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Verdun Beta

Joined
Dec 28, 2012
Messages
6,657
Location
Rape
http://store.steampowered.com/app/242860/

Wannabe WW1 Red Orchestra that's still in early beta. Bought it on a whim, managed to play a bit, here are my thoughts:

1. There's a 10% chance you'll be able to join the server and play the game due to connection bugs/servers always being full. Absolutely infuriating.

2. Possible hitscan with rifles. Playing as a grenadier I noticed a few times that I was able to make some pretty good shots which means that there is either no bullet drop or there's hitscan. As a machine gunner I didn't had that problem as the best I usually managed to accomplish was force the enemy to go prone or hug their own trenches.

3. They are planning to add artillery strikes, both randomised as well as give corporals the ability to call them in a section of the front. In some discussions on the steam forums people complained that officer handguns are pretty accurate at range but after some time it was established that it's a bug that's gonna be fixed. Officers will be more of a supporting class for their squads than their red orchestra equivalent, which at least ensures that no dumbfuck popamoles will grab them.

4. Unity engine and ragdolls. Yeah.

5. You can only join the Frontline mod as part of a 4-man squad by either waiting in the reserves for one to fill up or joining one with a vacant position. Squads spawn very close to one another. There's light infantry squads and line infantry ones, each with a few variations in abilities and weaponry per class.

Good news is that so far I was able to co-operate with my squadmates pretty well. In-game community is surprisingly good and devoid of CoD k/d niggers or at least all of those join the Deathmatch servers. (more on that below) Played for an hour on so with the same squad and despite the German team being more experienced and organised we were able to defeat three attacks on our trench by the officer standing in ambush in a trench section, the machine gunner suppressing them as they moved, me lobbing grenades on the ones going prone and the sharpshooter taking potshots at the enemy machine gunners.

6. Frontlines mode. It's basically a pretty big expanse of a map (there are three maps so far) filled with trenches and dug outs suitable for a larger playerbase but manages to be pretty fun nonetheless and the variation between fortifications and the open wilderness does wonders for keeping you on edge. The Objective is to seize and hold several key points in the front which include friendly and enemy trench sections, parts of a devastated no-man's land as well as places in the wilderness so far untouched by war. (This is where Jaeger squads come into play who are experts in moving silently and remaining hidden. Funniest moment was when my squad and a german one managed to come face to face in the forest and ended up killing each other at point-blank range in the bushes)

Is it worth 10 buxx? Possibly. It's in the earliest of betas and that means the whole deal. What's even worse is that it's being worked on only by 3 people who have managed to do a lot of work so far but there is much more to be done. It certainly has potential and so far it's the only WW1 FPS apart from Necrovision (huehuehue). Personally I'd wait for another month or two for the connectivity issues to be resolved as the chances of joining a server are slim at best.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Just what the world needs another multiplayer-only indie shooter.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,841
Verdun on PC is dead as democracy, Tannenberg ain't better and now this
source
[Full Changelog] Verdun Xbox One Update - December 5th
renderTimingPixel.png

Hi everyone! The Verdun Xbox One update is almost here! This will add major changes to the game such as bunch of new content, remastered graphics and reworked sounds, offering a new World War I action experience on console!

Here is the full list of changes:

Major Additions/Improvements
  • New Map: St. Mihiel
  • New Squads: ANZAC & Tirailleurs Sénégalais
  • New Weapons: Webley Fosbery, Entrenching Tool, Senegalese Machete, Pétard Explosive, OF1 Grenade, Berthier "Sénégalais"
  • Frontlines Bot support: 24 players
  • Updated graphics with improved weapon & character art, animations and shading
  • Completely revamped UI with new features such as the spawn map and overview map
  • Completely revamped sounds with higher quality and more authentic sounds and effects
  • Improved controls to make it more responsive and allow for more customization
  • New localizations: Simplified Chinese, Japanese, Brasilian Portugese, Turkish, Polish
  • Added a prestige system to the game. When you reach level 100 you can choose to prestige in your account screen and gain a new prestige rank, level & icon
  • Added a new and improved tutorial system with tooltips and a intro video about Frontlines
  • Added bullet penetration mechanic
  • Added team damage penalty to all gamemodes e.g. hitting a friendly player will now give you a 10 point penalty
  • Added map voting at the end of a match. You can pick between two maps. When the time is up, the voting results will be displayed
  • Networking improvements: smoother and more accurate movement
  • Overhauled the squad levelling system: Every user now has a squad level per squad, these levels combined will form the total squad level. For older squad levels we have a legacy system in place
  • Added various improvements to prevent spawnkilling
  • Improved deathcam
  • Added first person gas choking animation
  • Better match up between the third and first person animations
  • Added more custom match options
  • Added better match balancing measures to prevent unbalanced games
  • Barbed wire no longer kills but slows down and injures the player
  • Prone/MG deployment improvements
  • More stamina: you can now sprint for 100 meters
  • Various level fixes and improvements
  • Added more options to customize HUD and controls
  • Improved ragdolls
  • Putting your gasmask on or off is now interruptible
  • Added end game camera animations
  • Weapons now have full accuracy through ironsights.
  • Added recoil kick to LMGs
  • Suppression effect is nerfed
  • New medal: "Most binoc kills"
  • [X1 Only] Adjusted "Extreme Headhunter" and "Do you even die" achievement requirements
  • You can now abort reloading by firing
  • Rebolting can now be cancelled by melee
  • New Frontlines rule based on community feedback. Both defenders and attackers may no longer be further away than 2 sectors from the currently contested sector
  • The game will now switch to a better host faster
  • Various loadout adjustments based on community feedback
  • Various weapon stats adjustments based on community feedback
  • Tweaked aura sizes based on community feedback
  • Adjusted call-in cooldowns based on community feedback
more
Bug Fixes & smaller improvements
  • Squad Defense no longer AFK kicks you if you are dead

  • Improved backwards and sideways crawling animation

  • "Most kills of higher rank" medal is now "Most kills of higher or equal rank"

  • Ragdoll fingers are no longer always in the trigger position

  • Reduced possibility of big rotations happening when you attack someone in melee

  • We now show network stats if they are not healthy values. It shows: host migration, jitter, ping and packet loss

  • Reduced all command order cooldowns to 5 seconds

  • Fire now damages players. Affected maps: Flanders, Champagne

  • Fixed deploy widget sticking around when switching to a different specialization

  • Fixed first person hiccups when shooting and moving with MGs

  • Removed blending during weapon swap/draw to prevent weird weapon spins

  • Adjusted timing of sighted stance animations to better fit the in-game speed

  • Third person swap/draw time now matches first person

  • Third person reload animation matches first person animation more closely

  • Better match up between the third and first person animation status of recharging rifle

  • Better match up between the third and first person animations status of sighting a weapon

  • Better animations when you are sighted and the player switches stance

  • Third person melee animation speed now always matches first person melee animation speed

  • The pitch of your third person weapon model now matches the first person pitch more closely

  • Your gun will now always move a bit when holding breath while walking

  • Recharging/bolting of first/third person is now synced better

  • Third person reload now always has the same duration as first person reload

  • Third person reload will now stop when bashing during the reload

  • Gasmask overlay is no longer visible after the end of the match

  • No more melee suppression through walls

  • Going prone on a hill doesn't cause skewed characters anymore

  • Guns block your view less during sprinting over rough terrain

  • Team kills will no longer give you a kill on the scoreboard and add progress towards achievements

  • You will no longer miss the spawn during a MC switch when the timer is just about to hit 0

  • You can no longer deploy a MG while jumping

  • You can no longer aim after pressing jump

  • Melee shock should only be caused by running people with melee weapons. Also, it shouldn't trigger unless the enemy and victim are facing each other

  • Fixed a bug where Squad Defense wins would count toward 'highest multi kill' stat instead of a winning streak

  • Grenade Training 3 now correctly gives extra score

  • Repeating weapon types will no longer spawn another case when the reloading/recharging has been interrupted and a case has already been ejected

  • Fixed health regen delay being 0 during first player life

  • Fixed animation glitch when starting sprint during weapon unsight

  • Grenade throw time tweaks

  • Fixed gas effect staying longer than the visual

  • When not spawning on a player, you will now look in the correct direction on spawn

  • Added an option to enable manual reloading, so you won't reload your gun when trying to shoot without having loaded ammo

  • Increase stab/bash range so you no longer have to crouch to hit prone targets

  • Remember mini-map zoom setting between maps

  • Near order points adjustment: non-NCO still get 15 points when killing near an order, NCO now only gets points for each squadmate that actually follows the order. This prevents NCO to just use the order for itself and to encourages placing better orders

  • Teamwork points adjustment: When making a kill in the squad aura, you now get 5 points per other squadmate that is also in the aura.

  • No longer allow a 1 man squad to create a new match in Frontlines/Maneuver (unless there are no active matches). This prevents sharded matches. Users are encouraged via chat warning to change squad setup or use "Play Now" instead.

  • Fixed MG deployment indicator staying after dying

  • Fixed a case of retreat bonus not being triggered

  • Frontlines: fixed a case that let players spawn on NCO who is in a 'desertion' area

  • Made ammo crates always refill full amount of grenades in Squad Defense

  • Fixed Engineer and Sentry squad being able to spawn in 'No Mans Land' and verified that they now do allow spawning when they are supposed to.

  • Improved melee by allowing more tradekill gracetime

  • Fixed a case where you could get stuck in ADS & 'This report'

  • Fixed a case where ladders were often not detected by making ladder collisions not affect movement. This improves some ladders that were not climbable

  • Made movement up a slope as a fast as moving on flat terrain

  • Fixed an issue where autobalance triggers with a one player difference

  • Fixed weapon snapping when firing a full auto weapon and toggling ADS at the same time

  • Fixed rifle snapping when changing stance during reload

  • Reduced instances of weapon snapping from and to ADS

  • Added a trigger audio when firing a gun without ammo

  • Peep sight edits for P17/14, Lewis and Bar. Their sights are now smaller and less obstructing

  • Fixes in upper/lower body third person animation timing / transitions to counter characters "dabbing" when sighting/unsighting.

  • Made reinforcing bars on German gas mask (somewhat) transparent. This makes the German gas mask more on par with the Entente variant

  • Various improvements to bayonet stabbing: bigger hit radius, faster damage application, no more locking on team mates when friendly fire/team damage is enabled

  • In teambased matches, a player spawn penalty is applied only when the player's team is winning or when the teams are tied

  • You can no longer (accidently) call in abilities outside the map

  • Your arms/weapon react to strafing and moving backwards

  • Fixed a case where a jump-like animation occurs when quickly ADSing after shooting

  • Frontlines: defending squads will now be spread out in the defending sector before the start of the match

  • Spawn protection against explosions (artillery/grenades) raised from 2 to 4 seconds as artillery/grenades can be in progress during your spawn

  • Fixed an issue where bayonet stats differed, stats for all bayonets should now be the same

  • Artillery projectiles are now removed if the owner leaves or changes faction. This prevents team killing by changing faction after calling in artillery.

  • Increased the time you have to retreat to another sector in Frontlines.

  • Preventing spawning in sectors that are about to be captured if you are a defender.

  • Flamethrower damage is more consistent

  • Third person character now matches the first person vision more closely when a player goes prone. Reduces invisible prone issues when not deploying

  • Improved gasmask checking on spawn, should resolve the 'spawning in gas' issues

  • Reduced bouncing on downward slopes, you now stick better to the terrain

  • Explosions & rifle shots cause body parts to have a force applied instead of merely dropping to the ground

  • NCO artillery call-ins are now also shown on the map to friendlies

  • Allow reload actions directly after inserting a stripper clip to be cancelled

  • The ability to switch role while under attack or dead is added to Squad Defense

  • Fixed a bug which caused the height of the third person character model not matching the first person model (mostly noticeable when prone)

  • Fixed a bug where revolver per shell reloads could not be cancelled by pressing the fire button

  • Improved arm movements when moving, crouching, lying prone for some weapons

  • Various smaller bug fixes and improvements



not even people, who got history lessons from DICE, is giving any damn
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,562
Location
Tampon Bay
Do they have friendly fire now? I kinda liked Verdun but it was a tad unrealisitc that you could fire through your own comrades and throw handgranades next to them.

Also if you have other games like Squad, Post Scriptum, Hell Let Loose or War Of Rights (not to mention Arma3) people will eventually be fed up with Verdun because technology wise it's a bit of a browser game. I was wuite appalled when they released the same crap again with Tannenberg instead of at least switching to a proper engine.
 
Joined
Dec 24, 2018
Messages
1,784
It went to shit when Tannenberg came out and they gave the game a plastic-y graphics update. Was fun while it lasted. I liked the bolt action meta.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,562
Location
Tampon Bay
I have 70 hours playtime in Verdun, so I wouldn't say I disliked it.
The graphics and sound created a very unique athmosphere, only let down by severe limitations like "maps" surrounded by an invisible fence every 250m, or every battle turning into the same clusterfuck every time. If WW1 had been like that the populations of France and Germany would have annihilated each other within 1 week.
 

pakoito

Arcane
Patron
Joined
Jun 7, 2012
Messages
3,092
Just what the world needs another multiplayer-only indie shooter.
In the FGC they call them "Discord games" because you cannot organise a match unless you ping someone on the community Discord.
 

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