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Our December update arrives and while our progression and customization system is still in development we’ve worked to deliver a major overhaul to team templates in addition to introducing new sub-factions, weapons and game mode changes. Read the full patch notes below.
In our Developer Recap for November we revealed that big changes are coming to team templates including new section types. Armies in Beyond The Wire have undergone a restructure to further enhance the variety seen across the different factions throughout World War 1. With Operation III introducing the first version of year determined loadouts, our December update will further expand on the evolution of section types and tactics throughout the years of the conflict. Our new team template makes extensive changes between each year of the war – so we’ve broken down the new section options in this article so you can see where and how factions will vary in-game.
1914 – The British went into the war with fewer grenades than any other faction. As such in 1914 they will mainly be reliant on their bolt-action rifles. Only a detachment of royal engineers will have access to a limited amount of early war and makeshift grenades meaning their role should be more impactful on the frontline.
HQ Section
Rifle Section x3
Royal Engineer Section
HMG Detachment x2
Field Artillery Detachment
Construction Section
1915 – This is the first year that rifle grenades, light machine guns, and hand grenades became more widely available for British soldiers. Light machine guns and rifle grenades were still in limited numbers at this time so only a specialist section will gain access to these weapons, although some hand grenades will be available in the remaining rifle sections.
HQ Section
Rifle Section x3
Specialist Section
HMG Detachment x2
Field Artillery Detachment
Construction Section
1916 – Leading up to the Battle of the Somme in 1916 the availability of grenades, rifle grenades, and light machine guns became greater. In 1916 layers the BEF will have access to two specialist sections. This is also the first year that sniper rifles became widely circulated within the army so it will be the first year that BEF has access to their sniper team.
HQ Section
Rifle Section x2
Specialist Section x2
Sniper Team
HMG Detachment
Field Artillery Detachment
Construction Section
1917 – After the lessons during the Battle of the Somme, in 1917 the British doctrine shifted – splitting up weapons like hand grenades, rifle grenades, and light machine guns into their own sections which will put extra emphasis on team communication and coordination.
HQ Section
Rifle Section
Bomber Section
Rifle Grenade Section
Lewis Gun Section
Sniper Team
HMG Detachment
Field Artillery Detachment
Construction Section
1918 – In 1918 the BEF moved away from their previous specialized sections and instead integrated hand grenades and rifle grenades into a combined infantry section. This would be the maneuver element of the force alongside the covering fire of a light machine gun section.
HQ Section
Infantry Section x2
Lewis Gun Section x2
Sniper Team
HMG Detachment
Field Artillery Detachment
Construction Section
1914 & 1915 – The French entered the war with outdated tactics and as such will rely mainly on their bolt-action rifle sections. However, the French will be unique in their use of tear gas grenades – which will be available to them in every year of the conflict, and will give them an edge in assaults on strong points, especially considering they lacked specialized weapons until later in the war compared to other factions. Tear gas grenades are in an early implementation state and will be developed further in the future.
HQ Section
Rifle Section x3
Grenadier Section
HMG Detachment x2
Field Artillery Detachment
Construction Section
1916 – In 1916, with the wider availability of Chauchat light machine guns and rifle grenades, the French moved away from their early war organization and split sections up into automatic rifle sections, grenadier sections, and voltigeur sections. Voltigeur sections acted as a combination of an assault and rifle grenade section. 1916 is also the first year where the sniper variants of the Lebel became widely circulated and as such will see the sniper team join the French team template.
HQ Section
Automatic Rifle Section x2
Grenadier Section
Voltigeur Section
Sniper Team
HMG Detachment x2
Field Artillery Detachment
Construction Section
1917 & 1918 – During the late war years, the French again shifted their organization slightly and split their sections into more combined infantry sections in addition to the grenadier and Voltigeur section. With a much wider availability of rifle grenades compared to other factions, the arrival of the semi-automatic RSC 1917 and their continued use of tear gas grenades, the French will be able to conduct strong attacks in the late war period. However, the tradeoff they face is with a clear inferiority in their automatic weapons and a shortage of Lebel rifles which will result in some roles only having access to the inferior Berthier 1907/15.
HQ Section
Infantry Section x2
Grenadier Section
Voltigeur Section
Sniper Team
HMG Detachment x2
Field Artillery Detachment
Construction Section
1915 – The Chasseurs Alpins appear on the Vieil Armand map, taking place during the battle of Hartmannswillerkopf. Their specialized Chasseurs section focuses on mountain warfare with integrated snipers and scouts. Their grenadier section focuses on hand grenades and assault tactics, and includes an additional sniper.
HQ Section
Chasseurs Section x4
Grenadier Section
Construction Section
1914 – The German empire was much better prepared for modern war than the other armies in the conflict. They enter the war with a wider availability of hand grenades, rifle grenades, light machine guns, and sniper rifles. As such they will be more difficult to face in the early war years. In order to balance out the wider availability of weapons, their recon section (Spähtruppen) will only include a single sniper rifle until the mid-war years.
HQ Section
Rifle Section x3
Pioniertruppen
Spähtruppen
HMG Detachment x2
Field Artillery Detachment
Construction Section
1915 – By 1915 the German army already recognized the benefits of integrating specialist weapons such as hand grenades among the infantry. In 1915 they will begin to field more hand grenades into their infantry sections than other factions, in addition to their specialized grenadier section.
HQ Section
Rifle Section x3
Grenadiertruppen
Spähtruppen
HMG Detachment x2
Field Artillery Detachment
Construction Section
1916 – Leading up to the battle of the Somme in 1916, the German army raised several Musketen-Battalions revolving around the Madsen light machine gun. As such in 1916, the German team template will gain access to the Musketentruppen section which will field a large number of Madsens. After the battle of the Somme these units, as well as their weapons, were largely lost and thus Madsens will become much more rare after 1916 and will only see limited use in specialized assault units.
HQ Section
Rifle Section x2
Musketentruppen
Grenadiertruppen
Scharfschützen
HMG Detachment x2
Field Artillery Detachment
Construction Section
1917 & 1918 – In the late war years Germany took a hybrid approach, making use of both methods of tactical organization – integration and specialization. Their new infantry sections would integrate hand grenades and rifle grenades, and their Maschinengewehrtruppen would field the new MG 08/15 – these cumbersome weapons will not be able to aim down sights without first being supported by the bipod, and the soldiers carrying these weapons will move much slower compared to other roles. 1917 will also see the first introduction of smoke grenades. The late war also marked the first use of assault troop formations (Stoßtruppen), specializing in breaking through and infiltrating enemy lines – in 1918 this section gains access to the MP18.
HQ Section
Infantry Section
Grenadiertruppen
Maschinengewehrtruppen
Stoßtruppen
Scharfschützen
HMG Detachment
Field Artillery Detachment
Construction Section
In real life the Jäger-Battalions would have been equipped very similarly to normal German infantry regiments but to differentiate their gameplay style in Beyond The Wire, this team template will focus heavily on offense.
1914 – In 1914, each Jägertruppen section will be made up of 10 troops, making use of snipers and grenadiers, but they will have to deal with a lack of rifle grenades, proper field gun support and heavy machine guns. This template will only appear on a couple Combles gameplay layers.
HQ Section
Jägertruppen x4
Field Artillery Detachment (1 gun instead of 2, limited to 2 players)
Construction Section x2
1915 – During the Second Battle of Ypres, almost each attacking German division was sent with an attached Jäger-Battalion. 1915 Jägertruppen sections will integrate special weapons such as snipers, grenadiers, and light machine guns. Their major shortcomings will be their lack of rifle grenades, a limited number of field cannon, and no ammo-bearing riflemen in their Jägertruppen sections, thereby relying on the construction section’s ammo dumps in order to resupply. As such they will receive two construction sections to help them hold ground or sustain assaults.
HQ Section
Jägertruppen x4
HMG Detachment
Field Artillery Detachment (1 gun instead of 2, limited to 2 players)
Construction Section x2
1915 – Jäger-Battalion, Army Detachment Gaede fought during the battle of Hartmannswillerkopf. These troops were specialized in mountain warfare and as such will be set up differently than the full Jäger-Battalion team template. The Jägertruppen section will integrate a sniper, grenadier, and assault role. Their Pioniertruppen will have access to more specialized weapons such as a rifle grenade and light machine gun.
HQ Section
Jägertruppen x4
Pioniertruppen Section
Construction Section
1915 & 1916 – Canada arrived at the war with similar organization to the BEF forces but eventually became known for vicious trench raids and innovative assault techniques. To differentiate their playstyle from the BEF, they will focus their strengths on offense with a wider availability of pistols and hand grenades. Canada also fielded some of the deadliest snipers in World War 1 and as such will enter the war with a larger sniper detachment compared to other teams.
HQ Section
Rifle Section x2
Assault Section
Raiding Section
Sniper Detachment
HMG Detachment
Field Artillery Detachment
Construction Section
1917 & 1918 – Following the British example, Canada shifted their section organization into specialized sections. However, they would not mimic the British changes in 1918 and would finish the war using this tactical organization on the attack during the 100 Day Offensive.
HQ Section
Assault Section
Rifle Grenade Section
Lewis Gun Section
Raiding Section
Sniper Detachment
HMG Detachment
Field Artillery Detachment
Construction Section
1918 – American doctrine during World War 1 was similar to British and French organization in previous years. A platoon was made up of a rifle section, hand bomber section, rifle grenade section, and automatic rifle section.
HQ Section
Rifle Section
Hand Bomber Section
Rifle Grenade Section
Automatic Rifle Section
Sniper Team
HMG Detachment
Field Artillery Detachment
Construction Section
1918 – Joining the French in 1918, the Harlem Hellfighters uses a combination of French and American section organizations with a rifle section, hand bomber section, rifle grenade section, and assault section. Their rifle section has integrated Chauchat light machine guns, and their fearsome assault section has access to BARs, trench shotguns, as well as tear gas. They’re joined by their parent French forces in the form of a Voltigeur section giving them extra offensive potential.
HQ Section
Rifle Section
Hand Bomber Section
Voltigeur Section
Assault Section
Sniper Team
HMG Detachment x2
Field Artillery Detachment
Construction Section
The game design team have worked hard to research and implement this new expansion of team structure which will be arriving in our next update. The on-going effort to distinguish each faction and add a new level of asymmetry will have an impact gameplay and team strategy. We look forward to hearing your feedback on this new template. See you in the trenches!
Changes
Major overhaul to roles, sections, and faction templates. The weapons, roles, and sections that are available will now be very different depending on which team you are playing and which year of the conflict your current round is set in. https://playbtw.com/team-restructure-blog/
All layers were overhauled with new capture points, spawn locations, and capture point dimensions. Some assault layers will have multiple objectives that previously only had a large phase line capture point. Defenders on assault will now generally have spawn points closer to the objective than the attackers.
Overtime on assault temporarily disabled until further iterations to overtime can be made (in the future will only trigger when the attacking team has made progress towards capturing their last objective in a sector instead of triggering when they have captured an objective in the current sector)
Barbed wire with corpses strewn on them can no longer be cut
Engineer/Construction sections are able to place 2 heavy fortifications emplacements instead of 1
Rally point overrun (nearby enemies prevent spawning) distance increased from 5m to 15m
Rally points can no longer be placed within 30m of capture zones. The intent here is to reduce how chaotic it can get on capture points when both teams have rally points extremely close together, as well as to mitigate the likelihood of having a rally point spawn-camped. The exact value of the distance is subject to change.
Firing steps added to the engineer/construction section’s heavy fortification to enable shooting through the firing ports on uneven terrain
Unique CEF voice lines added
Increased the number of command points that are generated passively on assault game mode from 20 to 30 per minute. The intent here is to enable a defending team to call in off-map support abilities more frequently since they are not receiving command points for capturing objectives.
Medic revival time reduced from 5.5 to 3 seconds
New
Many new layers were added to support a wider variety of team templates depending on faction and year.
Fixes
Fixed rally points not being destroyed by some explosive damage types
New
Chasseurs Alpins and Jäger-Battalion characters added
Changes
Major overhaul to roles, sections, and faction templates. The weapons, roles, and sections that are available will now be very different depending on which team you are playing and which year of the conflict your current round is set in. [Link to devblog]
New
Springfield 1903 iron-sighted variant added to some AEF roles. Bayonet cannot currently be equipped with this weapon.
MG 08/15 added. Players carrying this weapon will move much slower than others and will be unable to aim down the sights unless the bipod is deployed.
Model 1914, 1915, and 1916 French tear gas grenades were added. Tear gas will distort players’ screens caught in the affected area without a gas mask equipped. This is an early-stage implementation, including placeholder animations, and will be further developed in the future.
Model 1916 French smoke grenade added. Placeholder animations.
M1883 Reichsrevolver added to Jäger and some early war German officer roles
Fixes
Improved collision on corrugated metal asset
Fixed issues with smoke column vfx on Poelcappelle layers
Fixed issue with muzzle flash VFX apperance
Existing camouflage texture added to Stoßtruppen section characters’ helmets (placeholder until proper turtle-shell texture is made)
Small updates and changes to accommodate larger lists of sections as a result of the team template overhaul
EAC pak file chunk size fix to fix EAC issues
Crash when disconnecting from server fixed
AMD FX users will have degraded performance due to issues with the audio system. We’re still investigating possible solutions, but here’s a workaround
1. Open following file:
C:\Users\YOURUSERNAME\AppData\Local\WireGame\Saved\Config\WindowsNoEditor\Engine.ini
If the file doesn’t exist, create it.
2. Add following lines at the end:
[/script/engine.audiosettings] bDisableMasterEQ=True
[Audio] bDisableMasterEQ=True
Bayonet cannot be equipped to Springfield 1903 iron-sighted variant
Some of the personal statistics do currently not display the scores correctly
Personal awards are not granted correctly
Damage radius of field cannons will sometimes cause players to not be killed immediately
No. 20 Rifle Grenade uses placeholder sounds
Switching Audio quality in the options menu will cause a crash when connected to a server or when playing on the Shooting Range. Please restart the game to prevent that from happening.
Infantry section members will see a SL ability icon in the bottom left screen
Ansoncourt underground bunkers have lighting issues
Deploying LMG bipods on walls while prone can lead to players teleporting under the map
Rifle Bayonet Charging may cause rubberbanding and a broken weapon animation
Spawn Points do not have a 50 meter limit range limit for frontlines objectives
Tear Gas effect can sometimes appear with gas mask