Welcome to the 43th entry in our Devblog. It is time to talk about one of the new features of GoH - entrenchments.
Entrenchments are classified into two types: regular and engineering entrenchments. The latter type only come with field engineers or other unique units, and take more time to dig.
Foxholes
Foxholes are a regular entrenchment that most infantrymen can build. It takes little time to build them and they give moderate protection from a prone position. Most regular infantrymen can build a foxhole using their entrenching spade.
Field engineers (not to be confused with miners) are not just responsible for setting up barbed wire fences, anti tank hedgehogs or other obstacles - they can now also dig infantry trenches! The trenches take much more time than a foxhole to dig but have numerous advantages - They can fit a whole squad, they offer more protection since soldiers can crouch behind it, and many of these trenches placed in a line will form a formidable line of defence! While some players won't like these defensive means because they prefer offensive moves, a well placed trench can be a key game changer especially in gamemodes like Frontlines.
Your MG detachment comes with additional support infantry which in some cases are ammo carriers or close quarter assistants. The MG leader will either carry the MG in assault pose or carry it packed in it's tripod cradle for field-mounting it as an emplacement. While setting up, one of the mentioned assistants can dig a pit with suitable space for the tripod and the ammo carriers.
Mortar Pits
Some field engineers can build a mortar pit which grants all-round protection for a medium mortar which also is set up automatically inside the pit. Moreover this deep pit has a shallow area for infantry positions. This entrenchment is unique and does not apply to regular mortars which just carry a small sandbag defence.
Tank Ditches
Have you ever thought about how much you like a tank in a defensive viewpoint but you despise the terrible hull armour and can only use it in a hull-down position? Well, its time to build a tank ditch! They are built by field engineers and some are carried in special tanks as well ('veteran' tanks with special characteristics and experienced crews). A large portion of the hull is buried and so you have a much lower profile, in most cases with only the turret sticking out. Note that tanks can exit and enter the ditch and it doesnt turn them into sitting ducks.
More to come soon… Let us know if you have any particular entrenchment idea.
Welcome to the 43th entry in our Devblog. It is time to talk about one of the new features of GoH - entrenchments.
Entrenchments are classified into two types: regular and engineering entrenchments. The latter type only come with field engineers or other unique units, and take more time to dig.
Foxholes
Foxholes are a regular entrenchment that most infantrymen can build. It takes little time to build them and they give moderate protection from a prone position. Most regular infantrymen can build a foxhole using their entrenching spade.
Field engineers (not to be confused with miners) are not just responsible for setting up barbed wire fences, anti tank hedgehogs or other obstacles - they can now also dig infantry trenches! The trenches take much more time than a foxhole to dig but have numerous advantages - They can fit a whole squad, they offer more protection since soldiers can crouch behind it, and many of these trenches placed in a line will form a formidable line of defence! While some players won't like these defensive means because they prefer offensive moves, a well placed trench can be a key game changer especially in gamemodes like Frontlines.
Your MG detachment comes with additional support infantry which in some cases are ammo carriers or close quarter assistants. The MG leader will either carry the MG in assault pose or carry it packed in it's tripod cradle for field-mounting it as an emplacement. While setting up, one of the mentioned assistants can dig a pit with suitable space for the tripod and the ammo carriers.
Mortar Pits
Some field engineers can build a mortar pit which grants all-round protection for a medium mortar which also is set up automatically inside the pit. Moreover this deep pit has a shallow area for infantry positions. This entrenchment is unique and does not apply to regular mortars which just carry a small sandbag defence.
Tank Ditches
Have you ever thought about how much you like a tank in a defensive viewpoint but you despise the terrible hull armour and can only use it in a hull-down position? Well, its time to build a tank ditch! They are built by field engineers and some are carried in special tanks as well ('veteran' tanks with special characteristics and experienced crews). A large portion of the hull is buried and so you have a much lower profile, in most cases with only the turret sticking out. Note that tanks can exit and enter the ditch and it doesnt turn them into sitting ducks.
More to come soon… Let us know if you have any particular entrenchment idea.
This friday we have something interesting (hopefully) to drive out for a spin. Since the recent tank history features were not too popular, we decided to showcase something a little more impressive this time. And what is more impressive than a Tiger
Panzerkampfwagen VI ‘Tiger’
The Tiger was one of the most iconic and remarkable tanks of WW2. Initially deployed in North Africa and the region of Leningrad in 1942, the early versions showed many transmission problems and overall proved inadequate in swampy and also sandy terrains. In spite of all odds, the Russians were quickly impressed with the design and many designs were immediately rushed into design and production to counter the threat.
The Tiger was aimed to be superior in firepower, armour, technical advancements and weight to any other tank fielded at the time. It was made so, up to the point that it was expensive to manufacture, and hard to engineer. Some technical aspects of the tank were advanced for their time, which proved an advantage in combat but also a problem in the field because the crew were usually inexperienced in repairing, replacing or dismounting parts. This lead to many tanks being abandoned in combat, some even in a very good condition.
The Tiger traded engine power for firepower, and was both deadly in combat but severely underpowered with a 600/700hp engine to push 54 tonnes.
In 1943 the E version was fielded. With respect to it’s predecessor (the H), the E had all-metal rollers, a new gun cupola, extra armour on the mantlet and turret-ring and a long list of other changes.
In the Eastern Front in spring and summer seasons, and especially in the Western Front, the Tiger proved to be in it’s best hunting grounds. This is where it earned it’s name.
In the game this beast is gorgeous in nearly all respects. A Tiger is always a milestone in a battle, it’s always there to leave a mark. And we made a lot of effort in making her look and sound good, too :)
The gun is spectacular. Brilliant ballistics, good accuracy and dispersion. And the reload time is also very good for the gun’s size.
The Tiger lacks a good power-to-weight ratio and as a result it accelerates slowly. Slopes are not Tiger’s friend. But it does not matter a lot, because it will surely pay off when it reaches the designated location. The Tiger is at it’s best when the enemies come to her.
It’s a tank that has a very large skill cap. This means that experienced tankers in the tiger that can master it will surely make themselves be distinguishable. The Tiger’s armour is boxy, which means it’s perfect for angling. The ammunition’s choices are important, because they are multi-purpose. The tank is heavy and somewhat difficult to control in close quarters.
You will find the Tiger Ausf. H available from 1942 onwards and the Ausf. E from 1943 onwards. In addition, the ‘Hunting Tiger’ based on the E version, will be available from 1944 onwards.
Many tank aces like Michael Wittman earned their reputation aboard the Tiger. And it was well known that the best mechanics with the best commanders made the Tiger an extremely large threat to any tank in existence at the time. Hence we have decided to create a special version of the Tiger known as the ‘Hunting Tiger’. It is based on the E version, and has some improvements over a regular Tiger. First, it is covered in camouflage, which grants it a concealment advantage. Next, the Hunting Tiger has a faster rotating turret and a better accuracy for it’s gun. A skilled marksman can zero the aiming device on his tank with greater speed and precision, making it an extremely useful tank amongst heavies, almost converting it to a tank destroyer in that respect.
This friday we have something interesting (hopefully) to drive out for a spin. Since the recent tank history features were not too popular, we decided to showcase something a little more impressive this time. And what is more impressive than a Tiger
Panzerkampfwagen VI ‘Tiger’
The Tiger was one of the most iconic and remarkable tanks of WW2. Initially deployed in North Africa and the region of Leningrad in 1942, the early versions showed many transmission problems and overall proved inadequate in swampy and also sandy terrains. In spite of all odds, the Russians were quickly impressed with the design and many designs were immediately rushed into design and production to counter the threat.
The Tiger was aimed to be superior in firepower, armour, technical advancements and weight to any other tank fielded at the time. It was made so, up to the point that it was expensive to manufacture, and hard to engineer. Some technical aspects of the tank were advanced for their time, which proved an advantage in combat but also a problem in the field because the crew were usually inexperienced in repairing, replacing or dismounting parts. This lead to many tanks being abandoned in combat, some even in a very good condition.
The Tiger traded engine power for firepower, and was both deadly in combat but severely underpowered with a 600/700hp engine to push 54 tonnes.
In 1943 the E version was fielded. With respect to it’s predecessor (the H), the E had all-metal rollers, a new gun cupola, extra armour on the mantlet and turret-ring and a long list of other changes.
In the Eastern Front in spring and summer seasons, and especially in the Western Front, the Tiger proved to be in it’s best hunting grounds. This is where it earned it’s name.
In the game this beast is gorgeous in nearly all respects. A Tiger is always a milestone in a battle, it’s always there to leave a mark. And we made a lot of effort in making her look and sound good, too :)
The gun is spectacular. Brilliant ballistics, good accuracy and dispersion. And the reload time is also very good for the gun’s size.
The Tiger lacks a good power-to-weight ratio and as a result it accelerates slowly. Slopes are not Tiger’s friend. But it does not matter a lot, because it will surely pay off when it reaches the designated location. The Tiger is at it’s best when the enemies come to her.
It’s a tank that has a very large skill cap. This means that experienced tankers in the tiger that can master it will surely make themselves be distinguishable. The Tiger’s armour is boxy, which means it’s perfect for angling. The ammunition’s choices are important, because they are multi-purpose. The tank is heavy and somewhat difficult to control in close quarters.
You will find the Tiger Ausf. H available from 1942 onwards and the Ausf. E from 1943 onwards. In addition, the ‘Hunting Tiger’ based on the E version, will be available from 1944 onwards.
Many tank aces like Michael Wittman earned their reputation aboard the Tiger. And it was well known that the best mechanics with the best commanders made the Tiger an extremely large threat to any tank in existence at the time. Hence we have decided to create a special version of the Tiger known as the ‘Hunting Tiger’. It is based on the E version, and has some improvements over a regular Tiger. First, it is covered in camouflage, which grants it a concealment advantage. Next, the Hunting Tiger has a faster rotating turret and a better accuracy for it’s gun. A skilled marksman can zero the aiming device on his tank with greater speed and precision, making it an extremely useful tank amongst heavies, almost converting it to a tank destroyer in that respect.
Welcome back to the friday weekly Devblog, It’s time to continue our collection of multiplayer entries. I know what all of you are thinking - oh my! It’s actually been one week after the previous devblog, they might actually be on schedule again :)
Frontline
Frontline is one of the classic game-modes of all time and it would be a crime against tradition to remove it.
In Frontline, the first team is ordered to attack the enemy lines, and naturally the second team defends. Roles reverse for a second fight afterwards. An array of flags are captured as the forces advance into enemy territory.
We have not executed changes to this game-mode yet. It is very straightforward and there is little room to add additional features, because the pace of these battles is very frenetic. Making it more hectic is the least of our intentions.
Therefore we would like to hear what you have to say. Tell us your ideas about how to improve this game-mode in the comments section down below. The most feasible ideas that make the gameplay more enjoyable will be considered for implementing.
Territory
This new game-mode is aimed to become one of the core game-modes of Gates of Hell and it is an attempt to reach the maximum representation of a WW2 situation while keeping it competitive for tournaments and e-sports.
The maps are split into multiple sectors that cover the entire surface area. These sectors require infantry to be captured, and each grant the players with points to win the game, like in Assault Zones. Key strategic areas like cities have more, smaller sectors (all zones are as valuable though) which means that the player who can dominate key map areas will have a massive point income advantage because there are more zones under his control, despite maybe controlling a smaller % of the map.
Unlike Assault Zones, which only has limited capturable areas along the map, in Territory the whole map is disputed. This means that the entire frontline is moving, and that attacks can be more unpredictable from any direction in the conquest of more sectors of the map.
Many players will rejoice in that they plan to send an entire soviet penal battalion to charge the entire map. Aha - last but not least, in Territory you also gain points for killing enemy troops! So massive suicide charges will bring a lot of joy to enemy MG emplacements as well. The games will be won by being able to outplay your opponents and dominate the map inch by inch, as well as lowering your casualties and inflicting terrible damage to your opponent. This is war, keep your men alive, and capture the positions!
Territory is a game-mode we plan to introduce from the initial betas as well.
Welcome back to the friday weekly Devblog, It’s time to continue our collection of multiplayer entries. I know what all of you are thinking - oh my! It’s actually been one week after the previous devblog, they might actually be on schedule again :)
Frontline
Frontline is one of the classic game-modes of all time and it would be a crime against tradition to remove it.
In Frontline, the first team is ordered to attack the enemy lines, and naturally the second team defends. Roles reverse for a second fight afterwards. An array of flags are captured as the forces advance into enemy territory.
We have not executed changes to this game-mode yet. It is very straightforward and there is little room to add additional features, because the pace of these battles is very frenetic. Making it more hectic is the least of our intentions.
Therefore we would like to hear what you have to say. Tell us your ideas about how to improve this game-mode in the comments section down below. The most feasible ideas that make the gameplay more enjoyable will be considered for implementing.
Territory
This new game-mode is aimed to become one of the core game-modes of Gates of Hell and it is an attempt to reach the maximum representation of a WW2 situation while keeping it competitive for tournaments and e-sports.
The maps are split into multiple sectors that cover the entire surface area. These sectors require infantry to be captured, and each grant the players with points to win the game, like in Assault Zones. Key strategic areas like cities have more, smaller sectors (all zones are as valuable though) which means that the player who can dominate key map areas will have a massive point income advantage because there are more zones under his control, despite maybe controlling a smaller % of the map.
Unlike Assault Zones, which only has limited capturable areas along the map, in Territory the whole map is disputed. This means that the entire frontline is moving, and that attacks can be more unpredictable from any direction in the conquest of more sectors of the map.
Many players will rejoice in that they plan to send an entire soviet penal battalion to charge the entire map. Aha - last but not least, in Territory you also gain points for killing enemy troops! So massive suicide charges will bring a lot of joy to enemy MG emplacements as well. The games will be won by being able to outplay your opponents and dominate the map inch by inch, as well as lowering your casualties and inflicting terrible damage to your opponent. This is war, keep your men alive, and capture the positions!
Territory is a game-mode we plan to introduce from the initial betas as well.
Welcome back to the Devblog, today we will say a few things about multiplayer. These devblog entries will continue for a couple of weeks. Each time, we will talk about improving one existing multiplayer game-mode and announcing a new one :)
Classic game-modes
In Gates of Hell we will conserve the original game-modes that people have been enjoying throughout the Men of War games, with some changes.
Control Zones
‘Control Points’, ‘Battlezones’ or ‘Assault Zones’, this game-mode is the most popular and probably the only one with it’s name having changed a couple of times.
In Gates of Hell, we wish to promote this game-mode as one of the most played, but also make small adaptations to ensure that it is more loyal to a WW2 environment.
This game-mode is played by capturing strategic zones that are placed along the map. The side with a larger number of capped zones earns points. Instead of placing the zones as arbitrary circles distributed along the map, the shapes can also be now poligonal in many maps to define real strategic locations, such as building blocks, railway stations, etc. They can be large or small.
In addition, for some maps, there will be one or two ‘crossing the fence’ zones. These zones are particularly demanding to capture by any of the teams and the player must show a flawless display of dominance to capture. What makes these zones unique is that the capping area is different for both teams. The players must advance deeper into enemy territory to claim the capture point instead of a regular central position by the flag where the zone is disputed by both teams. Since the enemy will have already arrived to the location where you are supposed to capture, it is much harder to breach through.
Finally, this game-mode will be enhanced with additional in-game features that will also vary from map to map, such as periodic artillery bombardments along specific areas, secondary objectives, etc. These will also be as balanced as possible to make it as damaging or beneficial, equally for all teams.
All in all we aim to increase the dynamism of the game-mode from map to map. These changes will also bring more authenticity to the WW2 stamp on the game-mode, by defining real strategic locations to capture.
Assault Zones is a game-mode that you will have access to immediately
Escort Run
This new game-mode is a two-round scenario where one of the team’s goal is to take a convoy of fuel trucks to their destination, while the opposing side must ambush them. It is one of the game-modes where ambush tactics must be used at it’s fullest extent. The escorting team will have access to motorised units and vehicles, while the ambushing side will deploy infantry, guns, and artillery. In the arranged period of time, each fuel truck that manages to pass through will score a point. The roles will reverse upon finishing the first round.
Escort Run is one of the game-modes that we plan to introduce already in the first betas of Gates of Hell.
Welcome back to the Devblog, today we will say a few things about multiplayer. These devblog entries will continue for a couple of weeks. Each time, we will talk about improving one existing multiplayer game-mode and announcing a new one :)
Classic game-modes
In Gates of Hell we will conserve the original game-modes that people have been enjoying throughout the Men of War games, with some changes.
Control Zones
‘Control Points’, ‘Battlezones’ or ‘Assault Zones’, this game-mode is the most popular and probably the only one with it’s name having changed a couple of times.
In Gates of Hell, we wish to promote this game-mode as one of the most played, but also make small adaptations to ensure that it is more loyal to a WW2 environment.
This game-mode is played by capturing strategic zones that are placed along the map. The side with a larger number of capped zones earns points. Instead of placing the zones as arbitrary circles distributed along the map, the shapes can also be now poligonal in many maps to define real strategic locations, such as building blocks, railway stations, etc. They can be large or small.
In addition, for some maps, there will be one or two ‘crossing the fence’ zones. These zones are particularly demanding to capture by any of the teams and the player must show a flawless display of dominance to capture. What makes these zones unique is that the capping area is different for both teams. The players must advance deeper into enemy territory to claim the capture point instead of a regular central position by the flag where the zone is disputed by both teams. Since the enemy will have already arrived to the location where you are supposed to capture, it is much harder to breach through.
Finally, this game-mode will be enhanced with additional in-game features that will also vary from map to map, such as periodic artillery bombardments along specific areas, secondary objectives, etc. These will also be as balanced as possible to make it as damaging or beneficial, equally for all teams.
All in all we aim to increase the dynamism of the game-mode from map to map. These changes will also bring more authenticity to the WW2 stamp on the game-mode, by defining real strategic locations to capture.
Assault Zones is a game-mode that you will have access to immediately
Escort Run
This new game-mode is a two-round scenario where one of the team’s goal is to take a convoy of fuel trucks to their destination, while the opposing side must ambush them. It is one of the game-modes where ambush tactics must be used at it’s fullest extent. The escorting team will have access to motorised units and vehicles, while the ambushing side will deploy infantry, guns, and artillery. In the arranged period of time, each fuel truck that manages to pass through will score a point. The roles will reverse upon finishing the first round.
Escort Run is one of the game-modes that we plan to introduce already in the first betas of Gates of Hell.
Today we will submerge deeply in the theme of tanks and their performance in Gates of Hell.
Tank philosophy
In Gates of Hell we want to make a difference when it comes to tanks.
Our aim is to increase the level of detail with regard to tank gameplay, making it more diverse and complex but most importantly fun. Until now you look at armour, mobility, and the gun when you choose what tank to utilise. We want to take into considerations other aspects of real tank behaviour and expand existing ones to enhance the gameplay.
We also aim to increase the level of skill cap with regard to tanks. While making it even more friendly for inexperienced players, we also attempt to allow seasoned players to build a vast array of experience that can allow more knowledgeable tank drivers to excel in their comfort-zone tanks instead of always aspiring to ‘buy a bigger fish’ to counter the opponent’s tank.
In the previous Devblog entry you saw a lot of statistics about the T26. For example the power of the engine. Combining the different statistics of weight, power, speed, fuel capacity, etc. the game generates specific acceleration, turning, braking behaviours. So a tank with underpowered engines might have a relatively high top speed, but it will accelerate very slowly… And it will climb slopes quite disappointingly.
The guns utilise the real ammunition that they fired in the war. This means that there are several types of shell, and although they will behave differently between each other, they are colour coded in the game’s UI to ensure that any new player can differentiate global classes of rounds and when to use them.
Some additional statistics that are modelled but have not been displayed yet - Each tank has it’s gun handling aspects. Some tanks with modern stabilisation systems will conserve more accuracy when moving the gun or moving entirely. A similar system was in place since Men of War but now this affects all vehicles differently and uniquely. There are two main numbers being handled: How long it takes for an aimed gun to loose it’s zeroing when moving and how long it takes to zero in again. The loss of accuracy under these conditions on the least benefited tanks has worsened substantially and vice versa so this now can become an important factor especially within a competitive ambient.
Gameplay effects
We are aware that these changes will not only make tank gameplay more dynamic and competitive, but many players, in order to squeeze as much immersion and effectiveness as possible out of their tank charges, will prefer to micro-manage the vehicle for the important highlights of their encounters. These vehicle changes have been made in our global vision for Gates of Hell, which aims to increase the tactical component of how battles are fought. In many situations, mistakes will not be forgiven in a player vs player matchup and thus every important move that the players make will have been somewhat meticulously planned, hence it is natural that the micro-management level in that moment raises to ensure the move goes exactly as planned.
Today we will submerge deeply in the theme of tanks and their performance in Gates of Hell.
Tank philosophy
In Gates of Hell we want to make a difference when it comes to tanks.
Our aim is to increase the level of detail with regard to tank gameplay, making it more diverse and complex but most importantly fun. Until now you look at armour, mobility, and the gun when you choose what tank to utilise. We want to take into considerations other aspects of real tank behaviour and expand existing ones to enhance the gameplay.
We also aim to increase the level of skill cap with regard to tanks. While making it even more friendly for inexperienced players, we also attempt to allow seasoned players to build a vast array of experience that can allow more knowledgeable tank drivers to excel in their comfort-zone tanks instead of always aspiring to ‘buy a bigger fish’ to counter the opponent’s tank.
In the previous Devblog entry you saw a lot of statistics about the T26. For example the power of the engine. Combining the different statistics of weight, power, speed, fuel capacity, etc. the game generates specific acceleration, turning, braking behaviours. So a tank with underpowered engines might have a relatively high top speed, but it will accelerate very slowly… And it will climb slopes quite disappointingly.
The guns utilise the real ammunition that they fired in the war. This means that there are several types of shell, and although they will behave differently between each other, they are colour coded in the game’s UI to ensure that any new player can differentiate global classes of rounds and when to use them.
Some additional statistics that are modelled but have not been displayed yet - Each tank has it’s gun handling aspects. Some tanks with modern stabilisation systems will conserve more accuracy when moving the gun or moving entirely. A similar system was in place since Men of War but now this affects all vehicles differently and uniquely. There are two main numbers being handled: How long it takes for an aimed gun to loose it’s zeroing when moving and how long it takes to zero in again. The loss of accuracy under these conditions on the least benefited tanks has worsened substantially and vice versa so this now can become an important factor especially within a competitive ambient.
Gameplay effects
We are aware that these changes will not only make tank gameplay more dynamic and competitive, but many players, in order to squeeze as much immersion and effectiveness as possible out of their tank charges, will prefer to micro-manage the vehicle for the important highlights of their encounters. These vehicle changes have been made in our global vision for Gates of Hell, which aims to increase the tactical component of how battles are fought. In many situations, mistakes will not be forgiven in a player vs player matchup and thus every important move that the players make will have been somewhat meticulously planned, hence it is natural that the micro-management level in that moment raises to ensure the move goes exactly as planned.