1.58$ (77%)
    0.68$ (83%)
    0.68$ (83%)
    1.13$ (92%)
    0.56$ (81%)
    0.51$ (83%)
    1.5$ (75%)
    1.84$ (74%)
    1.58$ (77%)
    7.49$ (25%)
    14.99$ (50%)
    2.63$ (74%)
    2.13$ (79%)
    6.37$ (63%)
    8.99$ (40%)
    19.99$ (20%)
    9.74$ (51%)
    3.75$ (81%)

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