Heroes & Generals eliminates the formulaic baggage that weighs down the shooter genre by delivering satisfying strategic action in a full blown first-person shooter experience. Players are transported from the comfort of their browsers to authentic WWII battlefields, where they fight alongside thousands of gamers for persistent progression and military supremacy.
Each player in Heroes & Generals chooses their own destiny. You might join the Axis and climb the ranks as a foot soldier, firing off countless rounds in epic battles for crucial landmarks. Or perhaps you’ll become a general in the US army and accept the task of deploying resources and reinforcements across a vast strategic map.
Either way your decisions and actions fundamentally impact the game. Whether you play a fearless infantryman blazing the trenches, a hotshot pilot renowned for precision bombing runs, a brutal gunner assigned to a rumbling tank battalion, or the ace commander directing it all from strategic command – every active soldier contributes to an evolving online war that will soon expand to smartphones and tablets as well.
Named for highly decorated German General Willibald Utz, the update brings a new “Forward Airfield” assault map as well as a series of content improvements.
Inspired by the forward airstrips built by Allied troops across Europe during WW2, the new Forward Airfield assault map is a feature requested by the Heroes & Generals community. The seventh map added to the game allows a mix of close and longer range combat in the area in and around a small village overlooking a river where a nearby farm has been laid out as an impromptu airstrip. Taking into account player feedback from matches they most enjoyed, the Forward Airfield is designed with three main objectives--the airfield, village church, and bridge controlling access to the village. The layout facilitates early progress for attackers while giving defenders a strongly defensible objective, encouraging matches that result in an exciting end battle near the final capture point.
Additionally, the Utz update brings more natural and realistic soldier movement, a series of tweaks to semi-automatic rifles giving them less sway, Combat Badge adjustments and additional changes to graphics and sound.
Action Game
- New map: Forward Airfield map
- Vehicle crates now spawn with the first weapon ready
- Grenades now prime faster
- Semi-Automatic Rifle Tweaks
- Less sway from moving
- Less aim penalty per bullet
- LMG Tweaks
- You can now begin shooting while running, but you will instantly begin walking
- Several other minor weapon (and upgrades) tweaks
- Added Foot IK, and character banking.
- Jump, less air control, and step mechanic.
- Weather settings update
- Defending airplanes now spawn in the air
- Fixed several bugs
- Night is a bit darker than previous + general minor tweaks
- Tweaks of SSAO and HBAO settings
- Effects
- Water Impacts have been tweaked so they perform and look better.
- Water Exposions have been tweaked so they perform and look better
- Small : Handgrenade, Bazooka, default and AP/HE 37mm + AP/HE 50mm
- Medium : AP/HE 76mm + AP/HE 88mm
- Large : Aerial Bomb
- US 'Match, M72', German 'Anschusspatrone s.S.' and Soviet '7N1 Sniper' ammunition now have smaller tracer than other rifle ammunition
- Combat badge tweaks
- Gunner changed to 5%/10%/20% boost (before: 10%/20%/30%)
- Flak Jacket modified to protect the player better than before
- Infantry First changed to 115%/130%/150% boost (before 107.5%/115%/125%)
- Quick Draw changed to 75%/50%/25% boost (before 10% lower/20%lower/40% lower)
- Airborne now affects spawn delay much more
- Para-training now affects spawn delay when spawning as flying paratrooper (Additionally it now has a silver and gold version)
- Iron Fist no longer applies in Tank vs Tank engagements
- Certain AT Grenades, such as Stickies and H3 now benefit from the Grenadier AND Iron Fist badges (so yes, they stack)
- Added NVIDIA HBAO Screen space ambient occlusion. Only enabled on DX11 + High postfilter Quality setting
- Several Action Game crashfixes
- Several map texture fixes
- Empty enemy vehicles now provide warfunds when killed
- Multiple players spawning in vehicles no longer eject driver
Strategy Game & Soldier Overview
- You are now highlighted in the battle report scoreboards
- Queue size updates while viewing the faction resource overview
- Battle Briefing Screen changes:
- The resources at specific access points and objectives are shown in the 'Resources in Battle' table when the mouse is over the points on the map (in the battle window that pops up when a battle is clicked on the campaign map)
- The status of capture points in ongoing FPS battles are now shown and updated in the UI where applicable (the mission list, the battle window, and related windows)
- Improved campaign map contrast by moving the Fog of War in 'between' the map terrain and the battlefields, supply-lines, and assault teams.
- Greatly improved campaign map performance for players with a lot of assault teams deployed
- Increased visibility of Major Cities when zoomed out on the campaign map
- Fixed search-for-friend to avoid timeout errors. Now returns all names that start with the string you enter (max 100 results). Or up to one result if you enter an email address.
- 'Maximum Rank Reached' error when not having reached the maximum rank should be fixed on first login in the new update - fixing the issue with promotion general to next level
- General AT's on a lost access-point to the enemy no longer have a retreat penalty.
- All faction chat channels are now mandatory
- Non-infantry can not matchmake into staged battles for a tier 1 player anymore
- More airfields added in the Soviet Union to accommodate and enable flying between cities
- Ribbon Boosters / Veteran Membership and mission setup time is no longer reliant on local client time (they will show proper time always)
- Added option to repair all upgrades on a weapon instead of only repairing weapon also added auto repair options
- Staged battles now both have airplanes and tanks in them
- Ammo images that were missing when buying vehicle ammo is now shown
- Assault team changes
- Fighter Recon
- Pilots 10 -> 8
- Planes 10 -> 8
- Speed 4 -> 6 (the fastest air unit available)
- Transport Range 2600 -> 2850
- Attack Range 750 -> 950
- Fighter Squadron
- Pilots 20-> 24 (3 times bigger than Fighter Recon)
- Planes 20 -> 24
- Speed 6 -> 5.4 (faster than paratroopers but (10% slower than Fighter Recon))
- Transport Range 3360 -> 2550
- Attack Range 1200 -> 850
- Pathfinders
- Men 28 -> 24 (4 to 1 ratio)
- Planes 7 -> 6
- Speed 4 -> 3 (faster than paratroopers and slower than fighters)
- Transport Range 2600 -> 3800
- Attack Range 500 -> 1900
- Paratroopers
- Men 64 -> 72
- Planes 16 -> 18
- Speed 4 -> 2.7 (slightly slower (10%) than pathfinders due to larger fleet)
- Transport Range 2250 -> 3600
- Attack Range 750 -> 1800
- Ground based ATs adjusted down in speed to always be slower than Air units.
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