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  • Posts

    • I am sorry, you need the pro edition, just google it, you will find it. I was against windows 10 and was going to break down and buy a mac. But have decided to give this a try as I wanted to build my own computer. The only thing is you have to buy the retail version of windows 10 pro...$199. If you wait a few weeks I will finally have all the parts and will be putting it together. 
    • Using a cartwheel sight will always require skillz. It's just that the skillz would be a simulation of the skillz of an actual gunner, i.e. where to aim using the wireframe as a reference, instead of crazy imaginary game skillz involving ignoring the gunsight and aiming out in front of the maneuvering target by Just The Right Amount.
    • The reason I bring it up is because many times I do drive a truck to set up an FMS, and I see the frustration with not being able to capture. I am all for 4-5 people being rewarded with a shorter timer, although I would like to see it shorter. Now let's be honest, the fast campaigns are usually the result of cut offs when no HC are on and it demoralizes a side and towns are being capped with no resistance. I have seen this many times.   I agree the timer should change on population, but be kept equal on both sides. i.e., under 50 players and the timer is how it is now...50-100 it drops 25%...100-150 it drops another 25%. That is just an example.  I say let the over pop side attack and cap, as population swings back and forth. It's hard enough to cap a spawn, and it's even harder to hold it, and it's compounded when you give the defense a shorter timer.  I just don't see the reasoning in making it harder to capture a town, not with a map the size we have that is expected to get bigger. Ten years or more ago US prime time had the allies over pop every night, and they would cap a town or two. Then the 'breakfast club' would cap 20 towns in the morning. It's not like that any more, and the axis have over pop US prime time just as much if not more. There is a nice ebb and flow now. Teamwork is big in this game, and I understand that. But it is so hard to get new players on the same page. Discord is just not doing it, can't get them on it. Maybe when we get in game voice communication...like aces high has, then maybe we can get these new players to at least hear what we are telling them and get them to the places they need to be.   Also, may I add it would be nice to be able to set more than one FMS on a mission. What I usually do is ask someone to take the mission and I make another mission to set up another one, but it would be nice if I could set up two on one mission. Xoom mentioned towns with more than one AB being owned in sections, with the attacking force being able to move a brigade in the town and spawn at the captured AB...looking forward to that. I am not saying the game is broken or out of whack, and maybe what the changes they made are the cure all. I am just putting in my two cents
    • *** test first the current changes Doesn't apply, because the current changes have nothing to do with cap times;  they have to do with variable cap times for under/over pop. Not the base cap times if even pop.  That is why. The base case takes to long, 5 min for 1 capper is excruciatingly long. Agree to test out the variable capture times, but the base case ( i.e. even sides) has capture times that are too long.  
    • Wow @pbveteran,  I think this is one of the first posts I've seen you make that I agree with right out the gate. More of this!
    • Absolutely, let this campaign play out and see the results. 
    • Well kind of like a tank, unless you exploded it, you do not know.
      And some tanks are hard to explode.
      But if you put an AP into the area of the gunners torso, he is usually pretty much dead.

      HE currently is iffy because it does not frag enough, so unless you have a direct into crewman shot
      he may have no effect, post audit though he may not get all those chances anymore. If he is dead, or control incapacitated, there wont be.
      but if he has enough atp left to move a little, he can deploy.
      He can also hit deploy right when he sees you firing on him, and even though you kill him the deployment will complete, no undeploying after though. Could be death trigger
      But also could be because ATG visual crew is a composite.

      You go shoot up an 88, and i ask you, how many crew did you kill?
      You of course say umm 2 you idiot, both of them.
      But an 88 crew is 8 men really, so the visual ones you see are kind of a composite of those 8 and so are harder than an infantryman.
      That might seem unfair at first, but figure if you ran up on that 88 crew in real life, you'd have 8 bullets coming at you, in game they cant even shoot 1.
      And if you shot 1 crewman, the other 7 would shoot you and continue to run the gun down a man.

      In game they can not take over for dead crew, or run, or grab rifles to fire back at you etc.
      They can only rely on other players to do that for them, who will mostly get bored and wander off. Not opposed to some kind of little feedback to taking out the gun, maybe it smokes or wheel falls off or something
      but i'm also not upset if one fools me, tanks do it. A smart tiger or stug will sometimes feign gun or gunner loss to con a 
      churchill to lumber in closer, or turn away to expose its flank.

      Infantry will sometimes drop in a pile of corpses and lay there motionless etc. I just say
    • How about we test first the current changes then we consider if it works or what needs changing. Think this is a good step in the case of the OP side you can always coordinate and use teamwork you will have more numbers so in theory you still will have an advantage.
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