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PC Games / Post Scriptum
« Last post by coach on May 06, 2018, 09:33:12 AM »
Post Scriptum is a WW2 simulation game, focusing on historical accuracy, large scale battles, a difficult learning curve and an intense need for cohesion, communication and teamwork.

Experience a full-scale battlefield with 100-Player Servers, 50+ usable vehicles, Squad roles, Supply runs and Base Building. Post Scriptum is a unique experience, recreating a Historically Accurate, Immersive & Realistic gameplay.

Players will be given the option to fight with the British Airborne Division, British XXX Corps, US 101st / 82nd Airborne Division or several branches of the German Army, such as the Wehrmacht or the Waffen SS. It’s a rare opportunity to experience the intense battlefield that was the Battle of Arnhem, which stretched across farms, woods, villages and city areas. Each area is being accurately recreated from archival references that range from street level to aerial images. Whether you’re jumping out of a plane, resupplying friendlies or operating a tank you will find multiple reasons to drop back into the battlefield in this grand scaled representation of a WW2 setting never explored in a large multiplayer environment.

With a Commander, Sections and objectives, Post Scriptum is realism focused. Choose your role be it a Medic, Tank Crew or Machine-Gunner to help take vital objectives.

Post Scriptum offers a full fledged combined-arms experience in a authentic and realistic setting. With this comes the need to work together to take control points and various objectives. You can decide whether you will be in a Infantry, Armoured or Logistic Section, each with their own set of roles and responsibilities. Using in-game voice communications and waypoints, sections can work together to co-ordinate from where to place fortifications, to what sector to attack.

Players will relive the events of ‘Operation Market Garden’ across the fields and towns of Holland in September, 1944. This massive Allied assault consisted of a coordination of the British and American Airborne to capture key bridges while the British XXX Corps moved to reinforce them through Highway 69.

However, consecutive delays in consolidating ground from the north of Belgium through Nijmegen forced the 1st British Airborne Division in Arnhem to make a stand much longer than anticipated. With no successful link between the XXX Corps and the Airborne in sight, the seventh and final bridge in Arnhem was considered lost.

‘The Bloody Seventh’ is our name for the initial focus of the project as we feel it succinctly details the struggle that the British paratroopers had to endure while waiting for their army counterpart to establish a link through the Lower Rhine.

Find more about the game here:

Goes into Alpha at the end of the month on Steam. Available for pre purchase now at $29.99

Game Updates / Re: Hell Let Loose Alpha Released
« Last post by coach on April 17, 2018, 01:18:26 PM »
Game Updates / Re: Hell Let Loose Alpha Released
« Last post by coach on April 16, 2018, 08:38:17 AM »
Hi everyone!


It's finally here! Thank you for your continued support - whether backing us financially or being an active part of our community. We've really appreciated your patience over the last few weeks as we've raced to fix critical issues that have arisen.


Over the next four weeks we will be testing every aspect of the game - from server and net-code issues, to role and weapon specific bugs - to issues around the meta-game and what makes Hell Let Loose satisfying to play.


Our key goals during this time are numerous and we're looking for as much information as possible in order to make the experience as fun as we possibly can. To do this, we've set up numerous avenues that you can report issues, as well as feedback about the game in general.


Server and Netcode:

We have deployed region-specific servers with a mixture of specs. During our pre-Alpha profiling, we measured both the top spec server and the minimum required spec server to host the full 100 player population. We have deployed a mix of both in order to record server performance as well as player experience. Should our minimum specs not meet the required performance over a sustained period of time we will look at specific optimizations. We are also interested to watch their ability to continually host games back-to-back.


We have decided during this time to work with G-Portal in order to collate all server crash reports and profiling information. We want to collect as much data as possible to ensure our Early Access release is as smooth as possible.


Fixing server crashes is our number one priority.


Graphics Optimization:

We are continuously profiling within the game and working through bottlenecks - particularly those that effect low end machines. We are aware of some specific map-location drops in FPS and will be working through those throughout the Alpha. We know that we have more work to do on optimization - particularly ensuring a good experience on minimum spec machines.



Both the FPP and TPP animations will be refined as we lead up to Early Access release. There are several transitions that we will be introducing to make other player movement look more natural, and your own movement feel more fluid. There are also small issues around jumping and some visual glitches that occur when rapidly shifting from hip to ADS.



We are aware that some aspects of the sector meta-game need refinement and fixes in order that it work as designed. These will be major fixes that will occur during the first week of Alpha, as it effects the enjoyment of the game at every level. Issues such as sectors not capitulating when cut-off, and capping diagonally will both be fixed. During the Alpha we will also be working on ways to make the victory conditions clear to a new player.


In addition to this, we will be altering the way an Officer deploys both OPs and Garrisons in order to make the deployment process simpler and more intuitive. While the rules for deploying these spawns will not change, we will message the method to do so much more effectively



We are in the process of implementing and refining certain weapon sounds and foley. This is a process that will continue until Early Access release. Our brilliant sound artist - Danyal - was recently able to spend a couple of days at a range firing and recording all the weapons included in the game. We are currently working through applying these new sounds to each weapon.


3D Art:

>From character models, to weapons, to vehicles, to environment props, to buildings - we're going to be updating, refining and optimizing continually. We are intent on ever expanding our game world to fully reflect the battlefield of the time.


Quality of Life Additions:

During this time we are very interested to watch the player experience and establish tool-tips, sound cues and other prompts. We want new players to be able to pick the game up and get a sense of where they should be, the flow of battle and how to effectively use their role as fast as possible.

We will also be fleshing out the options menu (including functional key bindings, sound controls etc.) as well working on improving anti-aliasing quality.




Alpha Infrastructure


We have established numerous ways to help us collect data and communicate with you during the course of the Closed Alpha and beyond.



You can find a link to our public development Trello HERE. We will be updating this to reflect our closed-developer Trello so that you as a community are able to see which issues, bugs and features are being worked on.


Bug Report Form:

We have established a bug report form HERE. This will be a very easy way for us to collect specific information about an issue you are having. The more information and media we have about the issue, the easier it will be for us to reproduce and fix. We appreciate any time you take to submit this.


Crash Reports:

When that crash report pops up, please send it to us! We have a server specifically set up to collect them, and it'll allow us to examine the exact issue and hot-fix it. It is crucial that we receive these.



The forum is a great way to discuss strategy, tactics, weapons, roles and the general feel of the game. We have set up specific sub-forums so that we can look at specific issues. We will be keeping an eye on them and we're keen to read your feedback and conversations about different features. We know that you're one of the most valuable sources of information on where the title could improve, and what would help you play.


I Can't Find or Haven't Received My Key Yet!


We've found that some smaller mail providers block or send the key emails to the spam folder or other places. If you're a Veteran tier backer or above and you've searched through your email and haven't had any luck finding the email containing your key, please email with the subject line "OH HELL, NO KEY" from the same email tied to your backer account and we'll follow up with you as soon as possible. We ask for your patience during this time, as we are dealing with each occurance as fast as we possibly can.


Thank You!


Lastly, we appreciate your patience during the Closed Alpha. We understand that things may break, crash or not function as intended and we really appreciate both the communication of the issues and time given to us to fix them. We will be working very hard to address issues as they arise, as well as build in new features - both big and small.


As a team, we want to thank you for the opportunity!
Game Updates / Hell Let Loose Alpha Released
« Last post by coach on April 15, 2018, 09:46:02 AM »
Here are a couple of vids of the newly released Alpha release of HLL.

Game Updates / Week 1 Update & Pushing Back Competitive Play
« Last post by coach on February 09, 2018, 09:39:11 AM »

Tomorrow we’ll be releasing our big ‘Week 1 Update’ with a host of balance changes, quality of life changes and small bug fixes that’ll increase the stability and enjoyability of the game.

There will be around 10 mins of outage time whilst we restart and deploy server + matchmaker updates. This means all players will need to update their clients to play. The update is planned to go live between 16:00 and 17:00 GMT.

We will also be delaying the launch of competitive play.
You can read more about this further down within this update.

Week 1 Update Changelog - Going Live Tomorrow


    Added ingame VOIP functionality.
    Added function to mute individual players via the social tab after pressing ESC.
    Added menu setting to entirely disable VOIP.


    Collision fixes to prevent certain overpowered boost spots on competitive maps.
    Collision fixes to prevent areas players could get out of the playable area.
    Fixed certain spots where players could lean through walls for information.
    Fixed certain collision volumes affecting grenade bounces

Server Browser

    New Feature: Filter servers by server name, player count, map, mode and ping.
    New Feature: Search for servers by name
    New Feature: Hide locked servers.

Bug Fixes

    Players will no longer ‘fatal error’ to desktop mid game when a player is killed on the same frame a grenade is released from another player’s hand.
    Matchmaker Improvements - Players should see less "loading into a game then being taken back to the menu" errors.
    Skins can now be seen in community servers.
    The launcher now quits immediately after successful launch to save system resources.
    Headshot hitboxes now accurately match third person character
    We put in a potential fix for the end of match XP/Rank bar to display correctly.

Heavy Weapons Buff


    New BAR ADS sight allowing for better visibility and aim potential.
    Damage falloff decreased - now takes 3 to 4 bullets to kill instead of 3 to 5.
    Decreased time before BAR ammo refills when reloading to allow fast reloading of the BAR.


    STG44 can now 1 shot headshot.

Pushing Back Competitive Play

We’ve been hearing the reports of regular crashes. Whilst this is expected for an Early Access game and we have fixed many of the fatal error crashes, this is not acceptable for a competitive environment.

This is why we’ve decided to delay the competitive mode launch.

The goal of this delay is to fix 50-80% of the regular crashes that occur during general play. We can’t just fix the game magically overnight - this stuff takes time, which is why we’re pushing back the launch of competitive play.

Luckily after the fixes If players do crash out - you will have the option to reconnect back into the same match. This is to reduce the annoyance of crashing out of a competitive game. However - if players just decide to rage quit a game in progress they will be banned from competitive play for a period of time.

You won’t have to wait too long - we’re still looking at getting competitive matchmaking to you guys asap - we’re just giving ourselves more time to get to the game into a state we feel is acceptable for competitive play for a Steam Early Access title! We’ll have more updates on this soon.

Blitzkrieg Battle EU Tournament Week #2

On Saturday 10th February ‘ThePlays’ will be hosting another Blitzkrieg Battle Tournament.
Make sure to sign your team up now if you want to be in with a chance of breaking into the early competitive Battalion 1944 scene without the need of matchmaking servers.

Blitzkrieg Battle NA Sundays

ThePlays are looking for NA tournament organisers!

They’re looking for some solid, reliable folks to help report matches and coordinate with the broadcast team every Sunday from 2PM Pacific. If you’re interested in helping them out - make sure to DM ThePlays official twitter account.

Thank you so much to our players for your continued support.
We look forward to reading your feedback.
The Bulkhead Interactive Development Team.
Game Updates / Re: Battalion 1944
« Last post by coach on February 02, 2018, 03:44:43 PM »
BATTALION 1944 is Now Available on Steam Early Access!

Battalion recaptures the core of classic competitive shooters & refines the ‘classic’ FPS feel for the next generation. Focusing on 5v5 infantry combat, where precise flick shots with your Kar98, covering fire with your Thompson and fluid movement are key to clutching every round for your team.
PC Games / Re: Sandstorm Teaser Trailer!
« Last post by Jacket on February 02, 2018, 08:35:43 AM »
Looks awesome Coach  :thumbsup: :sir:
Recruitment / Re: coming back
« Last post by coach on January 31, 2018, 06:31:34 PM »
Tag up mate.

Welcome back.

A lot quieter these days than before though  :sir: :thumbsup:
PC Games / Sandstorm Teaser Trailer!
« Last post by coach on January 31, 2018, 08:33:20 AM »
Coming this year is a new version of Insurgency called Sandstorm. Here is a peak look :

The official Insurgency: Sandstorm Teaser Trailer!

Game Updates / Jan 2018 Q & A with DOW Developer Lee
« Last post by coach on January 20, 2018, 10:12:18 AM »
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