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742 Posts in 255 Topics by 1915 Members - Latest Member: Diablo February 21, 2018, 01:48:09 AM
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Welcome to the Soldiers At War Gaming community.

SAW or Soldiers At War was formed by a group of gamers looking to provide a home where games would be played within some basic guidelines. These included playing a fair game, not being abusive, respecting fellow gamers & forming a safe community environment for all ages & sexes. It all began in 2006 & with modest single server availability slowly expanded to finally host a number of various gaming servers on our own server box hosted out of a datacenter in Sydney. The main game that the clan was based on is DODS-Day Of Defeat Source but has now expanded to cover many other titles, some mainstream & others mods that get less online coverage.

If you feel you would like to join this community become a member of our forum & apply to join.

October 03, 2017, 01:39:01 PM by coach | Views: 169 | Comments: 0

Hey Everyone,

This months update comes a few days late, so we'll dive right in. First thing up is a discussion about recoil.


We are big fans of games that are "Easy to pick up, Hard to master"

We've always thought that DoW should have challenging recoil, and when we say challenging, what we really mean is “difficult to master”. We think having this challenge is an important part of what keeps a shooter fun, by raising the ceiling of how good you can get.

Currently, we think our recoil is difficult to master and also can be difficult to pick up, especially for those not used to the mechanics from other similar games.

With this in mind, we set out earlier this month to look at our recoil system with a pair of fresh eyes and try to rebuild it from the ground up with two goals in mind: 1) make the recoil more “masterable”, meaning more predictable and less random 2) make the recoil easier to pick up, and more friendly to folks with lower mouse sensitivities who don’t want to pull down so much.

Our new experimental recoil system relies much less on vertical recoil management and more on side to side, especially when spraying. Even our preliminary internal version feels like an improvement in a lot of ways. By not relying so much on vertical recoil we can still keep a higher skill ceiling on our autos while solving some of the problems that make our current system hard to pick up.

Though we aren't stopping here, we want to introduce hardcoded recoil patterns that are more predictable, thus making the automatic’s recoil more learnable and less random. A few days ago Rainbow Six Siege announced they were switching over to recoil patterns, so if it's a topic that interests you there is plenty of discussion in their communities about the feature.

Our hypothesis is that the combination of both changing the recoil shape and reducing the amount of randomness will satisfy our two goals, and will generally be an improvement over our current system.

While going through this process we had another interesting development. As you know we’ve taken a hard stance on our removal of ADS on autos since our update in June. Obviously this was a ...
September 26, 2017, 09:38:03 AM by coach | Views: 146 | Comments: 0

We’re less than a week away from the PC Open Beta for Call of Duty: WWII on Steam. The response from our Beta announcement continues to energize the development teams, and we can’t wait to get going on September 29th!

Your feedback will continue to help us shape the final Multiplayer experience for PC players, so share as much as you can. We’re looking forward to keeping up the constructive dialogue. Here’s all the info you’ll need to participate in the PC Open Beta.

Pre-download begins today on Steam. That’s right, players can now pre-load the PC Open Beta between now and Thursday, September 28th. Head over to to pre-download now!

Here are the recommended specs for the PC Open Beta:

OS: Windows 10
CPU: Intel® Core™ i5-2400 / AMD Ryzen R5 1600X
HDD: 25 GB HD space
Video: NVIDIA® GeForce® GTX 970 / GTX 1060 @ 6GB or AMD Radeon™ R9 390 / AMD RX 580
DirectX: Version 11.0 compatible video card or equivalent
Network: Broadband Internet connection
Sound Card: DirectX Compatible

Here are the min specs for the PC Open Beta:

OS: Windows 7 64-Bit or later
CPU: Intel® Core™ i3 3225 or equivalent
HDD: 25 GB HD space
Video: NVIDIA® GeForce® GTX 660 @ 2 GB / GTX 1050 or AMD Radeon™ HD 7850 @ 2GB
DirectX: Version 11.0 compatible video card or equivalent
Network: Broadband Internet connection
Sound Card: DirectX Compatible

Following the Beta, once we’ve fully poured through all of the game and technical data along with the player feedback and ongoing benchmarking, we will share final PC specs for launch in November.

These are the PC-specific features included in the PC Open Beta:

Native 4K Support
Framerate Cap Slider (up to 250FPS)
FOV Resizing
Keyboard/Mouse Fully Re-mappable
Controller Support
G-Sync Monitor Support
Ultra-Wide Monitor Support
High-resolution Mouse Support
Advanced Video Settings

We’ve worked hard to tune the gameplay experience to PC, and throughout Beta and after, we’ll continue to optimize...
August 27, 2017, 09:54:58 AM by coach | Views: 160 | Comments: 0

Hey Everyone,

Last month we showed a few previews of what we are now calling dow_cathedral.

We finished the map a couple weeks back, and wanted to show some previews of the final map

While it has been ready for testing for a few weeks now, we have held off conducting a test until we could do a few other things like upgrading to UE 4.16. We are using our tests of new maps to also test other underlying engine changes, fixes, and features, which means we will not always be testing new maps the minute they are ready.

In the past month we’ve also begun work on a new map, experimented with some new lighting methods, done top to bottom art optimization passes on Carentan and Kaysersberg, and made some progress on some major features that will be detailed more below.

As we mentioned last month, we are working towards a big update where we plan to release a batch of new maps, new features and polish. (Amalfi and Cathedral are maps 1 and 2)

As we work towards the next big milestone things will be a little quieter, so in this update we also wanted to reiterate what we are working towards.

A few months back we really locked in what we needed to do with the game. This was based on everything we learned from our Kickstarter thru several months of Early Access, both player feedback and our own experience experimenting with and playing our own game.

Originally we had a fairly loose vision for Days of War, and we simply could not continue down that path of straddling so many lines, we had to make decisions on what to focus on, what to cut, and what to change.

Some resul...
July 13, 2017, 01:14:38 PM by coach | Views: 188 | Comments: 0

We've got a new map inbound! This next one will be an urban map based around a bombed out french cathedral. Please note, lighting and post process is still WIP.

The map will be ready for testing soon, we will be posting an announcement here when it's time.

Going Forward

Over the next few months we plan to continue to churn out maps and test them during scheduled events. We won't be releasing them fully until we feel we've amassed enough new content to justify a significant game update and free weekend, when they will be released as a batch. This is not because we want to withhold content from you, but because we want to have a compelling reason to come back and try the game once its ready.

During this period we will continue to update the game, tweak the guns, polish rough edges, and add new features from our development roadmap (Map Editor, VOIP, Bots, etc.)

Next month we plan to have a big announcement that we think will please a lot of you - so make sure you pop back then.

We are also including a list of recent FAQ below, mostof these are questions we've answered in these monthly updates but we wanted to lay them out in an easy to read format.

-Driven Arts


What is the state of the game?
We are in Early Access, meaning we are still building essential features and refining the core of the game while also creating the bulk of the map content. The game is still very much in development.

Why aren’t you running Ads or other promotions to try and get more people to play the game?
We are not trying to bring in new players now because we have a list of things we want to accomplish first to im...
June 14, 2017, 12:03:10 PM by coach | Views: 185 | Comments: 0

After this past weekend's preview of Amalfi, we are more excited than ever about the future for Days of War!

In the last week we have made some directional adjustments to DoW’s gameplay and tested our new map. In this post we want to explain some of our learnings and rationale behind the direction of the game.

When we set out to make Days of War we had a very ambitious goal of pulling influence from our favorite classic WW2 shooters (DoD, CoD, MOHAA, ET). Our hope was that we could pull the best aspects from each of these shooters to make a game that everyone can enjoy. We took influence from DoD's recoil and flag capture, CoDs ADS and fluidity, MOHAAs cinematic battles, and ET's classes and objective based multiplayer.

Detailing what has worked and what hasn’t would be a much longer post, so today we want to focus on two aspects we feel are in direct conflict with each other, recoil and ADS.

About ADS

We love the penalty of high recoil in games like DoD/CS that require you to control your gun as you fire. It creates a high skill ceiling that is rewarding to master. Going forward we want to continue to devote attention to make sure our recoil is fun to master and less random.

We also like games with ADS and feel it is practically a standard feature for a modern shooter. We’ve had ADS since day 1 in Alpha and have seen several iterations of it while we tried to hybridize high recoil and ADS.

We had versions that were closer to CoD style ADS which slowed the game down too much by encouraging people to sit and hold, and we had superficial versions which were effectively only a zoom in.

But we never got to a place we were totally happy with, and we think that having ADS created confusion about what our game was. There are many games, both realistic and arcade that rely heavily on the ADS mechanic, the most notable being the upcoming CoD WW2.

As a small studio, we need to offer something unique and think we are better positioned if we focus on recoil being the area we add depth to the game instead of ADS. We personally enjoy this style more and think the continued popularity of CSGO is a good indicator that this can still have appeal today.

We should note this doesn't prevent us from offering a simple zoom only ADS for all weapons as a custom server setting somet...
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* Shoutbox

Refresh History
  • -Dubster: Looking good Coach !!
    September 30, 2017, 07:26:09 AM
  • Lowmion: Hurro Earthlings :D
    October 19, 2015, 03:58:05 PM
  • `apoc: [link] check this out when you get a chance
    June 01, 2015, 11:44:12 AM
  • coach: SAW CSGO Server
    March 05, 2015, 09:59:26 PM
  • coach: Have no idea why you can't see it , Dubs & I have both been on it
    March 05, 2015, 09:58:45 PM
  • `apoc: What the CSGO crew have been up too, small sneak peak
    March 05, 2015, 10:06:06 AM
  • `apoc: Decoy, Kiwi & Myself tried searching for it still nothing, could we have the IP please
    March 04, 2015, 11:37:36 PM
  • coach: shows on the list for me ok
    February 22, 2015, 05:58:31 PM
  • `apoc: Also need invite to SAW steam group
    February 20, 2015, 08:12:40 PM
  • `apoc: Can't find the CSGO Server? Please Help
    February 20, 2015, 08:12:20 PM
  • Cling-Wrap: ins server needs to be updared
    December 23, 2014, 05:56:56 PM
  • Cling-Wrap: looks like the ins server finally gone :sad:
    December 04, 2014, 03:43:08 PM
  • Cling-Wrap: ins done it again coachie another major update with new game mode so server needs updating :sorry:
    October 30, 2014, 04:21:53 PM
  • Cling-Wrap: another update for insurgency server needs a update
    September 11, 2014, 02:35:40 PM
  • Cling-Wrap: can soomeone send me the ts details again had to do a reinstall :thumbsdown:
    September 05, 2014, 02:22:17 PM
  • Lowmion: did you wax again Clingy ? :sick:
    July 24, 2014, 08:04:09 AM
  • Cling-Wrap: back to the front lines for u :browneye:
    May 29, 2014, 11:54:20 PM
  • Cling-Wrap: request denied soldier  ..........
    May 29, 2014, 11:53:16 PM
  • coach: I resign
    May 26, 2014, 07:30:23 PM
  • Cling-Wrap: c'mon coachie ins server really needs its maps updated :tongue:
    May 25, 2014, 06:54:57 PM

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