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Gallipoli - Classes

[p]Hello everyone![/p][p]Today we’re taking a look at how classes work in Gallipoli, as well as the classes you can expect to see![/p][p][/p][p]Gallipoli has a new class system, with each class having a perk and “Kits”, or subclasses, to choose from that give you various advantages and equipment options tailored to a specific role you’re looking to fill.[/p][p]Each class has two kits to pick from. A kit comes with a perk, equipment, a choice of a primary weapon and sometimes a choice of a secondary weapon as well. Based on everything you’ll be carrying around, each kit also has a set weight and ammo count.[/p][p]To illustrate the new class system, let’s look at an example: the Ottoman Engineer. Do keep in mind that Gallipoli is a work in progress and everything mentioned in this blog can still be subject to change, especially when it comes to balancing.[/p][p][/p]
[p]Engineer (Ottoman)[/p]
[p]Construction Training[/p][p]Faster construction and sabotage[/p]
[p]Saboteur Kit [/p]
[p]“Seek and destroy!”[/p]
[p]Barbed Wire Spool[/p][p]Automatically spot nearby enemy equipment[/p]
[p]Weight: Light[/p][p]Ammo Count: Medium[/p]
[p]Equipment[/p]
  • [p]Sapper Spade[/p]
  • [p]Tourniquet[/p]
  • [p]Water Bottle[/p]
  • [p]Barbed Wire[/p]
[p]Primary (choose 1)[/p]
  • [p]FN1903[/p]
  • [p]C96[/p]
  • [p]S&W No.3[/p][p][/p]
[p]Secondary (choose 1)[/p]
  • [p]Tufenjieff[/p]
  • [p]Type 2 Grenade[/p]
[p][/p][p][/p]
[p]Frontline Builder [/p]
[p]“Fortify the line!”[/p]
[p]Engineer Backpack[/p][p]Extra construction marker[/p]
[p]Weight: Medium[/p][p]Ammo Count: Medium[/p]
[p]Equipment[/p]
  • [p]Sapper Spade[/p]
  • [p]Tourniquet[/p]
  • [p]Sandbags[/p]
  • [p]Barbed Wire[/p]
[p]Primary (choose 1)[/p]
  • [p]M1905[/p]
  • [p]Peabody 1874/12[/p]
  • [p]Peabody 1874[/p]
  • [p]FN1903[/p]
[p]Secondary (choose 1)[/p]
  • [p]Tufenjieff[/p]
  • [p]Type 2 Grenade[/p]
  • [p]Stielhandgranate[/p][p][/p]
[p]
In general, your kit options include a more offensive option that provides mobility, better weapon handling or capture weight, as well as a support or defensive option, granting buildables and improved suppressive abilities. You can tell what role each kit fills by the name and the ‘task’ next to it.[/p][p]Looking back at the example above, the Saboteur Kit with the task “Search and Destroy” is great for a more offensive role, with passive equipment spotting, a water bottle for stamina and a pistol primary weapon to keep you lightweight. Frontline Builder is generally better to “Fortify the line!”, with defensive structures and rifles to choose from.
[/p][h3]Selecting a kit[/h3][p]When you’re in a match or the barracks and wish to select your class and kit, the progress is largely the same as in Isonzo. Once you’ve picked a class, you can select a kit right next to the class button. Here, you’ll see all the same details from the table above. If you select a class, it will default to the last kit you’ve used.[/p][p]Your weapon selection will be saved within the kit, just like with classes in Isonzo. The same thing goes for cosmetics, so you can dress the part for each kit!
[/p][h2]Classes[/h2][p][/p][p]With the explanation out of the way, let’s see what the classes of Gallipoli are! A couple return from Isonzo, but there’s a bunch of new ones we’d like to highlight![/p][p]We won’t give you all the details quite yet, we do want to keep some surprises for launch, but we’ll give you a general description of each.[/p][p][/p]
[p][/p]
[p]Ammo Bearer[/p][p]The Ammo Bearer supports their allies by supplying them with plenty of ammo! They have the ability to spawn on squad members and move faster when holding an ammo box.[/p][p]The kits allow you to pick between an offensive role or a defensive role, with the former allowing teammates to resupply from your backpack, and the latter allowing you to place extra ammo crates.[/p]
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[p]Bomber[/p][p]If you see a Bomber running towards you, you better start running the other way. Bombers carry around extra grenades, ideal for clearing trenches and suppressing enemies, but don’t carry much else. They themselves have increased resistance to being stunned by grenades.[/p][p]One kit makes you faster and gives you more grenades, but you can only use a melee weapon. The other provides an extra grenade slot, allowing you to carry two different types of grenades at once.[/p]
[p][/p]
[p][/p]
[p]Heavy Machine Gunner[/p][p]These units excel at throwing lead down range, receiving less suppression while on an HMG and allowing squad mates to spawn on you while you’re in your element. Not to mention they can build HMG positions in most places.[/p][p]Their job is to pin enemies in place with suppressive fire, either opening an opportunity for their allies to attack, or deny the enemy’s approach. They’re a sitting duck however, easy targets for Snipers.[/p][p]The first kit allows you to fortify your position with sand bags and gives you more benefits while on an HMG. The second kit decreases HMG build time and cooldown, allowing you to change position a lot quicker.[/p]
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[p]Stretcher Bearer[/p][p]Finally, the Stretcher Bearers are the medics. They carry syringes and medical crates, move faster while holding a syringe and can spawn on squad members. Their place to be is right behind their squad, ready to patch wounds or pick downed allies back up.[/p][p]The first kit allows teammates to heal from your backpack, while the second gives you faster heal speeds and additional medic crates.[/p]
[p][/p][h3]Other classes[/h3][p]From Isonzo, you’ll also recognise:[/p]
  • [p]Officer[/p]
  • [p]Rifleman[/p]
  • [p]Engineer[/p]
  • [p]Light Machine Gunner (similar to Assault)[/p]
  • [p]Spotter (previously Mountaineer)[/p]
  • [p]Sniper (previously Marksman)[/p]
[p]They’ll fill the same or similar roles in Gallipoli, but with new perks, equipment and buildables from their kits that better suit the Ottoman Fronts.[/p][p][/p][hr][/hr][p][/p][p]That’s all the classes! The abilities and equipment provided by subclasses are mirrored between the British and Ottomans, except for Light Machine Gunners, which are exclusive to the British Empire. Of course, your weapon options do depend on your faction.[/p][p]We'll see you again soon with more Gallipoli information![/p]

Grab Your Picks. Ascent is Back!

[p]Hello soldiers,[/p][p]This week brings a wave of new recruits to Isonzo, and we’d like to welcome everyone joining the fight on the Italian Front![/p][p]If you’re a veteran player, we hope you’ll help show the newcomers the ropes as they experience the rugged mountain warfare of the Great War for the first time.
[/p][h3]The Ascent Event Returns[/h3][p]To celebrate the occasion, Ascent is back for a limited time.[/p][p]This special event highlights the vertical combat that defines warfare on the Alpine front, challenging players to fight uphill through rugged mountain positions and fortified defenses.[/p][p]Play as the Italians who must scale the rocky cliffs of Marmolada using ice picks and ropes to reach the objective at the summit. Or as the Austro-Hungarians, defend the peak and hold your position with limited ammunition, making every shot count. And when supplies run low, gravity can become a weapon of its own; a well-placed rock rolling down the mountainside can be just as effective.[/p][p]Whether you’re a veteran of the front or stepping into the trenches for the first time, now is a great moment to experience the squad-based combat, historical weaponry, and intense mountain warfare of Isonzo.[/p][p]The Ascent event will run from March 12 until March 23, so be sure to sharpen those picks and prepare for the climb!

[/p][h3]Continue the WW1 Journey[/h3][p]If you enjoy your time on the Italian Front, keep an eye on the next chapter in the WW1 Game Series: Gallipoli, where the conflict moves to the Ottoman Front with new battlefields, weapons, and historical locations. [/p][previewyoutube][/previewyoutube][p]
Thank you to everyone playing this week, and we’ll see you on the front!
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Gallipoli - Kut Al Amara Trailer & Introduction

[p]Hello everyone![/p][p]Today is a very exciting day, as we have a brand new trailer in store for you. This brand new look at Gallipoli focuses on the Siege of Kut, where the Ottomans attacked the British Army holed up in the town of Kut Al Amara in lower Mesopotamia.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h2]The Siege of Kut[/h2][p][/p][p]The Indian Expeditionary Force (IEF) captured the Mesopotamian town of Kut al-Amara in September 1915. Situated in a horseshoe bend of the River Tigris it provided a base of operations for the British to consider a further advance towards Baghdad. However, after a defeat by Ottoman defenders at Ctesiphon in November of the same year, Major General Charles Townshend’s 6th (Poona) Division retreated back to Kut, where the Ottomans laid siege. [/p][p][/p][p][/p][p]Aerial view of Kut Al Amara, IWM (Q 107237)[/p][p][/p][p]The British built trench lines out across the horseshoe and incorporated an old fortification - what the British referred to as the ‘Mud Fort’ - into their defensive lines. The Ottomans, commanded by Khalil Pasha, made numerous attacks on the outer defenses but could not break through. With the town besieged - and enough rations for around 60 days - the only hope for the British was for a relief force to be dispatched from Basra to break through the Ottoman lines. In order to accelerate this intervention, Townshend misrepresented his supply stores in messages back to Basra, claiming he had less food than he did. As a result, an ill-prepared British force was defeated by the Ottomans at El Hanna.[/p][p][/p][p][/p][p]Charles Townshend and Khalil Pasha after the surrender of Kut, IWM (Q 79344)[/p][p][/p][p]With no prospect of relief, the supply situation became desperate and some defenders began to eat the animals within Kut. Townshend attempted to negotiate with Enver Pasha - then Minister for War - but he refused any terms. Townshend then surrendered the town after 147 days of siege and was taken to Constantinople. However, his army underwent a series of forced marches to prisoner of war camps where an estimated 70% of the British-Indian rank and file soldiers died during their captivity. The Siege of Kut was one of the worst defeats for the Entente of the entire war.[/p][p][/p][h2]Kut Al Amara in Gallipoli[/h2][p][/p][p][/p][p]Kut is a map of two halves. The battle starts out of town in a no man's land of a scorching desert, dominated by the sun and heavy shelling. The other half transitions into full-on urban combat, with alleyways and doorways allowing threats to pop up from around every corner. However, let’s go back to the start of the battle and follow the Ottoman approach.[/p][p]As the Ottomans begin their charge across the open dunes, their first obstacle is the lovingly nicknamed ‘Mud Fort’ and the fortified redoubt connected to its trench network, both of which make up Sector 1. It has been softened up by prior shelling already, but the British will still be able to put up a fight here; they have cover, the Ottomans have not.[/p][p][/p][p][/p][p]Once past the fort, more opportunities for cover arise. On the left, along the river Tigris, you can ditch the sand and opt for mud instead. As the region’s lifeline, the Tigris allows for vegetation in the shape of palm trees to grow, providing you with some much needed cover to mask your approach to the objective. On the right side, the frontal assault option won’t be as punishing as before. The terrain here has a lot more trenches and prominent dunes, leading you to the kilns that mark the other objective of this sector.[/p][p][/p][p][/p][p]Pushing past the palms & kilns, we dive into Kut proper. Entry into the town is divided into a left and a right approach by a large central building, with some sneakier options in the middle. Once beyond this building, we’re a short jog away from the objectives of Sector 3: the historical British Headquarters on the left and the Mosque on the right. Don’t get too comfortable though, as some of the rooftops are accessible and offer prime ambush opportunities. If you don’t see the enemy in front of you, you may need to look up![/p][p][/p][p][/p][p][/p][p]As we approach Sector 4, the final sector, a perpendicular road opens up a whole lot of options. You can pick from any of 5 lanes that will take you through or past the Bazaar (or Souq) straight to the final objective, but all will bring chaos. The streets are cluttered, there are fires all over the place and the British have dug themselves in for their last stand. Some doors take you to the adjacent lanes, others are a dead end, while others still allow you to hide to reload or ambush a foe.[/p][p][/p][p][/p][p][/p][p]The long sightlines are a prime opportunity for machine gun fire, but if you manage to break through, you’ll find the final Headquarters in the warehouse at the docks of Kut.[/p][p][/p][h2]The Arsenal[/h2][p][/p][h3]Martini-Henry Mk.IV[/h3][p]The Martini-Henry is a breech-loading lever action rifle from 1871. As it was replaced by the Lee-Metford, all existing Martini-Henry variants were converted to .45 calibre to limit the amount of different calibres in service, creating the Martini-Henry Mk.IV. [/p][p]Even though the Lee-Metford had also already been replaced by the Lee-Enfield by WW1, the Martini-Henry Mk.IV saw service during the war, as reserves of the newer rifles started to run out – especially on the Ottoman Fronts.[/p][p][/p][p][/p][h3]Peabody-Martini M1874[/h3][p]As the Ottoman Empire was unable to purchase Martini-Henry rifles from the British, they bought rifles identical to the Martini Henry Mk.I from the United States. The main difference between the weapons was the lack of barrel rifling that gave the Martini-Henry the ‘Henry’ part of its name. Instead, it took the name of the Peabody action both rifles have.[/p][p]Much like the Martini-Henry, the Peabody-Martini was already replaced long before WW1. However, it continued to play a role in Ottoman culture as the every man’s rifle, appearing in tales of outlaws and folk heroes like Hekimoğlu. During WW1, it reappeared on the battlefield as the Ottomans started to run out of Mauser rifles.[/p][p][/p][p][/p][h3]Hotchkiss Portative Mk.I[/h3][p]As we’ve established, much of Kut Al Amara provides great opportunities to dig in behind some sandbags or a low wall with a machine gun in hand. So let’s take a look at one of the options for the British Empire!
[/p][p]The Hotchkiss Portative is an Austrian design sold to Hotchkiss in 1893. It was improved upon by the American manager of the manufacturer and saw limited production by Springfield and Colt. Production officially began in the Hotchkiss factory in Paris, but the factory was moved to Lyon when the Germans threatened the city. The following year, Hotchkiss was invited to set up a factory in the UK, where 40,000 units were made. Quite the journey.[/p][p][/p][p][/p][p]That’s everything for today! We hope you enjoyed the new look at the game and are excited for Kut Al Amara. If you haven’t already, add Gallipoli to your wishlist! It really helps us out by giving us more opportunities to spread the word about the new game.[/p][p]We have some exciting collaborations coming up soon as well as some substantial news next month. See you soon![/p]

Gallipoli - Movement Improvements

[p]Hello everyone! Today we’d like to take a look at the movement improvements we’ve made to Gallipoli. Not only have we really improved the animations when switching stance and improved collisions so you don’t run into smaller objects, we’re also making gameplay changes to stamina and sprinting. Let’s get into it![/p][p]Can't see the images? Check out the Reddit version![/p][p][/p][p][/p][p][/p][h2]Stamina[/h2][p]In Gallipoli, stamina plays a bigger role than before. Many more actions will now drain your stamina: sprinting, meleeing, jumping, vaulting will all tire you out. However, we’ve also changed stamina to be a bit more forgiving. You’ll never be prevented from doing an action if you’re exhausted. Your movement is less rigid, your aim sways more and you’ll sprint slower, but you can still get the job done.[/p][p]Your maximum amount of stamina depends on your state. As you get hurt more and more, the limit is decreased more and more, until about half if you’re downed. This means that if you’re injured, you won't be able to run as far, or keep your weapon as steady as before.[/p][p]The speed at which you regenerate your stamina depends on the equipment and weapons you have on you. Heavy weaponry like the Lewis Gun will slow regeneration down quite a bit, while only carrying a humble side arm will get you back on the road in a jiffy.[/p][p][/p][h2]Sprinting[/h2][p]How fast and far you can sprint varies. If your stamina is nearly full, you’ll sprint faster. As it starts to drain through your actions, like sprinting for a longer time or getting involved in a brawl, you’ll slowly lose speed. Once you’re out of stamina, you’ll still be able to run, but at a slower pace. If you’re not smack dab in the middle of no man's land, it may be better to catch your breath instead of running on.[/p][p]If you’re in need of a momentary speed boost, be sure to take a sip from your water flask. Hydration is important![/p][p][/p][h3]Crouched Sprinting[/h3][p]If you start sprinting while crouched, you’ll no longer stand up automatically. Instead, you’ll sprint while remaining crouched, combining speed and a low profile. Very useful if you’d like to keep your head in the safety of a trench while still keeping pace, but you’ll drain stamina quicker than regular sprinting, and you’re not as fast.[/p][p][/p][p][/p][p][/p][h3]Proned “Sprinting”[/h3][p]You can also “sprint” while prone. I wouldn’t really consider it sprinting per se, but you can get out of a sticky situation while keeping the lowest possible profile a bit quicker, at the cost of much of your stamina. Useful when you’re suppressed![/p][p][/p][p][/p][p][/p][hr][/hr][p][/p][p]That’s it! You’ll be doing a lot of running around in Gallipoli, so we hope these improvements and extra features will make movement more grounded and tactical. 
[/p][p]The keen eyed amongst you may have noticed that Gallipoli is listed in the IGN Fest lineup. ‘Tis true! We have a brand new trailer to showcase live during the event, so be sure to tune in.[/p]

Gallipoli - The Downed State

[p]Hello everyone! We’re here to kick off the new year (halfway through January) with one of the biggest new additions to Gallipoli: the Downed State.

In a previous blog, we briefly talked about health and making damage calculations more granular. While before we distinguished between the head, arms and body, it’s now split into neck, belly, pelvis, upper limbs, lower limbs, hands and feet. This is one of the reasons for this change.[/p][p][/p][p]Can't see the images? Try the Reddit version! [/p][p][/p][h2]The Downed State[/h2][p]
Imagine this: you just got shot in the thigh from some distance away. First things first: Ouch! However, the damage is unlikely to be lethal immediately. Instead of you biting the dust immediately, you’ll be downed; you’re lying on the ground, extremely busy bleeding out. If any allies remain close by, they’ll have the opportunity to bandage the wound and get you back into the fight in a severely wounded state.

[/p][p]While downed and shouting for help, you have two options: either lay still and try to slow the bleeding to give your allies more time to pick you back up, or try to crawl to a safer position, hopefully making it easier for your allies to help you. However, crawling around will make you bleed out faster. You can also just give up if you’re done with the war.

[/p][p]You’re unable to pull out your weapon or melee while downed. Your only focus is the fact you’re about to bleed out and need help immediately. Taking any amount of damage or bleeding out will finish you off, giving the person who downed you credit for the kill.

On the other side of the engagement, we’ve made sure this all feels fair. Hitting centermass within a weapon’s intended range, shooting someone at close range, shooting someone in the head or meleeing will kill without downing a target. Your target is more likely to be downed when you use a weapon outside its effective range, or if you hit someone’s arm or leg from medium range onwards. Explosions can down you if you’re outside of their lethal radius, but close enough to take considerable damage.

[/p][p][/p][h2]Our Intention[/h2][p]The Downed State is about giving someone who positions well and works with their squad a second chance if they were grazed by a bullet. If someone is downed in a trench close to their squad, it’s likely they’ll be revived. However, if someone is out in the open with no allies in sight, getting downed will still leave you alone, out in the open, and thus easy to finish off. [/p][p]The one shot, one kill gameplay we’ve always had is still here. This puts a bit more emphasis on being accurate on the shooter’s side, and teamwork & positioning on the target’s side. Balance-wise, killing targets at long range is a bit more of a challenge now, especially if you try to do so with a pistol. [/p][p][/p][hr][/hr][p][/p][p]That's it for today! We hope you're excited for this addition. Be sure to wishlist & follow Gallipoli to be the first to know about the many more details coming soon. [/p]