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CHANGELOG 1.2 – Flames of War

  • Added 3 new Flamethrower Weapons, 1 for each faction
    • Flamethrowers "shoot" using ignition cartridges which acts as ammo. Each cartridge can fire for a few seconds
    • Flamethrowers do not deal damage to vehicles
    • Flamethrowers do not damage teammates
    • Flamethrowers cost 8 Equipment Points
    • Flamethrowers will set the wearer on fire if fired too close to the user
  • New Paint Jobs
    • 1/4ton Truck
      • Lustreless Olive Drab
      • Gloss Olive Drab Enamel
    • Kübelwagen
      • Red Oxide Primer
      • Grey & Brown Camo
    • GAZ-67
      • Light Green 4BO
      • Unpainted Metal
    • Added and adjusted paint job unlocks for 1/4ton Truck and Gaz-67
  • Weather Changes
      • Weather presets tweaked for improved visibility
      • Fog distance decreased
      • Fog color tweaked
    • Night Time Tweaks
      • Shadow intensity decreased
      • Lighting decreased
      • Tracer bullet intensity increased at night
    • Overcast Day Time Tweaks
      • Shadow intensity decreased
      • Smoke particles less visible
  • Ribbon Adjustments
    • US
      • M1 Bazooka moved to Infantry Assault 4
      • M9 Bazooka moved to Tank Destruction 5
      • CAPTURED PTRD moved to Tank Destruction 5
    • GE
      • Granatebüchse 39 moved to Infantry Assault 4
      • Panzerbüchse moved to Tank Destruction 5
      • H3 Magnetic moved to Tank Destruction 7
    • SU
      • CAPTURED M1 Bazooka moved to Infantry Assault 4
      • PTRD moved to Tank Destruction 5
  • Weapon Tweaks
    • General Changes
      • Weapon modification effects reduced by between 20% and 50% across the board
    • Rifle Changes
      • Close range damage increased on semi-automatic rifles by ≈10%
      • Decreased amount of spare ammunition for M1 Carbine and M1A1 Carbine
      • Bolt cycle time reduced by 20% on bolt action rifles
      • Bolt Action Rifle ROF increased
      • Rate of fire increased by 15% on SVT-40, M1 Garand and G43.
      • Russian rifle ammunition range-far increased (Also affects AVS)
      • M1 Carbine and M1A1 Carbine recoil reduced
    • Assault Rifle Changes
      • Rate of fire increased STG-44 from 476 to 500
      • Damage increased on M2 carbine (near and far range)
      • Reload time increased for M2 Carbine
      • Reload time decreased for AVS-36
    • Light Machine-gun changes
      • Rate of fire increased MG42 from 850 to 1000
      • Increased belt size to 100 rounds for MG42 and M1919A6
      • Decreased amount of spare ammunition for MG42, M1919A6
      • Reload time increased for M1919A6 and MG42
      • Decreased Equipment Points for MG13, M1918A2 BAR and DP-28
      • Accuracy, recoil, and sway tweaks for: MG42, MG34, M1941 Johnson, M1918A2 BAR, DT-29 and DP-28 (Others weapons might have received minor adjustments, mostly the assault rifles)
      • M1918A2 BAR reloadtime from 3.8 to 3.5
      • Johnson reloadtime from 4 to 3.5
      • MG-13 reloadtime from 3.8 to 3.6
      • MG34 reloadtime from 5.9 to 5.7
    • Submachinegun Changes
      • RangeFar reduced for SMGs by 20%.
      • RangeNear reduced for SMG’s by 40% (except PPD and PPSH)
      • Rangenear reduced for PPD and PPSH by 70%
      • Close range damage increased on SMG’s by about 20% (except PPD and PPSH)
      • Rate of fire increased on PPD from 450 to 650
      • Rate of fire increased on PPSh from 650 to 800
      • Bullet speed increased on certain SMGs.
    • Anti-Tank Weapon Changes
      • GranatBüchse bipod enabled
      • GranatBüchse projectile speed increased
      • Ampulomet projectile speed increased
      • GranatBüchse reload decreased from 5.4 to 4.4
      • PTRD reload decreased from 4.8 to 4.3
      • PanzerBüchse reload decreased from 4.8 to 4.3
    • Explosives Changes
      • Damage reduced on PMK-40 mine to no longer one-hit kill
      • Reduce ammo price of PMK-40 by 25%
      • Added 1.3 second delay to handgrenades
      • Amount of spare hand grenades reduced to 3
    • Animation Changes
      • New Belt structure for MG42
      • New Belt-Animation for MG42
      • Reworked MG42 Reload animation
      • Ejecting casing is now part of the animation, Gun is now ejecting belt links
      • New Belt structure for M1919
      • New Belt-Animation for M1919
      • Reworked M1919 Reload animation.
      • Link ejection for M1919
      • Ammunition Link ejection set up on MG34 and Maxim-Tokarev
      • Reload animations for all grenades
      • Reanimated PanzerWurfMine
      • Protective case added to No 74 Sticky Bomb Reload
    • Other
      • Pistol ROF increased by 20%.
[h3]Click here to go back to the Update 1.2 Announcement[/h3]

Weapon rebalancing: Why, what and how?



[h3]Soldiers![/h3]
This Monday we don't have a content creations post. However, we are going to take a deeper dive in the weapon balancing changes for build 1.20. We will discuss why we decided to make changes, what changes we made and how we are going to continue balancing the game. To make sure this isn't too much of a wall of text, I did take a look at the screenshots you guys have made recently, and used those for this post! I want to thank everyone for sharing your screenshots! Thank you to Maximilian Sommer specifically for providing the featured image of this week!

[h3]The four elements of balance[/h3]
Those of you who are active on the forums or on discord, may have heard Reto.Hades talk about the 'four (main) elements' in relation to weapon balancing. Before we go into what they actually mean, let's first take a look at what the four elements are:

  1. Weapon class/group
  2. Weapon modifications
  3. Badges
  4. Individual weapon statistics

Each weapon belongs to a certain group, a submachine-gun, a machine-gun etc. Within this element, we try to make sure each weapon has a specific role which it is good at, while not being that great in other scenarios. The other three elements probably speak for itself a lot more. Each weapon can have a variety of modifications, which can improve your weapons performance. Players can equip badges that can also improve their performance and lastly we have the guns themselves.


Made by steam user Kurz(98)enev: Let's hope they picked the right gun for the job!

In the first update we did earlier this year, we focussed mostly on the first element. We tried to give weapon groups specific statistics, that would fit their desired role. As we have not completely archived that goal yet with the first update, the second update will build further upon that goal. We expect that this should be the last update, to get the weapon groups to perform as desired.

The main focus of update 1.20 has however been surrounding the weapon modifications. The difference between an unmodified weapon and a modified weapon can in many ways be very large. Giving more experienced players a large advantage. While we certainly don't want to take away all their advantages of knowledge and skill, with this update we are trying to decrease the gap between a new players and an experienced player.

In the near future, we will also have an update for badges, where we will focus on normalising the badges and dividing them into groups. Within each group the badge will give similar bonuses. Several badges that gave bonuses that were very high, will see a decreased percentage in the future. The normalisation mostly means all badges will follow the same route. Bronze gives half the bonus gold does and silver gives 75% of what gold does.

We hope that with all these changes, the three categories will be taken to the state we want them to be in and if that is the case, we will not make any more large changes to them. We will however, keep doing smaller balancing on an individual weapon level.


Made by Steam user Laika: Semi-automatic rifle reporting

[h3]Why we change everything, to keep it the same[/h3]
This title may sound very odd and we hope it has caught your attention! In update 1.20 we have spend a lot of time with the weapon modifications, what that means in practical terms: We have decreased their advantages AND disadvantages by a lot. Some modifications have stayed unchanged, like for example the Field Adjust sights, while other modifications have seen a decrease of 20%, 30% or sometimes even 50%.

Now our goal was not necessarily to decrease the power of the modified weapons, we just wanted to decrease the difference between modded and unmodded. So the next step we decided to make, was to increase the basis values of a lot of weapons. In the specific example of the Gewehr 43, we have reduced the modifications by a rather large percentage, in exchange however we have increased it's base-damage by 10% and have increased it's rate of fire by 20%. The rate of fire when modified is now slightly lower than it was, but it is also more accurate and does more damage. All in all this should make sure the modified version of the Gewehr, is about the same as it was before.

The unmodified version however, is now more powerful. It shoots faster and against an enemy that does not wear the heavy set badge, it is now lethal after only two hits rather than three. Making it a much better weapon in the hands of a new player. Many changes like this have been made to other weapons, making sure that almost all weapons perform better without modifications, and similar with modifications compared to the current version of the game.

[h3]What did we change?[/h3]
This is not a changelog, so we will not provide a full list of changes here. But we will look at some specific weapons or weapon groups and explain what and why we changed them.

The biggest changes are in the submachine-gun group. This was the only group that wasn't quite where we wanted it to be. While it's certainly effective in cqc-environments we noticed it has too much competition from other guns that are not really made for this range. Rather than nerfing these other weapons we have decided to give the smg's a boost in close quarters, while decreasing their value on range. In order to do this, all SMG's (except for the PPD-40 and the PPSh-41) have received a 20% damage increase on short range. That means, that an enemy without heavy set will now die after 3 hits, rather than 4. To make sure however these weapons don't become overpowered, at the same time we have decreased their range by a large margin. We have decreased the so called 'range near' (this is the point where the damage starts decreasing) by 40%. At the same time we have decreased the 'range far' (the point where the damage stops decreasing) by 20%. This takes away quite a lot of range from the weapons, making sure they can dominate indoors, but are near useless in the open fields.


Made by steam user Flux_: Soviet soldier with SMG dismounting

The range far was decreased by the same margin for the PPD-40 and PPSh-41 as for the other submachine-guns, the range near however, went down by 70%! They did get something in return for it though. Other than the damage boost that the other SMG's received, these two soviet weapons receive a very large buff in their rate of fire. The PPD-40 now fires 44% more bullets per minute than it did before. The PPSh-41 receives a 23% increase. This makes both of them by far the fastest shooting SMG's in the game. With their 71 bullets missing a few doesn't matter much which makes these guns excellent for running into a room guns blazing. Be careful though, because the range on this gun is much more limited than on the other SMG's.

For the rest, the most noticeable changes will be for the MG-42 and the M2 carbine. The MG-42 due to the changes to modifications no longer fires around 1050 bullets per minute, now it fires 1150! We have increased the base rate of fire from 850 to 1000, giving it the speed that it deserves. Seeing the weapon was statistically the best performing weapon in the game however, we have also increased the recoil quite a bit, to account for it's higher rate of fire. Did I mention yet, that the MG42 can now fire 100 bullets before it has to reload rather than 50?

No (automatic) weapon received more gain from it's modifications than the M2 carbine. A weapon that tends to underperform without modifications, but performs on the highest level when the modifications come into play. It is exactly those modifications, that have been reduced by a very large percentage. Of course that would leave it dead in the water on the highest level. So we have increased it's damage, gave it a little bit more rate of fire and made it a bit more accurate as well. We hope that with these changes, the M2 carbine feels less like an SMG and more like an assault rifle. If it does not, we will keep tweaking it here and there until it does!

Lastly, in the previous patch we made some changes to the STG-44, one of those changes was to decrease the rate of fire from 500 to 476. We noticed this impacted the performance of the weapon a little bit too much, so we have reverted the changes and the STG-44 will now be back at 500 bullets per minute.

We have made many more changes to many different guns, if you want to know what they are, be sure to check out the changelogs or just jump into the game to try them out when you get the chance to!


Made by steam user Cuffer: Death to tanks!

[h3]It's a tank! Let's go kill it![/h3]
While not actually part of the weapon rebalancing changes, we have made some changes to ribbon unlocks for the anti-tank weapons of each faction.

In the past years we have added quite a few tools to take on enemy tanks. However we have noticed that some of them are quite difficult to get your hands on. While the American soldier can get an M1 bazooka for only 40.000 credits pretty early in his career. For the Soviet faction and the German faction it was proven to be much harder to get a good low tier anti-tank weapon. Without adding any new weapons, or changing any statistics, we have decided to simply move around some ribbons. The Soviet faction has plundered an American depot and has found lots of M1 bazooka's it can now make available for it's troops. Both the Americans and Soviets, unlock the M1 bazooka at the same ribbon level. For the German faction, the Granatbuchse has become the weapon of choice. We have decreased the reload time by a full second on this weapon and since it's buying price is much lower than that of the Panzerbuchse, it will be an excellent choice for each German soldier.

We have swapped around some other weapons as well, and the PTRD and Panzerbuchse have both received a small reload time reduction as well. Be sure to check out the changelog to find all the changes once it comes out!


Made by steam user K1dda: Tank opens fire

[h3]How will we move forward?[/h3]
When we started with the rebalancing, we had a plan of where we wanted the balance to go. Seeing that there were a lot of subjects we wanted to change, the changes were split up so that every update has a certain theme to it. The first two updates, were all about infantry versus infantry combat. Changes to weapon groups were made in April and should be finished now with the release of 1.20. Modifications may get some more fine-tuning in the future, but for the most part they are set now. Badges are already in the system and will also be changed before the end of the year. And with that, all the big changes to infantry combat should be at an end. Smaller individual tweaks will continue to be made within the game.

The Sherman E8 is one of the best medium tanks in the game. It can take out enemy tanks, enemy infantry and if your aim is good enough even a plane from time to time. But a question we can ask ourselves is, does it have to be so effective against infantry? When the enemy has tanks, the E8 will always be the best medium tank the US has to offer. But when there are no enemies in sight, the M4 sherman or even the Lee tank may become more interesting.

For the next update(s) we want to start moving away from infantry and towards the vehicles. The planes, the tanks and also the recon vehicles. Of course this will be combined with another look at infantry anti-tank weapons. Just like the infantry weapons, one of the goals will be to give each tank but also each plane a 'class'. This will make sure that every tank has a place on the battlefield and simply taking the highest tier tank is not always the best strategy. Which changes will we make exactly? Right now we don't even know ourselves yet. But we know what the goal is, all we have to do is reach it.

As some closing words, big changes to balance we only have to make once. The biggest changes we had to make were related to infantry weapons and while future update will certainly give noticeable changes, every update that follows should be smaller and smaller.

Thank you for reading!
RETO MOTO

Introducing Faction Merch


[h2]Soldiers![/h2]Faction merch has arrived. Whichever of the three factions you belong and support we got you covered. The new edition includes some awesome new t-shirt designs, enamel mugs, and snapback hats. Check it out here.

We used the same shirt models you already know and love. Unisex and women fashion fit shirts feel soft and light, with just the right amount of stretch. 100% combed and ring-spun cotton. Available in black and white colors. All shirts feature the faction you choose on the front and Heroes & Generals outside label at the back of the shirt.



Enamel mugs are a new product group for the store. Awesome to take with you on adventures or use as your favorite cup at home. 12oz or 350ml are just the right size for some of the favorite beverages. The white-coated, silver-rimmed mugs are made from lightweight and durable enamel. Dimensions: height 3.14″ (8 cm), diameter 3.54″ (9 cm). Cautions – not microwave or dishwasher safe. Don’t heat liquids or food directly in the mug—it can damage the coating.

Snapback hats have an unstructured 6-panel form, a curved visor, and an adjustable buckle strap. Hats are 100% chino cotton twill. Black on black embroidery for that extra wow moment.

[h3]Orders over $75 get free shipping and 14-days free Veteran membership.[/h3]For environmental and human-friendly reasons our products are only made when you order them. Please allow about a week for it to be made and we will send tracking information as soon as it’s in the mail.

Click here to check out the store and merch up!

If you haven’t yet…
[h2]GEAR UP AND GET INTO BATTLE NOW![/h2]
Enjoy!
RETO MOTO

UPDATED DEVELOPMENT OVERVIEW – SEPT. 2020


[h2]CLICK HERE TO SEE THE DEVELOPMENT OVERVIEW[/h2]The Development Overview board provides an overview of what projects are currently in development at RETO MOTO, so you as players of Heroes & Generals can see what we are working on.

The overview lists both the player-facing projects we are doing such as new content, features and maps. But it also shows the projects that are happening behind the scenes. Development projects you as a player may never even notice, but they are necessary to do to keep the game going.

The Development Overview is a living thing. Projects grow, transform, split into new ones or change all together as we work on them. Sometimes you might even see a project moving backwards in development if we find out something needs to be reworked.
[h2]WHAT THE DEVELOPMENT OVERVIEW SHOWS[/h2]Our current development projects are sorted into three basic sections based on where they are in our development cycle – early to final development.

This provides an indication of how far along in development a given project is.

The individual projects on the Development Overview vary in size and as such there can be a huge difference as to how long a project remains in one section or another.

The Development Overview also gives you an insight into what project we have chosen to put on hold, which are in test and projects released since the overview was last updated.

The Development Overview will be updated on a monthly basis.

Cheers!
RETO MOTO

Armor division line up! Community Creations #13



[h3]Soldiers![/h3]
Welcome to the Community Creators blog! Every week we will scroll through YouTube, our Discord media page and our Community Hub on Steam to find your best creations!

[h3]Content Creators of the week[/h3]

This year we have launched our brand new Content Creator Program. With this program we hope to show Heroes & Generals to the world with the help of our Creators. While at the same time help them to grow their channels and attract bigger audiences. Every week we start off the Community Creations blog by showing some of their footage. Do you think you have what it takes to join the content creator program? Take a look at the requirements and sign up!

[h3]Youtube:[/h3]

A new content creator has joined the team! Ronin13 is the newest member of the content creator group. He has posted quite a few Heroes & Generals videos over the years, his latest was posted just today! Showing some lovely fails and wins. Be sure to check out his channel and don't forget to like and subscribe to him!

[previewyoutube][/previewyoutube]

[h3]Youtube 2:[/h3]
I unfortunately cannot tell you too much about the video below from Canal do Neo other than that he just wants to destroy a tank! I hope you aren't in any tank, because he WILL find you, and he WILL kill you!

[previewyoutube][/previewyoutube]

[h3]Armour division line up![/h3]

I'm sure there must be a really proud aunt or uncle somewhere, because discord user Nepheww has given us our featured image for the week! Let's just hope our content creator Neoforce isn't nearby!

[h3]High in the sky[/h3]

I may be a weird one, but I always love these images that happen outside of combat. It gives you a chance to create your own story of what will happen. yangtuoxiong posted the image below on steam, showing two paratrooper planes, ready to drop their men.



[h3]Bringing the heat[/h3]
The flamethrowers have been on the prototype server over the weekend, which has allowed the community to try them out and make some epic images. Thanks to Maximilian Sommer from discord for creating this awesome shot.



[h3]The right way to use a plane[/h3]
Khương Duy has decided to demonstrate to us how to properly use a plane. Be sure to check out his video below!

[previewyoutube][/previewyoutube]

[h3]Flametrower![/h3]
I came to the horrible discovery that several of my own clips on twitch have taken the top spot. As I cannot live through that kind of cringe, I have found another very nice twitch videos. Let's take a look how fubared handles the flamethrower!

First time using the flamethrower

[h3]Don't forget to show some love to the creators of the videos, screenshots and artwork![/h3]
Do you want to be featured in the next installment? Simply upload your screenshots or artwork to steam or join our discord and share your creations there.

Are you a twitch streamer? Make sure your viewers create some clips of your most epic moments!
Lastly, if you are a youtuber, don't forget to tag your videos with 'Heroes and Generals' as this is the tag we search on to find your videos! (only videos below 10 minutes have the chance to be featured).

See you next week!
RETO MOTO