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    1. COMMUNITY TECH & BILLING SUPPORT

      Players Helping Players. Windows & Mac trouble shooting in here. Billing Support contact forum.

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    2. GAMEPLAY SUPPORT/TRAINING

      Tips and Tricks to make you a machine of warfare in WWII Online. This is where your gameplay questions will be answered.

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  2. QUALITY ASSURANCE

    1. TESTING AND BUG REPORTING

      Repository for reports from pre-release testing and live game bugs.

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  3. DISCUSSIONS

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    2. GENERAL DISCUSSION

      General discussion for all players of WWII Online. Includes Premium, Starters and Free Players.

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    3. FREE PLAY SUPPORT AND INFO

      New to Battleground Europe? Here's a great place to learn more. (trial or premium subscription required)

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    4. GAME IDEAS / SUGGESTIONS

      Help us make WWII Online better with your ideas / suggestions!

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    5. SPECIAL EVENT FORUM

      WWII Online special events.

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    7. MINI-CONS

      Listing of player hosted Mini-cons

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    8. WAR STORIES

      Player-written stories from the virtual battlefield

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    9. SQUAD RECRUITMENT

      Squads are the backbone of the game - JOIN UP! Axis & Allied squads who are currently recruiting.

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    1. Squads

      Player created squads

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  • Posts

    • 57mm to the center of the glacious 500m can kill the Tiger reliably, possibly flaming him, however 800m can also at time kill the tiger gunner in the same spot, every once and a while you can wtf explode them at 800m direct front. Not recommended though lol.
    • The pan cannot track the tiger anymore, it has not been able too for years. You could even degun it at close range.. like point blank.  I got 2 tiger kills that way in one sortie at the AB gate as they were leaving, took 4 direct hits to the flank of the barrel. You need a 57mm or larger now. 57mm close  under 200m takes 2 hits usually. 
    • I want to fly planes in the game and other missions, I don't have a flight joystick and i only play with keyboard and mouse. How can I get better at flying and mowing down enemies? I really want to try these things out. 
    • It's going...........just not BEFORE steam release.............but yes It needs to die a quick death.
    • I would also love the ability to "change target as mission leader", while member still spawned in. Game is so much easier for newcomers if they do not have to despawn, and find out HOW to spawn in on next squad mission   Although, we have some logical problems (hope I do not mess this up, being really tired): When changing mission target, what happens to stats? Does all get a RTB? If I would have a guess, stat database do probably not support multiple values in the field TARGET in database. Suggesting solution: Lock mission for 15 seconds (to let members spawn out that are in the midst of doing so), and do not allow despawn after 5 sec of those 15 seconds have passed. Reason is that each member on mission needs to get a RTB on old origin and target, and be reset to same ORIGIN, but new TARGET. Also we need probably 10 seconds to let server move all members (could be easy be 25 mission members). And even if the database IS faster: Not wrong to be nice to the database. Last thing we need is database lock when a super mission of 250 members are spawned in, and mission leader suddenly is changing twice every second (due to de-spawning mission leaders) and suddenly a mission leader gives the command for changing target... while despawning... -> hard to test, better to use locks (if possible) Multiple cell hosts. So what if some on mission are on one cell host, and some on another? Even if having a total interested in cell hosts, and how you can move players dynamically.. this is out of range of my knowledge of how it is implemented in this game. Now when having multiple cells online again... "recreating a mission while spawned in" needs a operation "transfer", to be able to move some/all players to new cell host. Squad missions: IF implemented with a limit of maximum of 1 mission per squad, then we need to be careful with the handover, because I have a feeling we could end up with a change in target could get registered as a duplicate, locking that squad out from having their mission Solution: Allow 2 missions, but only on same origin. In general though it should not be hard to implement as long as the mission system is stable, and no "fix" is hard coded anywhere that could spoil this "obvious" functionality.
    • Tell me again why it was a good idea to not get rid of the flag system ?
    • Me alegro de saber que estan todos bien, mi solidaridad y la de mis cumpas con los compañeros peninsulares.  Saludos, larga vida a la democracia!
    • False dawn is realism.  It just happened on Monday.
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