Hi, friends!
We were very pleased about your brisk reaction to the competition. There are more active players in our community than we had hoped. The only thing we want to remind - do not forget in creative fury, that the essence of the competition is to find a suitable name for hunters which correlates with real formations of World War 2. Maybe we want to add dragoons on raptors or heavy infantry with gatling lasers, but sometimes you need to say “stop”. We must remain in the setting. To win you need to choose the name, not imagine it :) So Advancing forces witnesses, Sharp-eyed boys with binoculars or Sherwood natives don’t fit. There is still time until the end of February and the we are not limiting you in number or variants for the competition. Although it makes no sense to repeat other’s, since the win will go to the first who suggest a suitable name.
And now about changes in Soldiers: Arena. Last week, we have increased the number of artillerymen in the crews. Now cannon crew consists of four people, six for the howitzers (in the future this number can vary). There are several reasons for this change. Firstly it is more realistic, and it becomes more pleasant to play with artillery. Often the crew were killed by a single shell and the cannon stand just like an orphan in the middle of the military landscape. It is very annoying when you playing artillery, so, to make it more survivable, and as a result more useful in combat, we added more artillerymen to the crews.
Especially successful shell can kill even six men, but there are a few chances for such thing, and in most cases there is someone to replace fallen comrades. And while leveling you can make your artillerymen even more dangerous for the advancing infantry.
At the start gunners armed only with pistols, but after upgrades you will be able to equip them with rifles or machine guns.
We also added the ability to suppress the infantry in cover to make possible to counter the fans of strengthening each square meter. So when you see the enemy which overgrown with hedgehogs, trenches and blocked all the entrances to the buildings - pin him to the ground with your heavy fire from all guns.
Suppressed enemy will fall to the ground and won’t be able to shoot back with full power. So he will quietly sniffle with anger in his trench, until you (with a reduced, but still risk) will be able to get close, to send a grenade-telegram or begin storming the building. Currently suppression works only for the units in fortifications. We doubt whether it makes sense to implement the ability to suppress advancing infantry. It seems that it is quite logical evolution for this mechanics, and btw it’s more pleasant to be suppressed in the mud in the open air. But it can cause an unacceptable level of rage for the player, because of his unit is immobilized and can not run on a tank in full growth. What do you think about this? Do you want to have an opportunity to suppress all anywhere and everywhere or only in fortifications, to counter the enemy which strengthen his positions?
[ 2017-02-23 18:18:06 CET ] [ Original post ]
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.
- 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
- 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
[ 6138 ]
[ 3395 ]