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  [TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]

 


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[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]

n°13997041
headquaker
steam : headquaker
Transactions (1)
Posté le 24-09-2018 à 17:52:54  profilanswer
 

https://www.vanguardww2.com/wp-content/uploads/2018/07/TW-Vanguard-Logo-R12-final.png
 
Vanguard: Normandy 1944
 

Citation :

Vanguard: Normandy 1944 est un FPS tactique dont le gameplay est centré sur la coopération, le studio mettant en avant son système de squad. Vanguard: Normandy 1944 se concentre sur les combats d’infanterie, on ne devrait donc pas y trouver de véhicule à l’image du récent Post Scriptum. Par contre, tout comme ce dernier, il promet des armes, équipements et champs de bataille authentiques mettant en scène soldats anglais et allemands. Pour finir, et cela devrait plaire à certains de nos lecteurs, le titre tourne sur le Cry Engine.


 
Description faite par NoFrag car je suis un flemmard.
 
 
Early Access prévu pour fin de l'année.
 
Précisions:
Le mode principal, le mode RAID est mode attaque/défense comme dans Insurgency.
Pour faire simple:
- un certain nombre de vagues de respawn
- 4 phases dans une partie, chaque phase comprenant la prise d'un objectif (parmi plusieurs) pour les attaquants.

 
 
Il y a actuellement une campagne KS : Kickstarter (Terminée et réussie @ 110%)
En fonction de la campagne, certaines fonctions pourraient être ajoutées:
- classe sniper
- commandes de chef d'escouade
- mode skirmish
...
 
Site Officiel : https://www.vanguardww2.com/
Studio : Pathfinder Games
 
Média
 
Teaser : https://youtu.be/GHJtGYDQSk4
https://www.vanguardww2.com/wp-content/uploads/2018/08/German-Wehrmacht-Attack-10.jpg
https://www.vanguardww2.com/wp-content/uploads/2018/08/Field-Attack-10.jpg
https://www.vanguardww2.com/wp-content/uploads/2018/08/Bridge-Attack-15.jpg
https://www.vanguardww2.com/wp-content/uploads/2018/08/Cafe-Assault-10.jpg
https://www.vanguardww2.com/wp-content/uploads/2018/08/Vanguard_Attack_Wide_1440-3.jpg
https://www.vanguardww2.com/wp-content/uploads/2018/08/Vanguard_Pegasus_Bridge_Wide_1440-3.jpg
https://www.vanguardww2.com/wp-content/uploads/2018/08/Vanguard_German_Squad_Wide_1440-3.jpg
 
 
Updates
 
Le système de suppression dans le jeu
https://ksr-ugc.imgix.net/assets/022/611/990/18ae611940d0e736c7188b409d1d82fe_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1537394805&auto=format&gif-q=50&q=92&s=e3625413ce91ad79376da699af4ebd1c
https://ksr-ugc.imgix.net/assets/022/612/101/a3a6cc97e0df6783a24c2742c1bad2e4_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1537395367&auto=format&gif-q=50&q=92&s=d7635248e03f38449f8a55cc48c53a03
https://ksr-ugc.imgix.net/assets/022/612/035/41c5614a5b6ecd4059aa4c8e43203ac0_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1537395092&auto=format&gif-q=50&q=92&s=27ef88fc1f292c383097231684095d5c
 
Positions défensives
https://ksr-ugc.imgix.net/assets/022/636/935/aaabc1eddb98a277cc28c6e773308714_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1537571794&auto=format&gif-q=50&q=92&s=af24c313156dc119373cf352fe8b20de
https://ksr-ugc.imgix.net/assets/022/636/931/08f19f25c3da892494807fd2a754299d_original.gif?ixlib=rb-1.1.0&w=639&fit=max&v=1537571764&auto=format&gif-q=50&q=92&s=cadbf7c959e9636a74aa800d137f52d9
 
******************************************************************************************************************
******************************************************************************************************************
******************************************************************************************************************
 
 
 
FAQ (en anglais)
 
How is the pace of gameplay of Vanguard: Normandy 1944?
 
In order to be successful, tactics must be employed within the squad. Infantry combat will be intense, travel distance is kept to a minimum, but overall pace is relatively "slow", although this is very subjective.
 
We are aiming to make the gameplay as tactical as possible but also focus the combat to the intense firefights common during the Battle for Normandy.
 
To achieve this, we have features like suppression, shock, (relatively) slow player movement, realistic weapon reloading time, believable ballistics and more. Our internal playtests show that the Raid gamemode and level design actually force the players to play slowly, but we also get into a fight more quickly.
 
How many players can we expect in a match?
 
We are aiming for our Raid gamemode to support around 20 players in a match. Each squad currently consists of 6 players, but as we are still heavily playtesting this mode this may change before or during early access. Raid can have a maximum of 2 squads in each team, but the player count and the squad creation rules may change if required for balancing.
 
How long can we expect a match/round to take?
 
We are expecting Raid matches to take between 12 to 18 minutes and offer an intensive slice of action. Internal play tests and early access players will help us balance this aspect of the game.
 
One of our stretch goals is “Skirmish”, a 32 player mode which would offer more extended matches.
 
How many maps will be present at the early access launch?
 
When the game launches into early access, the game will feature three maps:
 

  • Pegasus Bridge
  • Merville Battery
  • Lion-sur-Mer

Each of the maps in Vanguard: Normandy 1944 will be playable in both day and night lighting, drastically changing how each map is played so it will feel like 6 maps
 
Will there be beach maps?
 
We have a beach map in development but it requires a lot more testing and balancing.
 
What is the average map size?
 
The maps have a quite large playable area for an infantry only game. To give you an example, our largest map has a playable area of about 900x550 metres. However since Raid is objective-based, the action takes place in smaller pockets around the objectives.
 
How many gamemodes will be available in the game?
 
During early access, the game will feature one unique game mode: Raid.
 
We would like to add more in the future that fit in with the game design of Vanguard and an additional mode “Skirmish” is part of our current Kickstarter stretch goals.
 
Will the game feature player classes?
 
Each team has different player classes but they fall into four basic categories:
 

  • Squad Leader
  • Assault
  • Grenadier/Rifleman
  • Machine Gunner

The gear and weapons are different for each team and for each individual class within it . Some classes are limited to a certain number in each squad in order to maintain game balance and historical accuracy.
 
An additional class “Sniper” is part of our stretch goals.
 
What weapons can be used in the game?
 
Our initial Early Access release will include the following weapons:
 

  • Lee Enfield No.4
  • Sten Mk2
  • Bren Mk2
  • Mills Bomb No. 77
  • Smoke Grenade
  • Kar98k
  • MP40
  • MG34
  • M24 Grenade
  • Nb39 Smoke Grenade


We hope to expand this list as we progress through Early Access to the full release.
 
Will the game feature drivable vehicles?
 
Vanguard: Normandy 1944 will not have drivable vehicles. In Raid players don’t have to travel far to get into the action as we have created focused infantry combat and intense squad-based gameplay.
 
******************************************************************************************************************
******************************************************************************************************************
******************************************************************************************************************
 
 
 
Creative process
When we started making our plans for Vanguard and decided to move to an infantry only game, it was clear that we needed our game to have a unique identity. Not only to differentiate it from the other games but also to to make a more coherent package, where the maps, equipment and game design seamlessly combines.
 
We also set principles that would define the game. Historically accurate, tactical, and team-based were already the core values but we added intensity and accessibility.
 
Accessibility is a well known problem for a lot of tactical shooters, which can create steep learning curves that limit their appeal and walking for kilometers between two firefights is just not fun for most players.
 
We realised that creating a new gamemode was the best way to achieve our vision, so we began to look at our existing assets, specifically the maps. Since our existing three maps were all based on commando operations made just before or during D-Day by British forces, it was natural for us to build a gamemore around the idea of "raids".
 
Raid Summary - tl;dr
Raid is an attack/defence gamemode divided up into a series of phases. Each phase contains multiple objectives, the attackers must capture only one of those objectives in order to advance.
 
Lives are very limited on both teams, with players respawning as a team in waves. The attackers win if they can successfully capture an objective in the final phase before the timer runs out. The defenders win if they can hold at least one phase before either the timer runs out or the attackers run out of respawns.
 
Matches are relatively short but additional time is saved by relocating players to the area of the next phase as soon as the previous one is captured, preventing excessive walking and ensuring both teams are grouped and ready to fight over the new objectives.
 
Phases and objectives
 
https://ci6.googleusercontent.com/proxy/7eDonIlSLMd80NTXE3IU3L2I9_psqQpTLFFfMb9L-q4NxoBHZK169PSR6YQgN86LyhKeaHYatYtbS8FrimzKesd2uGKlzaymsmpcLqagsy915dp2NixKHLq9-mgIu1DD9aqDmFH7X3DR2FqHhIWt8QbG6XApROneZ8CWsHhP-wush9cPDZC1uwGKgLiqWPaJTp5csKDqQdfgjDZbZgC8hg-wrXVfXRvy0lkwa3puh58WLuqCVFGkMUX8DZ8zvgX35H7_5kdIIV-Pjw5kWaIQUUC3NUFobgUY=s0-d-e1-ft#https://ksr-ugc.imgix.net/assets/022/676/387/84270c94e3319039b605b8e1f6257c65_original.png?ixlib=rb-1.1.0&w=700&fit=max&v=1537912024&auto=format&lossless=true&s=be8701a9867a7837c988fde7676cfe51
Raid is a linear attack/defend gamemode but not in the traditional sense. The British team attacks and the German team defends.
 
A match is divided into phases, each containing multiple objectives (e.g. radio transmitters) scattered across a section of the map. To successfully complete a phase and advance, in this example the attackers must activate one of the radios to call for reinforcements.
 
Since only one objective has to be captured, the defenders have no idea which radio the attackers will try to activate due to the number of options available to the attackers.
 
Will the attackers try to attack several radios at the same time to divide the enemy forces?
Will they make a diversion attack to force the enemies to focus on one radio and not the others?
Will they make probing attacks at the risk of losing players but knowing which objective is the lighter defended?  
This forces the defenders to be mobile, and gives the attackers multiple options when progressing through the phases of each map.
 
To broadcast a message, an attacker must be in close proximity and manually trigger the radio. At this point the attacker is occupied and unable to fight, and must be defended by their teammates.
 
https://ci4.googleusercontent.com/proxy/f01TFs7cNj6OCWY4piabIXXbK5t2vc5SR2TedYfUq1N7YG-XwXK0tv0eCP4lrvfVoDJ-_NCGgKI2sxP6b-jPBm1zLcFCvpUcUndqBn4jtP7Hc3sShE9JiCI5AG1qwa_QgTsEQ_jTeo_6CZylgGEgb6WY7mof4x3YFrF_de7PcxPvDmTwGwG21El33odqwBy2Ky32EgrRXCUionMDyfuMcAfX1W1LPjYsQDjPOaVzboOBTFovvRo78h8GZqFUWREoXjnfyz2z6c3T6gXH9PLYShuH5ElMYTsP=s0-d-e1-ft#https://ksr-ugc.imgix.net/assets/022/676/644/04e51fc5567fc7c6a7ba4c93aee0514f_original.gif?ixlib=rb-1.1.0&w=700&fit=max&v=1537913654&auto=format&gif-q=50&q=92&s=58b67d194c4d2269ef5bb3e7c6292c7f
 
Once a phase has been won (an attacker managed to complete a broadcast using one of the radios), everybody will see a brief cinematic cutscene. This cutscene shows a link between the previous phase and the new phase.
 
The players will now find themselves in another location, with the defenders in position to defend the next objectives and the attackers at a suitable range to begin the next assault. This allows us to have full control over how each phase plays and avoids long distances between combat zone for the players. It also means that squads are together at the start of each phase and in a position to decide tactics for the next attack.
 
Player death and reinforcements
When a player dies they do not respawn instantly. Instead they are able to spectate their squadmates, or use this time to change their squad or class.
 
The only way to respawn is to use a reinforcement point, which respawns all players who are currently out of action. Both the attacking and defending team start the match with a predefined number of reinforcement points with the attackers given more reinforcements than the defenders. Reinforcement waves can either be triggered manually by squad leaders, or automatically if the whole team is wiped out. But as they are limited, they must be used sparingly.
 
Triggering the reinforcement early by a Squad Leader creates a cost/reward decision. By triggering the wave earlier, you will have a stronger defensive/attacker force sooner. But by waiting, more players can be spawned at once, possibly causing a greater impact on the fight.
 
Reinforcements are really what link the phases together and increases the tension as they are used up during the match.
 
A few more notes about the reinforcement system:
 
If a player joins a match after it started, they will be put into spectator mode where they will be able to watch their team playing until they respawn at the next reinforcement
The two teams are not equal in the way they are informed about the reinforcements. Indeed while the defending team know the number of reinforcements left for both teams, the attackers know only the their own number. This is related to victory conditions explained below.
 
Victory Conditions
For attackers the only way to win is to successfully complete all the phases, before the countdown timer reaches zero.
 
For the defenders, they can win either by wiping out the attacking team or by holding the objectives until the time runs out.
 
If the defending team no longer has any reinforcements and none of the defending players are alive, the attackers still have to capture a now undefended objective.
 
This asymmetry is important, since the attacking team is unaware of how many reinforcements the defenders have left they are forced to focus on completing the objective, not to engage in a deathmatch.
 
https://ci5.googleusercontent.com/proxy/XC-N-TcQoa-GmJ7TGpCMtF7m4Efq3fDZT1BqKzoSoH7M4o5svtMs2jPzU7UMRxmz8XUGamAuGH1bsZcmdMsOQRaGjonqknILd_52anMsOpvRCWAtysJ39O1xIKon2-i3lvC3oWIqJJYxxCUa817uf42zT6_FvPNjtByORAf2pBRv2ebJQkbspYw1DBiLV31CjuaniMsGQewyLgqZ5sq6zIkcVRszqU3M3GcWem3K7299D9q-XOLpKw-nGSS6DI5GkKyT-GOFqTzk32TIVhAohGIHW-G9I3wY=s0-d-e1-ft#https://ksr-ugc.imgix.net/assets/022/676/517/3a366d7e9af8a2afa8f3720f82143517_original.png?ixlib=rb-1.1.0&w=700&fit=max&v=1537912891&auto=format&lossless=true&s=07b0e24a268ffc092915d6b26b8543d3
 
Proof-of-concept HUD we are using in testing showing the current phase, time remaining and the number of your team’s reinforcements & teammates left alive. Before Early Access we will re-style the concept with a final design. Minimalistic floating markers (not shown) orientating players towards the objectives represent intelligence information.
 
Variables
We wanted the mode to be easily tweaked by creating variables in the games design. For example, the level designers can set how many phases there are per map, how many objectives per phase, the mission duration and number of reinforcements per team for each map.
 
We wanted it to be flexible, so it can easily be altered during testing but also cater for potential alternatives in the future. If attacking players are being too cautious, we can reduce the mission time to increase pressure on them. If defenders are too easily concealed, we can add another objective forcing them to be more mobile.
 
Another striking example is that by simply setting the reinforcements number to 0 for both teams, the gamemode can suddenly become an hardcore permadeath experience.
 
These are only a few examples of the flexibility of the gamemode and in the first months of Steam Early Access we will be taking feedback from players to find the perfect formula.
 
Conclusion
Raid is a gamemode which requires squads to stick together to be successful. Teamwork is vital for both the attackers, who must advance through each phase, and the defenders who must ensure that does not happen.
 
We aim to work around the frustrating elements of other attack/defend modes, by limiting combat revolving around “choke points” and defensive camping tactics. Every life is important, and where a single bullet can end your life, both teams must use tactics and discipline to come out the victor.
 
And we still have ideas for ways to improve Raid.
 
That's all for now.
 
Vidéos
https://ksr-video.imgix.net/assets/ [...] 4_high.mp4
https://ksr-video.imgix.net/assets/ [...] 4_high.mp4
https://ksr-video.imgix.net/assets/ [...] 4_high.mp4
 
Nouvelles images
https://ksr-ugc.imgix.net/assets/022/794/922/9efcef96f5990693b9ac732eaee2a6a7_original.jpg?ixlib=rb-1.1.0&w=639&fit=max&v=1538774568&auto=format&gif-q=50&q=92&s=0fd2cc36a027bd3cd1a035e34fb8fade
https://ksr-ugc.imgix.net/assets/022/794/926/0f32bece265d67c421ca1464c2ccf445_original.jpg?ixlib=rb-1.1.0&w=639&fit=max&v=1538774590&auto=format&gif-q=50&q=92&s=4776bbc4ac53dc3a36c0e583dd496638
https://ksr-ugc.imgix.net/assets/022/794/933/9bd7091b568d963b84c36364801eaed1_original.jpg?ixlib=rb-1.1.0&w=639&fit=max&v=1538774617&auto=format&gif-q=50&q=92&s=bb5e5bc24335e7a5efe42d216bc62279
https://ksr-ugc.imgix.net/assets/022/794/937/5000f73f4686c07243aa4f1cc8976634_original.jpg?ixlib=rb-1.1.0&w=639&fit=max&v=1538774658&auto=format&gif-q=50&q=92&s=d8d919e748b2b0d4a92e273056a2f584


Message édité par headquaker le 08-10-2018 à 10:13:43

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[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]
mood
Publicité
Posté le 24-09-2018 à 17:52:54  profilanswer
 

n°13997049
headquaker
steam : headquaker
Transactions (1)
Posté le 24-09-2018 à 17:55:12  profilanswer
 
n°13998041
headquaker
steam : headquaker
Transactions (1)
Posté le 25-09-2018 à 12:21:14  profilanswer
 
n°13999391
headquaker
steam : headquaker
Transactions (1)
Posté le 26-09-2018 à 09:29:59  profilanswer
 

petite MAJ sur le fonctionnement


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[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]
n°14001370
headquaker
steam : headquaker
Transactions (1)
Posté le 27-09-2018 à 12:15:38  profilanswer
 
n°14002479
headquaker
steam : headquaker
Transactions (1)
Posté le 28-09-2018 à 09:07:10  profilanswer
 

Une nouvelle vidéo de gameplay.
 
https://ksr-video.imgix.net/assets/ [...] 4_high.mp4


Message édité par headquaker le 28-09-2018 à 09:11:09

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[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]
n°14005765
headquaker
steam : headquaker
Transactions (1)
Posté le 01-10-2018 à 10:27:09  profilanswer
 

Encore une vidéo
 
https://ksr-video.imgix.net/assets/ [...] 4_high.mp4
 
KS 8000/11200


Message édité par headquaker le 01-10-2018 à 10:28:16

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[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]
n°14007436
headquaker
steam : headquaker
Transactions (1)
Posté le 02-10-2018 à 11:02:52  profilanswer
 

Il y a un financement pour 40£ (45€), 4 clés (pas plus intéressant que la version à 10£ sauf si on désire les avantages du KS à 15£)
 
Si ça intéresse quelqu'un.
 
Contribution de 40 £ ou plus
ENVIRON 45 €
4 Pack
Multi-pack with four Steam Early Access Keys
 
COMPREND :
4× Steam Early Access key
Original Soundtrack Album (Digital Download)
Game Credit "Backer"
Exclusive 'Backer' Forum Badge (optional)
Kickstarter Exclusive Wallpaper
Kickstarter Backer Newsletter


Message édité par headquaker le 02-10-2018 à 11:11:49

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[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]
n°14007544
sat 08

Transactions (1)
Posté le 02-10-2018 à 11:40:10  profilanswer
 

Quel succès  [:jeanpierre decombres:5]  
 
Ça tourne sur quel moteur sinon j'ai pas fait gaffe ? :o

n°14007557
headquaker
steam : headquaker
Transactions (1)
Posté le 02-10-2018 à 11:44:21  profilanswer
 

Cry Engine, ça change de UE4
 
 
Le jeu n'a pas eu beaucoup de publicité hélas.


Message édité par headquaker le 02-10-2018 à 11:44:44

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[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]
mood
Publicité
Posté le 02-10-2018 à 11:44:21  profilanswer
 

n°14007563
sat 08

Transactions (1)
Posté le 02-10-2018 à 11:47:22  profilanswer
 

:jap:
 
Je mettrai une pièce dessus ce soir.

n°14007738
headquaker
steam : headquaker
Transactions (1)
Posté le 02-10-2018 à 13:16:24  profilanswer
 

oyé oyé, venez voir ce magnifique jeu :)


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[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]
n°14008218
headquaker
steam : headquaker
Transactions (1)
Posté le 02-10-2018 à 17:45:05  profilanswer
 
n°14008807
headquaker
steam : headquaker
Transactions (1)
Posté le 03-10-2018 à 09:23:16  profilanswer
 

Nouvelle vidéo de gameplay expliquant le mode raid
 
https://ksr-video.imgix.net/assets/ [...] 4_high.mp4


Message édité par headquaker le 03-10-2018 à 09:23:57

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[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]
n°14010632
headquaker
steam : headquaker
Transactions (1)
Posté le 04-10-2018 à 13:08:41  profilanswer
 
n°14012902
headquaker
steam : headquaker
Transactions (1)
Posté le 06-10-2018 à 10:46:47  profilanswer
 
n°14013085
sat 08

Transactions (1)
Posté le 06-10-2018 à 13:36:10  profilanswer
 
n°14013198
headquaker
steam : headquaker
Transactions (1)
Posté le 06-10-2018 à 16:10:51  profilanswer
 

Je trouve le jeu vraiment pas cher. On verra ce que ca donne


---------------
[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]
n°14014706
headquaker
steam : headquaker
Transactions (1)
Posté le 08-10-2018 à 10:13:21  profilanswer
 
n°14263573
headquaker
steam : headquaker
Transactions (1)
Posté le 15-04-2019 à 10:19:59  profilanswer
 

ça y est le jeu est disponible en béta.
J'ai pu y jouer, c'est sympa, y a une belle tension, Je trouve ça nettement moins bourrin qu'Insurgency.
 
Le teamplay est essentiel. Les parties sont rapides.
 
Ça reste une béta donc beaucoup d'améliorations à prévoir.


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[TOPIC UNIQUE] Vanguard: Normandy 1944 [Insurgency mode WW2]

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