• Prezados usuários,

    Por questões de segurança, a partir de 22/04/2024 os usuários só conseguirão logar no fórum se estiverem com a "Verificação em duas etapas" habilitada em seu perfil.

    Para habilitar a "Verificação em duas etapas" entre em sua conta e "Click" em seu nick name na parte superior da página, aparecerá opções de gestão de sua conta, entre em "Senha e segurança", a primeira opção será para habilitar a "Verificação em duas etapas".

    Clicando alí vai pedir a sua senha de acesso ao fórum, e depois vai para as opções de verificação, que serão as seguintes:

    ***Código de verificação via aplicativo*** >>>Isso permite que você gere um código de verificação usando um aplicativo em seu telefone.

    ***Email de confirmação*** >>>Isso enviará um código por e-mail para verificar seu login.

    ***Códigos alternativos*** >>>Esses códigos podem ser usados para fazer login se você não tiver acesso a outros métodos de verificação.

    Existe as 3 opções acima, e para continuar acessando o fórum a partir de 22/04/2024 você deverá habilitar uma das 03 opções.

    Tópico para tirar dúvidas>>>>https://forum.adrenaline.com.br/threads/obrigatoriedade-da-verificacao-em-duas-etapas-a-partir-de-24-04-2024-duvidas.712290/

    Atencionamente,

    Administração do Fórum Adrenaline

[PREVIEW] Beyond The Wire

RodrigoNPC

No pain, no gain!!!!!!
Registrado
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Beyond the Wire é um FPS multiplayer em larga escala. Em partidas com até 100 players (50vs50), os jogadores terão que enfrentar grandes mapas abertos e trincheiras. Utilizando armas do período e um sistema de combate corpo a corpo mais tático, a ação em Beyond the Wire é mais abrangente do que qualquer coisa vista em um jogo da Primeira Guerra Mundial até hoje.

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Jogue como facções americanas, francesas ou alemãs no Acesso Antecipado, com mais facções no futuro.


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Trailer


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DESENVOLVEDOR: Redstone Interactive
DISTRIBUIDORA: Offworld Industries

Melee System
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EARLY ACCESS ARMAMENTS
Gewehr 1898
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Fusil Mle 1886/M93 “Lebel”
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Madsen Model 1905
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Fusil Mitrailleur Mle 1915 CSRG “Chauchat”
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Pistole 08
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Modèle 1892 Revolver
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Links Oficiais

Discord
FaceBook
Twitter
Youtube
Reddit
Site Oficial


Screens
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Alguns vídeos











 
Última edição:
Welcome Soldiers!


In this instalment of our developer blog series, we will be taking a look at some of the section roles that players will be fulfilling when heading out Beyond the Wire.
With the shocking advancements in destruction and lethality brought on by industrialised warfare, the armies of the world required new strategies and arms to be developed. The structure of armies and units needed to evolve rapidly in order to take on the challenges of the new, modern battlefield.
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Sections have the ability to tune their approach to battle by what roles the players select. A section can prioritise support and suppression by focusing on rifleman with some LMGs as fire support, or aim straight for the heart of the enemy and kit all-out for a trench assault. The section’s composition will help you achieve the mission ahead.
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Infantry Officer

Responsible for getting his section into the fight with the enemy and coordinating with other sections to capture objectives. This role has access to abilities that contribute to the squad’s effectiveness, by exploiting flanks with re-group positions or guiding his unit’s fire towards the enemy through HUD markers. The infantry officer will also have access to powerful orders that when triggered, affects his nearby section members, giving them temporary improvements.


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Rifleman

Carries out the fight with a bolt-action rifle and bayonet. The rifleman is the core member of the section and is able to engage at both range and close quarters. They also have access to resupply crates for squadmates to restock before the next push.


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Medic

The medic is responsible for reviving and healing incapacitated soldiers so that they can continue the fight. The medic is able to revive teammates quickly and help them return to full combat effectiveness through field bandages and medical equipment.


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Light machine gunner

Equipped with a light machine gun, the light machine gunner is responsible for cutting off avenues of approach and suppressing concentrations of enemies. Far more effective when posted on the bipod, the weapon is extremely unwieldy otherwise and only the luckiest will survive an engagement with these weapons in any other position.


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Grenadier

Armed with rifle-grenades, the grenadier is able to clear out hard-points of enemy defences such as bunkers. The grenadier can saturate the objective with fragmentation grenades or clear-out the immediate trench line before the raid.


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Assault

Tasked with hurling hand grenades and assaulting enemy positions with close-range weapons. Assault troops are the first to push and clear trench and bunker systems but be wary when crossing open ground as you have a reduced ability to return fire.


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Sniper

Armed with rifles equipped with primitive telescopic scopes and responsible for taking out high-level threats to the infantry such as machine gunners or other snipers.


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Artillery Gunner

Responsible for deploying and manning powerful artillery pieces as well as building defensive fortifications. These roles require close coordination with teammates to ensure maximum effectiveness.


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Heavy Machine Gunner

Deploys heavy machine gun. Unable to fire from any other position than posted, ensure your flanks are secure when operating this weapon as any readjustments to arcs of fire will take up valuable time.​





In future blogs, we will go into more detail on how these roles help build the structure of a team but in the meantime, stay posted Soldier!
 
Tudo que eu queria era um fps assim single :okay:
 
Basicamente a mesma coisa que Hell Let Loose e Post-Scriptum, só que na primeira guerra.
 
Closed Alpha Update: Round 2 Coming Soon!


Welcome, Soldiers!

We’ve been hard at work and heads down over the past few weeks, making good progress on some very cool and exciting things for Beyond the Wire. As some may know, our Community Manager BLITZ has recently taken some well deserved time off and will be back with us soon. In the meantime, we wanted to thank everyone for their patience, and share an update with you all regarding our development progress. Drumroll please…

We’re very excited to announce that the second Closed Alpha phase will start later this month!

We greatly appreciate those who not only participated in the first Alpha wave, but also took the time to fill out the feedback forms. This feedback has been extremely helpful in identifying which parts of the game are the most enjoyable so far, as well as which gameplay elements require additional iteration.

We’ve spent the past 1.5 months working to both address feedback we’ve received and add polish. We’re incredibly excited to show Alpha players what new features and new content has been added, as well as explain fixes and tweaks that have been made to the Alpha version of BTW.


How Do I Get Access To The Closed Alpha?

If you were part of the previous Beyond The Wire Closed Alpha, you don’t have to do anything additional to get access to it once it goes live again. You’re already in!

If you signed up for the Closed Alpha but haven’t received a successful invite yet, please keep an eye on your email inbox - we will be inviting an additional wave of testers in the next few days! We’re looking forward to getting even more of you into the game.

If you didn’t have a chance to sign up for the Closed Alpha in the first wave, not to worry! Sign-ups are now OPEN again! While we will still be prioritizing those that signed up in the initial wave, we wanted to give new folks a chance at securing a spot as well. We love that so many people are on the hype train with us!

CLOSED ALPHA SIGN-UP


What’s Next for the Community?
We will be hosting additional livestreams in the coming weeks to showcase parts of the game you all have been excited to learn about. We also have more devblogs in the works that go into detail about gameplay and technical aspects that are unique to Beyond The Wire.

In the meantime, please make sure to wishlist Beyond The Wire on Steam, if you haven’t already. This helps us tremendously, as it grants us additional exposure on Steam. You can add us to your Wishlist here. Thank you!

Now, we couldn’t let you head into the weekend without some eye-candy, which is why we want to share with you a work-in-progress version of the Passchendaele minimap. Let us know on Discord if you’ve spotted something interesting!

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Until next time, and stay posted Soldiers!
 
Development Update: Armaments


Welcome Soldiers!

Not long after announcing the Beyond The Wire we presented the first look at some of the firearms that will be featured in Early Access. Development is moving rapidly now and we have some more weapons to showcase for you. Coming in hot off the supply train are more armaments that you will be facing when heading out Beyond The Wire.



MG-08

The Germans were among the first to realise that a good heavy machine gun must not only have good performance, but would need to be mounted to unlock it's full potential. The MG 08 lafette could fold into a sled for quick transportation across the ground. In design, it was more complex but quite comfortable in use and better prepared for trench warfare than some competitors. Like all relatives of the Maxim machine gun, the MG 08 was extremely reliable and ideal for positional warfare - operators only needing to refresh the water coolant and keep ammunition replenished. During the Great War, the MG 08 was often modified with small gun shields, armour for the cooling jacket and muzzle cones to reduce the visibility and brightness of the bursts.

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Ruby Pistol
A large order of these pistols from different contractors gave impetus to the development of the Spanish arms industry, but due to the difference in the quality of manufacture, batches of the same pistol from different manufacturers could actually differ significantly, up to non-interchangeability of magazines, barrel length, and the like.
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A large number of samples produced were of low quality and wore out quickly, which produced unsafe breakdowns. However, batches of Ruby pistols that were produced by qualified workers, with the right technology, proved to serve very well during both world wars.

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Lange Pistole 08

In 1913 German artillery crews were equipped with modified P.08 pistol which featured an enlarged barrel and a holster that could be used as a stock, transforming the pistol into a carbine for self-defence.
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In 1917 it was supplied with extended 32-round magazines and earned fame through the eager use by German stormtroopers. A powerful, reliable pistol with a comfortable stock and a capacious magazine was a very dangerous enemy for the Entente soldiers, who opposed mainly with revolvers or small-calibre, self-loading pistols.
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Keep those eyes out for future updates on weapons, Soldiers!
 
Fields of Battle: Argonne

Welcome Soldiers!



Following on from the reveal of Passchendaele we now move the front over to the second map in development, Argonne. To offer a different experience in-game we decided to explore the setting of the Argonne which will demand a change in approach to the battle, given the environmental factors of a forest location. While not being completely accurate to history, we aimed to deliver a different feeling that would break up the barren look of no man’s land that featured so heavily during WW1.



The Meuse-Argonne Offensive was part of the final Allied offensive of World War I and was one of the attacks that brought an end to the War. With over a million American soldiers deployed to the front, it was the largest operation of the American Expeditionary Forces (AEF) in World War I.

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Ranging from the dense woodland of the Argonne Forest, sprawling, extensive trenches and engulfing shell craters, the Argonne will be one of the most diverse environments in Beyond The Wire. Featuring 1km² of playable area, players will need to be alert to the enemies movement to prevent surprise assaults from all sides.

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The level is designed for players to traverse a variety of environmental challenges before converging on an opening between the tree lines where a downed aircraft and huge craters make for a tough grind to push back the enemy. The open land is ideal for machine gun cover to assist the friendly charge but this opening will be well contested as teams try to claim a foothold beyond their lines.

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The dense forest gives some opportunity for sections to move outside of the trench networks on their advance, but safety can only be partly guaranteed inside the well-established trenches, which have been largely untouched prior to the offensive. Moving through the trenches carries it’s own risks though, with underground bunkers and high walls hiding threats around each corner.

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Flanking routes are available to the North and South for any assault squad looking to surprise the enemy. Gully’s and thick tree lines offer some concealment for those manoeuvres, however, teams will need to concentrate their forces at the centre to ensure strategic positions are held in order to support the advance.




Join us later today at 11 AM PST / 6PM UTC for a developer livestream where we will take an extended look at the Argonne with creative director Bruno and level designer Maurice!
 
Early Access: Game Modes


Welcome Soldiers!

For this week's instalment of developer blog, we're revealing some of the game modes that will be coming to Early Access. These modes and the objectives are pivotal to delivering the authentic WW1 experience we are aiming for. Beyond The Wire will be launching to Early Access with two game modes, with more coming soon after. These game modes will feature all factions on all three maps to deliver our interpretation of the ebb and flow of The Great War.

Bear in mind these game modes will go through changes and adaptations as development progresses.



Frontlines

Aiming to replicate the push-pull, attack and counter-attack of trench warfare, this game mode will pit forces against each other as they both attempt to gain control of the same territories across the battlefield. This mode will require players to take control of the open areas of the battlefield before pushing on to the enemies trench system, where the engagements become close quarters.

The game mode is broken up into a number of timed phases. During each phase a sector of territory with multiple small capture points will be contested, the team that controls the majority of the capture points at the end of the time will win the phase and move onto the next territory in direction of the losing team’s HQ. The team that holds the most territory at the end of the phases, or the team who captures the enemy’s HQ, will win.


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Assault
For this game mode, one team will need to prepare for an assault from the enemy team. The attacking team needs to capture sectors and work through the battlefield to push the defenders back to the HQ. Defending forces simply need to hold until the assaulting team has run out of time. Attacking teams will need to break from the safety of their entrenched positions in order to apply pressure on the objectives. This initial advance will be the toughest challenge but the momentum can be maintained once the positions are secure

Each sector must be captured before the assault can advance, and each sector may have different amounts of capture points. These objectives will become strategic positions that can be exploited to assist the next advance. If attacking teams capture one objective they will need to ensure they remain in control of that area as they continue to capture the remaining objectives in the sector.

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Keep those eyes open for further detail, Soldiers!
 
21 de agosto


Welcome Soldiers!

After recently adding more weapons into the mix with the Armament Update article, this week's developer blog will be a presentation of the weapons we've revealed with some in-game footage. With weapon handling being a core component of the game, our animations and systems have been built to create engaging gun play in every firefight. Mixing a blend of accurate bolt-action rifles, scathing machine gun fire and shells from above, players can utilize a host of weapons to approach the battle.

In order to generate the atmosphere we’re wanting to deliver in Beyond The Wire, special attention has to be paid to the sound and visual effects. With the introduction and heavy use of weapons systems such as machine guns and artillery, our sound design has been built to bathe the player in the cacophony of a WW1 battlefield. In addition to sound, our visual effects are also needing to deliver an authentic experience for the players. Gas clouds, artillery explosions, grenade explosion and impact effects are all part of this system that we hope will deliver the most immersive WW1 experience to date.



French Republic

The French army had to meet the new threat of war with various innovations and improvements to their equipment. From the increased demand for semi-automatic pistols to reliable, efficient machine guns, the French arsenal went under vast improvements from the demands of the conflict.





German Empire

The German Empire had been investing vast resources towards the armies’ needs in the build-up to the start of the war. New technologies were explored which led to some of the finest weaponry of the modern era.




Off-map support
The deployment of industrialized artillery is available to commanders from each faction. These systems are offered as call-in options from off-map support including artillery, gas and smoke shells. These support functions will be going under several reiterations and improvements throughout development.




See you at the next briefing, Soldier!



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31 de agosto


Welcome Soldiers!

For this developer blog, we are showcasing our animations and the gore system that will be featured in Beyond The Wire. These aspects will be central to the experience we’re aiming to deliver and having realistic animations and an extensive gore system will help immerse players into the atmosphere of the war.



Animations

With a priority on realism, while considering gameplay aspects, we have built and tailored our animations to find the balance that best achieves the feeling that players are controlling more than just a camera. Aspects such as inertia gives a physical quality that grounds the animation in the environment and contributes to immersion. From movement speed to weapon reloads, our team has fine-tuned all aspects to ensure players are able to manoeuvre through the battlefield and engage the enemy while maintaining balance across the various roles that are available.

In order to deliver a realistic look for the characters in-game, we use references from period photographs and video that can give us the starting point for the various poses and stances of soldiers. Our animators, along with our historical advisors, then go through the key poses for each animation to ensure everything is correct. From these points, we blend the poses to ensure a realistic movement is presented in both third-person and first-person viewpoints.



We have placed initial priority on the first-person animations that players immediately see, but we have also placed emphases on third-person animations so that soldiers moving around you help contribute to the authentic experience. We have implemented a wide range of movements in Beyond The Wire which covers various speeds, stances and traversing obstacles and cover elements. Being able to climb and vault allows players to navigate obstacles and the environment itself, while stance changes let players take advantage of different types of cover and concealment.



Gore

The industrialization of warfare at the turn of the 20th century had devastating effects on the soldiers who fought in this war. In order to deliver a true WW1 experience in-game, we have begun developing an early gore system that will bring these horrors to life. Fragmentation grenades, artillery shells and heavy calibre weapons all have brutal effects on your character and if you cannot avoid these, there is small hope of recovery. The damage to your character will have a direct effect on whether your teammates can revive you to return to the fight. If your character has suffered any dismemberment, you cannot be revived and will need to respawn. This is the first iteration of the system and will be changing as we move through development.



Note: Gore effects exaggerated for demonstration purposes.

The impact of this system on your character will vary depending on the projectile type and area of the body that’s hit. In addition to player movements, we also have a ragdoll system that replicates the effects of force on the player model. The severity of the ragdoll will change dependant on the projectile type. Our system differentiates based on impact force so players will go from a slump animation after receiving a sniper round, to blown out of a trench from a large artillery shell. Our gore system can be disabled for those players who prefer to play without the system active.

Standby for the next instalment of developer blogs, Soldier!
 
Development Update: Fields of Battle


Welcome Soldiers!


Development for Beyond The Wire is now motoring along rapidly with weekly alpha testing helping us prepare for launching on Steam later this year. With that release now on the horizon, the team have begun looking at life Beyond The Wire once we're in the Early Access phase and reassessing some of the decisions in several areas. One of the subjects of discussion is level design and the library of maps we are planning on releasing. We have already revealed that the three maps that will be coming to Early Access would be Passchendaele, Argonne and The Somme. Due to our level design being tailored to sizes that promote the atmosphere, immersion and gameplay that we are aiming for, we have decided to make a slight change in direction for the naming of these maps.
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The battlefields and front lines of The Great War were on a massive scale, so large that our maps can only depict certain areas that don't necessarily justify the name of the whole battle. Taking this consideration into our plans for environments and playable areas, both current and future, we have made changes to the names of the three maps we're launching with. Our maps are more representative of specific sectors within the larger battle and our naming convention now aligns with this.

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These name changes reflect more accurately the sector that they are inspired by and also gives us room to expand on the frontlines of these three battles with future maps. Having multiple maps portraying these huge battles opens up possibilities for us to explore in the future as our game becomes more feature-complete and Beyond The Wire moves towards full release. All of our future maps will now follow this naming convention and we're looking forward to showcasing these new environments before too long!

Passchendaele will be changing to Zonnebeke.

Argonne will be named Ansoncourt.

The Somme will become Frise.

Frise is the final map we are due to showcase, and we are planning on delivering that very soon so keep the eyes peeled for that developer blog! For the meantime, here is a first screenshot of the map from in-game!

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As always Soldiers stay posted for the next update!
 
Welcome Soldiers!


Our latest Fields of Battle article presents Frise, a battle from the Somme. With nearly 3 million soldiers fighting on both sides in the battle of The Somme more than 1 million were killed or injured, making it one of the bloodiest battles in human history.



After a week of heavy shelling to disrupt German defences, the British and French armies advanced on the lines to the North and South of the Somme in hopes of pushing back the enemy. However, the German Empire had dug deep and reinforced their position which slowed the British and French forces, inflicting massive casualties with each day of fighting.
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Spanning 1.2km² of playable area, the Frise battlefield features rolling hills, abandoned farm grounds and thick tree coverage that creates diverse biomes to fight over. This wide range of environmental features means Frise will have the most variety of the maps that will be launching at Early Access.
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The assault begins with forces having to navigate through marshlands and over shallow rivers before progressing to the open fields of Frise. With many areas being ideal for defensive positions, the German Empire has spent time strengthening during their occupation making the approach from the Entente as difficult as possible.
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Evidence of the initial skirmishes can be seen around the map, destroyed landships and burning crops reveal the difficulty ahead for both sides. With plenty of open ground to cover, teams must capitalise on any breakthrough before the enemy can regain their footing and establish rigorous defence lines.
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Following the Somme river across the open haybale fields and ruined farm buildings, the map has many obstacles to progress through in order to advance. The remains of the Frise village presents a choke point for the advancing forces as firefights break out over roads and streets. High storey buildings and the surrounding bush must be flushed of any encamped enemies to ensure the position can be reinforced, allowing the village to be utilised as a springboard for the next advance.
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With the French and British applying pressure across the front, the rear line of the Germans has been dug in a hurry and without reinforcement or extensive layouts, meaning the low earthen trenches provide just enough cover up to the middle ground.


Join us tomorrow for a developer livestream where we will be taking an in-depth look at Frise. We'll be live at 11 AM PDT / 6 PM UTC on Thursday 24th September.
 

Quem recebeu a key do Beyond The Wire, o alpha começa amanha..
 
Quem recebeu a key do Beyond The Wire, o alpha começa amanha..
na verdade começou semana passada
Joguei 3 partidas (2 partidas e meia)
 
Development Update: Character Models


Welcome Soldiers!


One of our first developer blogs after announcing the project was the reveal of the French Republic and the German Empire. With those models being the foundation of our in-game characters, this article will be showing some of the progress on the 3d art for our character models, with new equipment and gear that represents more accurately the challenges and requirements demanded by the frontlines of the Great War.
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With multiple player roles utilising many different types of equipment for their task ahead, player models in-game will need to reflect these loadouts. Continuing to consult media and documents from the period our authentic character design will ensure players get the most accurate WW1 experience possible.
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The difficulties of trench warfare and the slow years of conflict forced advancement of not just the weapons of armies, but also the equipment and uniform of the frontline soldier. Prolonged engagements, stuttering supply chains and environmental hazards meant the modern soldier had to be much more extensively equipped than earlier.



French Republic

France entered the war with slightly archaic ideas about modern combat, and this is clearly seen in what the soldiers wore. From afar, the French shoulder equipment resembled a pile of junk barely secured by the tight straps. However, it was based on the proven design of the Havresac Mle 1893 (or the Mle 1893/1914 "as de carreau" backpack variant), which was used until the Second World War.
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In addition, the Poilu usually carried with them a spare pair of boots and a fabric, semi-rigid pouch in the shape of a bucket which was used to carry bulk goods. This Seau en toile was useful in trench warfare and was often used as an impromptu sandbag.
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German Empire

The German soldier met the beginning of the war with a standard backpack and a lot of equipment that he carried with him on the march, but in the trenches or on the offensive, this kit was too bulky and heavy. Later, German soldiers began to use the Sturmgepäck (“assault pack”), consisting of the greatcoat or a blanket, covered by a tent and rolled around a mess tin. This was the minimum necessary equipment used on nights in occupied territory.
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The waist belt usually held ammo pouches and auxiliary gear, such as a water flask and a gas mask container. However, the soldiers sometimes changed the location of these things for more comfortable use or wear. The long handle of the Stielhandgranate caused difficult carrying but the slings wrapped around the neck allowed for the grenades to sit against the body and under the arms. The grenades were now within easy reach while still being unrestrictive.
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Combining this equipment with the weaponry from each army, Soldiers will be visibly equipped to handle life on the harsh frontlines of the Western Front! We'll be livestreaming later today Friday, 9th October at 11 AM PDT / 6 PM UTC for discussions on our character models with Art Producer and Character Artist Juan, and Creative Director Bruno!
 
Prepare for The Great War

Welcome Soldiers!
After announcing Beyond The Wire back in March the efforts of the team have been fully engaged towards preparing for Early Access release this year. After 5 months of alpha testing, we are now ready to enter the next stage of development and a release to steam.



With great excitement, we can confirm that Beyond The Wire will be launching to Early Access on Wednesday 21st October 2020 and will be priced at $34.99 USD, €29.99 EUR or £27.79 GBP On launch day we will be hosting a developer livestream as well as spending some time in-game, so stay tuned for more information on that front!

With our release date planned for next week, applications for server hosting licenses are now open! Server licensing is managed by the Offworld Industries Server Hosting team who ensure server's meet standards. Follow their discord link below to join the hosting community and get the full information on this process, as well as any support that may be needed to get your server set up.
 
Faction First Look: American Expeditionary Force


Welcome Soldiers!

The latest instalment of developer blogs is a reveal of the American Expeditionary Force (AEF). Closing out the faction reveals, the AEF is the third faction that will be available at Early Access release. Weighing in with some of the highest standards of weaponry and uniform, players will have a tough time in any match-up against this faction.
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Despite being a supplier to the Allied Powers, the US had remained neutral before entering the conflict in April of 1917. Mobilising millions of personnel to the war effort, the US was reinforcing the Western Front with 10,000 men per day by the summer of 1918.
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Combining their own innovations with many of the entente’s equipment, U.S. forces were thrown into action after a series of successful advances on the Western Front by the German forces. Over the later part of 1918, the American Expeditionary Force played a pivotal role as the Allies finally halted and pushed back the German Empire. The American uniform was one of the best for the Western Front theatre with no expense spared. The fine, thick-soled boots and thick leg strappings handled the landscape hazards well, and the durable brown wool that made up the uniform provided half-decent protection against the weather.
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The AEF backpack gear and support equipment were of the highest standard and workmanship, which is not surprising for a country that entered the war later than the rest and not at a point of exhaustion caused by the prolonged campaign. A water flask, first aid kit and other supplementary equipment were attached to the belt in their own pouches along with ammunition. The AEF adopted the gas mask made by the French Army, perhaps one of the most convenient in the entire war.
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The haversack formed the basis of the “Field Pack” and carried all of a soldier’s needs such as rations, extra clothing, and all personal items. The haversack often contained a wrapped tent along with pegs, a shovel and a poncho for cold weather and was secured tight, often with 3 straps.
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The AEF faction in-game will also have a variety of headgear that is inspired by the items that the soldiers wore during the conflict. NCO's, Commanders, Assault troops, all have specific headgear that allows you to identify team mates, and enemies, quickly.
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The American Expeditionary Force will be available when Beyond The Wire launches tomorrow at 10 AM PDT / 5 PM UTC / 6 PM BST. Join us an hour beforehand at 9 AM PDT / 4 PM PDT for a launch livestream with some of the lead devs for a chat and a preview of some of the content we haven't previewed up to now!
 
lançado hj
precinho ok nas terras do tango

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Beyond The Wire - Available now!
Welcome Soldiers!

The day has finally arrived! After thousands of hours of testing, hundreds of thousands of rounds fired and countless battles over the Zonnebeke Church, Beyond The Wire has launched to Early Access!

Releasing today, 21st October Beyond The Wire is priced at $34.99 USD, €29.99 EUR or £27.79 GBP. There is also an optional soundtrack bundle for an additional cost of $4.99. Players who purchase the OST bundle will get access to all of the BTW soundtrack releases going forward.

Heading into Early Access with a plethora of features and options for gameplay, Beyond The Wire aims to deliver a new WW1 experience concentrating on immersion, action and strategy. Whether leading the charge as an assault troop or guiding fire missions with the artillery detachment BTW has a role for everyone. Below we have highlighted some of the main aspects of this Early Access launch, including main features and content.



Maps
Zonnebeke[playbtw.com]
Frise[playbtw.com]
Ansoncourt[playbtw.com]
Development update: Fields of Battle[playbtw.com]

Factions
French Republic[playbtw.com]
German Empire[playbtw.com]
American Expeditionary Forces[playbtw.com]
Development update: Character models[playbtw.com]

Weapons
https://playbtw.com/early-access-weapon-mechanics-systems/
https://playbtw.com/development-update-armaments/
https://playbtw.com/early-access-arsenal/

Rifles
– Lebel Modele 1886/M93
– Gewehr 1898
– Enfield 1917

Revolvers
– Modele 1892
– Colt 1917

Semi-automatic pistols
– Ruby M1915
– Colt 1911
– Pistole 08
– Lange Pistole 08 (Stick and Drum Mag variants)

Rifle grenade launchers
– M1917 Karabinergranate
– VB Rifle Grenade

Grenades
– Grenade F1
– M1916 Stielhandgranate
– Mk1 Grenade
– M1916 “Geballte Ladung” (6x)
– Handnebelbombe

Melee Weapons
– Improvised Trench Clubs
– S98/05 Bajonett

Tools
– Binoculars
– Wire Cutters
– Gas Mask

Deployables
– Ammo Crates
– Sniper Shields
– Sandbags
– Field Telephone

Emplacements
– Maschinengewehr 08
– Feldkannone 96 n.A.

Off-Map Support
– Heavy Explosive Artillery Barrage
– Smoke Artillery Barrage
– Chlorine Artillery Barrage

See you in the trenches, Soldier!

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