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The metal bars that reinforce the glass on the German gas mask severely impede vision in-game when playing as CP and should be made (somewhat) transparent.
In RL, you would not see those bars as solid lines in front of your eyes because your eyes would automatically filter them out with the information from the other eye and you would only see what lies behind the bars.
This would be the same effect that is already being applied to the center of the screen here and not too difficult to pull off.
Leo's Original Quote:
>The difference in rifles on distance is now much smaller due to the nature of shots over distance and their echo. This will take some time and skill to get used to unfortunately, they are recognizable by bullet caliber and secondly by unique clanks.
They are not recognizable individually or even necessarily by caliber. The video below shows weapons of similar classification (handguns, long rifles, carbines, and machine guns) pitted against each other. The results show that the sounds between weapons of similar classifications are by and large the same. If there is a difference between them it is so minute that players will have a very hard time being able to tell the difference, where as at present you can easily distinguish what weapon is being fired and where the shot is coming from.
If by "clanks" you mean the bolting/cocking sounds I highly disagree with this, not necessarily because a player wouldn't be able to tell what gun a player has based on these sounds, but rather because the actual distance in which you can hear this sound is incredibly small. The tactical value in this is quite low and will often not be of any benefit to a player, as Verdun is 1. A predominantly medium-long range oriented game and 2. If a player can actually hear these sounds they more than likely already have seen/know an enemy is there.
The weapons compared against one another in chronological order:
K98AZ VS SMLE
Lebel VS G98
Mousqueton VS K88
Webley VS Modele 1892
Lewis VS MG08/15
Luger VS Ruby
1911 VS Reichsrevolver
The comparisons pitted weapons of similar classification against one another, however these were all still completely different firearms chambered for completely different rounds, in several of the clips the weapons sound identical while in others the difference is barely noticeable. This is both unrealistic and completely undesirable for gameplay. As I've stated, at present the current sounds work well, you are able to easily identify where players are based on gunfire and all the weapons have their own unique sounds. Without an extensive rework of the gun sounds the importance of sound will be drastically reduced as the ability for players to effectively identify enemy positions based on gunfire will be heavily diminished.
Additionally as has been pointed out by Korv (and others) the ambient noises are overly loud and do a great deal to help drown out the actual sounds.
Lastly for whatever reason gasmasks greatly muffle all sounds a player can hear in the game, this is in spite of the masks not actually covering a players ears (at least according to the models).
Actual sound heard while using a gasmask:
Based on this it is clear that there will need to be extensive efforts made to correct the various issues plaguing the new sounds and adjust the guns to actually have unique and identifiable sounds as is currently present in the game. Although I do not believe that any of this is actually particularly pressing. The game is losing players by the day and it is clear that nobody in this community actually cares about a sound update. What we have right now works and has very few issues, the only obvious issues being the lack of reload sounds on the BAR and RSC, however this is very minor and is not all that important. Personally I suggest that the focus be moved onto other much more pressing issues like bugs and Verdun's heavily needed new content (squads and maps). Players can currently enable these "new sounds" with FMOD so if there is truly any desire to use them players do have the option. Spending time and resources on correcting the new sounds is pointless, especially when you consider that this sound update will benefit the game in no way. Players are not going to be returning to Verdun for a sound update, nor is anybody sticking around because of one. On the contrary if you decide to push these new sounds out without fixing them, you will once again be contributing to the games decline, yet another botched update that brings the overall quality of the game down is not something this community needs right now. It should be pointed out that there have been virtually no calls or requests for these sounds to be released, and essentially nobody has ever complained about what we have in the game at the moment.
To avoid all confusion and close this ticket, attached is a comparison to the video posted (25 meters distance, same order of guns). We did in fact address the issue after OP posted.
After playing with these sounds for 6 months, I can honestly say that its mostly a matter of getting used to, I can actually distinguish them myself in combat. The pat-pat of smle's versus the deeper bangs of the mausers and french weapons for instance.
Replace the "shots-hits-accuracy-kills-killed by" part of the tooltip info that you see when you hover over weapons on the squad loadout screen with the actual weapon stats you can see on the equipment screen in RDM/Attrition (ROF, reload, etc.)
People can check out their accuracy stats, amount of shots fired, etc. under "Account -> Weapons" outside of matches anytime.
Seeing the weapons' stats directly is more important during a match and helps new players get familiar with the weapons. They often ask "what's the differences between the weapons/weapon types" during a match because there's no way for them to see or even compare weapon stats outside of Attrition/RDM and it takes too much time to explain in detail in the chat during matches.
Also rework which weapon stats are actually being displayed and the way in which they are, the red bars might look neat, but they only give a very ROUGH indication of the weapon's stats (at least without additional numbers on them), especially in comparisons. Grouping attachments into 2 rows 2 instead of 1 column of 4 would give the required space for the added info.
Grouping stuff by weapon class would imo also be much better than sorting the weapons alphabetically.
And just to really idiot-proof the whole thing, add all that on the main menu weapon screen as well:
Also make it so that the tooltip stays as long as you hover over the resp. card and doesn't just disappear after a bit.
So this morning I was playing Verdun. Usual stuff and regular matches, I was wondering where are the x128 public matches at and I was happy that those formats were definitely over. But at some point Mr Leo came in my regular match and with his
obnoxious admin priviledges he changed the capacity of that lobby. Fine, I quitted because me as a 3-yo-player I dont want to play that kind of unbalanced artyspam fest mess game. So I looked around in the Frontlines main menu and surprisingly (not really), the only one lobby available was the big one. Now my question, as a guy who supported this game for enough time I guess, why should I have been forced to play something that I dont like while others do? Why are new players forced to play that gamemode where you can only die constantly? This is stupid questionable, besides a bad marketing move (not like M2H is famous for its ideas, dont take that as an insult I'm just looking at the past facts), in fact have a look at the Steam charts, as far as I can see it's again red there. I'm not accusing anyone here, I'm just pointing out the fact that Verdun isn't advertised as a x128 game (besides the fact that it's badly advertised, but that's another thing I guess) and people are forced to play that gamemode because there aren't regualr lobbies. It's ok, I'll play once, twice, maybe even 10 times (!!!) that x128, but at the 11th try, I'll quit because that thing ain't Verdun.
Now I know that this thing is going to be half ignored because devs like to listen to other type of advices (not the best one in my opinion) and because one player less over 1m of sold copies of the game is nothing, but I'd like to warn you about that. Maybe today it's just me but tomorrow it could be half of the already small playerbase!
If I'm chatting at the end of a game and the next map loads, you spawn in but the keyboard and mouse are totally unresponsive. I can hit Alt F4 or Alt-tab out of it but the game doesn't work at all. Not sure what happens if you die.
Seems that the 3p models are a bit messed up since the Merger or shortly beforehand. I've seen skewed LMG deployments and pistols being held as if they were rifles so far:
After tabbing out (e.g. checking sth. on discord) you cannot tab back
into the game. You still see the game, but when you click around you
open files on your desktop behind the game instead. I use a setup
with 2 screens with different resolutions. I play games on the bigger
Temporary workaround: when I cannot tab back in, I put Verdun into windowed mode by pressing ALT+ENTER and put it back to fullscreen by pressing ALT+ENTER again. Just to avoid ALT+F4 :-) Then it works again.
Even better workaround: Instead of tabbing out or moving your mouse out of the screen (e.g. while a menu is opened), put Verdun into windowed mode like described above, do your stuff, and put it back to fullscreen.
Game version: 260.6784 (default branch)
this being more against the MP18 and BAR who have a ridiculously high damage model.
Its simple they are just automatic rifles, you can whipe out entire spawnwaves, and to do well with them you do not even need to know how to play the game.
Its annoying to play against and extremly unbalanced
A return to how those weapons used to be would be welcome
inb4 someone tells me "but its realistic", the devs clearly stated that they prefer a balanced experience, both of those weapons are not balanced
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