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Call to Battle-The WWII Mod

Call to Battle-The WWII Mod

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Call to Battle-The WWII Mod

Call to Battle-The WWII Mod

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Immerse yourself in the world of Call to Battle — a modification that transports you to the times of World War II. This project aims to create a realistic infantry experience with detailed models and combat mechanics.

Nations and Armament

The mod includes four warring factions: USA, Germany, Great Britain, and the Soviet Union. Developers plan to add Japan, Italy, and lesser-known conflict participants such as Poland, China, and Finland.

The mod's arsenal features over 40 types of firearms, as well as rocket launchers, flamethrowers, explosives, and melee weapons. A distinctive feature is the attachment system — you can modify weapons by adding stocks, scopes, bayonets, and other accessories. Some modifications even allow switching fire modes.

Game Features

The dual wielding system offers the ability to fire two pistols simultaneously. Although aiming and recoil control become more challenging, this adds dynamics to the gameplay.

Clothing and equipment are represented by unique sets for each nation. A 3D armor system is in development, exemplified by the M1 helmet. When using most mod items in first-person view, the character's sleeves are displayed.

Game modes include Assault, Engagement, Escort, Team Deathmatch, Arms Race, and others. For example, in Assault mode, one team attacks while the other defends positions. These modes are available for playing against AI or with friends.

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Realistic Combat Mechanics

Movement

The system includes various stances: crouching and prone position. Crouching improves weapon stability and reduces target profile but slows movement. In prone position, stability is maximized and vulnerability minimized, however movement is severely limited.

Weapon Functionality

Weapons have realistic characteristics. For example, when firing a revolver, you can cock the hammer for better accuracy or use double-action. Some sniper rifles have scopes that don't block iron sights.

Damage System

The damage model strives for realism. A headshot is lethal unless a small-caliber bullet ricochets off the helmet. Damage decreases with distance depending on weapon caliber. Killing requires two body shots unless the heart is hit. When wounded in the heart, the player gets a few seconds before death, during which time slows down and screen edges turn red.

Recoil and Accuracy

Recoil varies depending on weapon weight, caliber, and stock presence. Predominantly vertical, it also has a horizontal component. Accuracy depends on weapon type: bolt-action rifles are most accurate, while pistols are least. Automatic weapons are effective when firing short bursts.

Additional Features

Bipods/tripods are available for machine guns and other heavy weapons. Mounting them on blocks or in prone position significantly increases stability.

Explosives include various types: satchel charges for destroying fortifications, rocket launchers for suppressing enemies, and grenades for clearing rooms.

Melee combat features diverse cold weapons. You can attack with rifle butts or bayonets if equipped. Future plans include adding different attack types and a blocking system.

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Useful Resources

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Project members
Beardielover

Beardielover

Created: 20 Apr 2017

ID: 52706