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Hi, friends.
Each commander in Soldiers: Arena will have a wide selection of tools. The Infantry courier service will receive new motorized and aerial means of transportation to show you the meaning of haste and be able to quickly deliver grenades, mines and a couple of tears to the foe. Tank brigades will be satisfied with the wide choice of Leicht (and not as much) tractors for dismantling the enemy and demolishing his fortifications. And the chaps organising artillery barrage events, we believe, will be satisfied with the high-precision devices and crackers of varying loudness levels. And today we will talk about new units, artillery and why the fight does not come down to piercing/not piercing.
You often ask us about the presence of additional factions in the game. Most often, by the way, about Japan and Great Britain. Are they the most anticipated? In any case, we must first fill in the gaps and bring the basic three to an ideal state. We are already speaking about more than two hundred units in the game, in fact closer to three hundred. Some of them just need to have the models updated, while others need to be created from scratch. As you probably know, the BS-3 and 52-K shown in this diary, are new ones in our games. By adding new units we’re not just performing the acts of filling up gaps in the unit trees and allowing heavy tanks to be turned into gruyere cheese, but we’re also asking to ourselves questions like: will it create interesting game situations? will it add something new to the gameplay? will it make the game differ for different kind of troops, different commanders, etc? It's not just about adding a new model, increasing the caliber, thickening armor. And not always about balance. The unit should give new opportunities and have the potential to create memorable moments that one would like to share, about which you would like to tell, to shoot a video, to hang a screen and frame it on the wall. When your inconspicuous and seemingly harmless mortar destroys more enemy troops than the entire tank battalion of your ally - it's remembered. When it’s possible to exchange a cheap armored car for a couple of artillery crews, an infantry detachment and a medium tank, who did not manage to turn the turret in time, - that’s the one to share. When you capture the important isthmus on the map with paratroopers, and surrounded the foe, cutting his reinforcements and causing the eventual capture of the whole territory - maybe this is the moment for the framing?
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To hammer nails with a microscope? Sounds fun!
Contrary to popular belief, tanks were not created just to fight other tanks and they often were destroyed by AT-cannons. One of them was the BS-3. The 100mm cannon of the 1944 model, although it was called the field gun, was used often to fight tanks, and for success against the "Panthers" and "Tigers" it was called the Grabin’s "beasthunter". However, you mustn’t perceive it exclusively as an AT-gun. It could and it was used for indirect fire, and a 100-mm projectile can cause serious damage not only to the armor of the tank, but also to destroy cover, buildings, collapse trenches, and wipe out the enemy's gun in the dust. Because of the design features, the BS-3 produces a lot of noise and reveals its position quite quickly, hence before shooting a lone infantryman in the field, it is worthwhile to think twice. The game will not limit either the targets or the fighting distances, but what differs the seasoned player from the beginner is the ability to soberly assess the situation on the battlefield and know how to find the sharpest tool in the shed for the right call. The BS-3 projectile can handle different targets, but it will be more correct to demolish the infamous Königstiger with a volley of fire from several guns, rather than use them against the arrogant infantryman oafishly lying about in the middle of the field. Although the risk may be justified, it may threaten you, for example, by unmasking your positions... or simply... Well, you know, looking at you kinda weird ...
link In Soldiers: Arena, not only the caliber of the gun plays a role, but also its rate of fire, visibility, speed of deployment, the speed of the projectile and the ballistic curve. We try to show it all. For example, ZIS-3 is a divisional gun with medium capabilities against armored targets, but excellent in counterbattery combat and support for the advancing infantry. ZIS-2 - a weapon with an excellent penetration. So much that in the early stages of the war it overpenetrated light German tanks from one end to another, often without causing perceptible damage. And was temporarily withdrawn from production "due to excessive armor penetration." That's why you need to use it exclusively against armored targets. Firing a 57-mm shell on fortifications and other cannons is simply wasteful. Because of the low explosive and fragmentation effect, the damage will be only psychological, and the incoming return will be a sight to behold. You can complain as much as you want that you can’t kill the tanks with the anti-aircraft guns, but maybe it was not intended for that purpose? Maybe there is a tool more reliable? For example, 52-K is primarily an air defense weapon. Yes, it belongs to those anti-aircraft guns which were successfully used simultaneously against armoured targets too, but it was more a necessity than a preference. Because of the high silhouette, the complexity of transportation and the bad concealment of it’s position, it can be very quickly detected and killed. This does not negate the fact that the 52-K with its 85-mm shell and excellent rate of fire copes well with medium tanks, it's just worth weighing the risks. With a lot of luck, it can even cope with some heavy ones at close distances, but when entering into such a battle it is to be expected that this fight will be it’s last one. At distances from which the BS-3 will pierce the Tiger, the 52-K will only scratch it, so why not focus on such targets for which armor piercing is not so important. When you see infantry and motorized enemy units moving to you, the rate of fire will do the best. Do not be angry with us for changing the diary dates. Now is that annoying period when there are a lot of important but rather routinely, if not to say boring tasks to do, about which it is difficult to read anything interesting. And we would not like to bog down on stories about what the modelling department ate for lunch or how the birthday of the programmer's daughter went by. Any interesting stuff will definitely be told. Well, except for what's really top secret :) Wish you all the best.
[ 2018-04-05 19:12:44 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
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