This historical game takes place across the lakes, forests, and snowy plains of the Eastern Front - it was inspired by the Battle of Tannenberg in 1914 where the Russian Second Army was dealt a heavy blow by the Germans. Tannenberg offers a range of game modes - including the exciting new mode reflecting the different nature of war on the Eastern Front - and a wealth of historical detail: realistic WW1 weaponry, authentic uniforms, horrendous gore, and maps based on real battlefields, this time in the forests, plains and mountains along the border between the Russian Empire and the Central Powers.
Tannenberg key features include:
- Realistic World War 1 gameplay
- Tactical squad-based FPS
- Warfare on the Eastern Front
- Majestic backdrops and map detail
- Variety of game modes for player counts of up to 64
It’s all-out war on the Eastern Front! From artillery barrages and poison gas to the deadly machinegun and humble rifle, there are many weapons to master. The battlefield is a dangerous place, and a little thought will help you stay alive – lead your shots, keep your eyes open, and be ready to engage in ferocious close combat at any moment.
Authentic Eastern Front Warfare
The development team is aiming to recreate the atmosphere of the Eastern Front with the same level of accuracy as in Verdun. Uniforms have been recreated to the tiniest detail, the weapons are modeled to exact references and the maps use realistic props and terrain layouts.
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Aside from gun play, weve also taken a close look at damage and ballistics for Gallipoli. Weve taken a more granular approach, which makes firing weapons feel more realistic, as well as different from each other. As an added benefit, having more numbers to tweak will also help us with balancing!
If you missed our reasoning and gun play changes, be sure to check out [u]our previous blog[/u] .
We would like to preface this blog with a little disclaimer that everything in this blog is a balancing matter and so very much subject to change.
Note: If you can\'t see the images, try the blog on Reddit!
Ballistics
Weve introduced simulated ballistics in Gallipoli! Bullets should now much more closely behave like youd expect from the caliber and weapon theyre fired from.
Two of the included changes are bullet travel time and bullet drop. We no longer use hitscan; bullets now take a bit of time to travel over great distances and drop a bit along the way, depending on the weapon and the bullet. The effect will be quite minor in most circumstances if you use a weapon for their intended range, but youll really notice it if you try to snipe with a revolver.
\n[img src=\"https://i.imgur.com/jmNcypJ.gif\"][/img]
Damage
One area we looked at is damage fall-off, the amount of damage lost when hitting a target from long range. The amount of damage fall-off depends on the weapon youre using: damage from small arms like pistols start to drop off after 10 meters, while rifles start to be affected between 50 and 100 meters. Regardless of weapon used and damage lost over range, a headshot will always take out your target in one hit.
On that topic, the body has been split up into more parts, each with their own damage modifiers to make damage more granular. In our previous games we distinguished between the head, arms and body when it came to calculating damage, but we now make use of all the different body parts: neck, belly, pelvis, upper limbs, lower limbs, hands and feet. Each of these has its own damage multiplier based on how much it sucks to get shot there.
Penetration
Bullet penetration also got some attention! Materials now more accurately affect bullets passing through. Fabrics have little effect, wooden poles a lot more! The harder the material, the more stopping power is lost once the bullet comes out the other end if any stopping power remains.
Its generally not recommended to use your squad as a human shield.
[img src=\"https://i.imgur.com/BloKmeM.gif\"][/img]
How its calculated
Damage, bullet travel time, bullet drop and penetration are all calculated based on the muzzle velocity of the weapon used, bullet weight, bullet diameter and the shape of the bullet nose.
On an individual level, every weapon does have unique characteristics that reflect what they were like in real life. Now, we dont expect you to learn the ins and outs of every single weapon, so youll be able to compare the stats in-game!
What it all means
These changes both really make firing weapons feel more realistic, but also makes sure weapons arent too effective outside of their intended role. Semi-automatic pistols should feel great at close range, but shouldnt be effective at longer ranges as well. Scoped rifles should be best suited at long range, but hitting your target should still be a fair challenge!
While everything we mentioned here may sound complicated, it all feels natural in practice. Firing and aiming weapons is more realistic, but theres no need to whip out a calculator to hit a distant shot with a rifle. Gallipoli is not a full-on simulator, but closer to a milsim-lite than our previous games!
[hr][/hr]Thanks for reading! This blog was a bit more technical, but we hope you found it interesting. More blogs are coming your way, so be sure to wishlist and follow Gallipoli on Steam to get everything right in your library.
[dynamiclink href=\"https://store.steampowered.com/app/3065940/Gallipoli/\"][/dynamiclink]
Minimum Setup
- OS: Ubuntu 18.04+ 64bit only. Other distros will probably work. but are not officially supported.
- Processor: Intel CPU Core i5-2500K 3.3GHz. AMD CPU Phenom II X4 940Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Geforce GTX 960M / Radeon HD 7750 or higher. 2GB video card memoryNetwork: Broadband Internet connection
- Storage: 8 GB available spaceAdditional Notes: Multiplayer only. make sure you have a stable and fast internet connection.
Recommended Setup
- Graphics: 4GB video card memoryNetwork: Broadband Internet connection
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