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  • Posts

    • LOL ICWATUDIDTHER Seriously though... at least compensate for the lack of docks in the game and let them offload as long as they are touching the bank with part of the ship. The crane is slow, stupid and not very fun to use. Immersive? Maybe... but who cares? Sure, we'll all sit there waiting for a Hurricane or 110 to bomb us to death while we play crane simulator.   GHEY.   How about the players on the ship hit ESC, get a box that says, "Cancel, Disembark, Despawn" and you check the button for the action you want.
    • Don't they?
    • Given that the 109 pretty much dominated the skies at the time, I don't think anyone noticed.  The old CRS did have more than a few growing pains in that area. 
    • While your "testing the waters" for me lining up the TT to the shoreline so you can Crane your equipment off has always been a pain.  Not so much loading but unloading is tedious to me.  Make so you can quickly off load through the Bow by ramming into the bank headfirst.  My cents worth.
    • Depot spawning came as first solution to AB camping, indeed. But it resulted in permanent ninja-capping of spawnables over the fronline, and made attacks almost impossible to succeed as soon as defenders showed up. AOs came to fix the ninja-caps by allowing defenders to set up, but it further resulted in fortifications almost impossible to capture.  Despite forcing attackers to group up, the loss of OIC leadership due to the destruction of squad-based orbat resulted in a FPS-style game. WWIIol lost most of its community at that time. MSP>FRU>FMS came later to fix this, but it was too late and - combined to depot spawning - contributed to further spread ressources over the map, further diminishing the in-field influence of OICs and sensation of "group" action. Poor figures of retention from steam is the proof of this, people just don't understand where to spawn from and where to go.    Today, with the new fortified version of the mobile spawn + defensive PPOs + defensive backup FBs (suppression of brigade-spawning), depots have become obsolete as spawn origins. By removing it we can give back better control to OICs and simplify our game system. Otherwise the 1.36 plan will fail to raise new leaders. Defenders should use defensive FRUs to simulate areas of control. They should avoid using ABs  if it is camped and counter-attack from the rear-FBs, or protect it with PPOs. No-man's land towns offers the best tactical battles. It must become the standard. I guarantee that AB camping will be impossible to sustain with all the ingame rules we have today.   It definitly deserves a try during intermission. Although the respawning/warping ability remains a key feature for group cohesion.    
    • That's because S35's don't fly  The gripe then fwiw was that new weapon classes should never be released to just one side. They (old CRS) learned that the hard way  
    • In general, the one paradigm that has held true in WWII Online is the more spawn points the better.  Battles are better in two AB towns. Every town should have at least two ABs. It’s hard to Zerg two ABs at the same time.  With the FMS missions need more than one spawn to help prevent camping.  Boiling things down into a single spawn point in this game has often ended in disaster. 
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