Call to Battle — Guide
Nations and Factions
The mod includes a wide array of belligerent nations, each with unique uniforms, weaponry, and classes.
| Nation | Major Factions/Units |
|---|---|
| United States | US Army, US Marines, Paratroopers |
| Germany | Wehrmacht, Fallschirmjäger, Volkssturm |
| Soviet Union | Red Army, Snipers, Guards Units |
| United Kingdom | British Army, Commandos, Commonwealth (Canada, Australia) |
| Empire of Japan | Imperial Japanese Army, Special Naval Landing Force |
| Italy | Regio Esercito |
| Poland | Polish Resistance, Polish Army |
| Finland | Finnish Defense Forces |
| Other Nations | Norway, Romania, Greece, Netherlands, France |
Combat Mechanics
Damage Model
Damage is calculated based on the weapon's caliber and the specific body part hit. - Headshots: Instant kill for most calibers, though low-caliber rounds may occasionally bounce off helmets. - Heart Shots: Instant kill if hit directly in the chest center. - Body Shots: Typically requires 2-3 hits depending on caliber and distance. - Distance Drop-off: Damage decreases over long distances based on the projectile's velocity and caliber.
Suppression
When under heavy fire, the player's screen will blur and shake, simulating the psychological effects of combat. This makes it significantly harder to aim and return fire accurately.
Stances and Movement
- Crouching: Increases weapon stability and reduces the player's profile. Movement speed is reduced.
- Proning: Provides maximum weapon stability and makes the player very difficult to hit. Movement is extremely slow, and rifles cannot be fired while crawling.
- Sprinting: Allows for fast movement but prevents firing and increases weapon sway immediately after stopping.
Weapon Handling
- Collision: Weapons have physical length. If you stand too close to a wall or block, the gun will turn away, preventing you from firing until you have space.
- Jamming: Crawling through dirt or mud can dirty your weapon. Dirty weapons, especially fully automatic ones, are prone to jamming. Jams can be cleared by entering water to "clean" the firearm.
- Recoil: Every weapon features unique vertical and horizontal recoil patterns that must be managed during sustained fire.
Attachments and Customization
Weapons can be customized using the Attachment Menu (default key: X).
| Attachment Type | Effect |
|---|---|
| Scopes | Provides magnification for long-range engagements. Some allow use of iron sights simultaneously. |
| Bayonets | Enables a powerful melee thrust. |
| Bipods/Tripods | Can be deployed on 1-block high surfaces or while prone for massive stability boosts. |
| Stocks | Reduces vertical recoil. |
| Grips | Improves overall handling and reduces horizontal sway. |
| Suppressors | Reduces muzzle flash and firing sound. |
Medical System
Call to Battle features a realistic health and injury system that moves away from standard Minecraft regeneration.
- Bleeding: Taking damage often causes a bleeding effect. If left untreated, the player will slowly lose health until they die.
- Bandages: Used to stop the bleeding effect. Medics can apply these to teammates faster than individuals can apply them to themselves.
- Morphine: Used to dull pain and provide a temporary health boost/speed increase, allowing a wounded player to stay in the fight.
- Medkits: Restores a significant portion of health but takes several seconds to use.
Destruction Physics
Call to Battle features a gravity-based destruction system. Large explosions from satchel charges or rocket launchers can cause buildings to collapse. Blocks that lose their support will fall as entities, dealing damage to anyone caught beneath the debris. This allows players to dynamically change the battlefield by destroying enemy cover.