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    • What is the actual status of this for the game. It is stated in the game development road map that a pre-requisite for STEAM was a 64 bit game. The progress bar on the news page has this development at 0% (zero). CRS can you clarify please? Thanks  
    • I actually think the timers at 60-15 have been good. The breakouts are harder to maintain, as evidence this weekend and three weeks ago. It creates an opportunity for counter attacks and makes HC move to widen a push before moving to far forward.
    • You've found another glitch. Population is not high with 2 AOs. Now, 3 AOs, then we can begin this discussion.  
    • We've been at 60/30 for years.  We tried 30/15 and that was a disaster. Currently, we are 60/15.  This only helps those HC that know the game better or the side that has HC on. Faster flag moves hurts a no HC or inexperienced HC.  It does not help an under pop side - which usually has less HC on. So, what about trying 90/45?  A slower flag time gives more time for things to happen and less opportunity for experienced HC to take advantage (or a side with no HC to get further behind).  
    • Yeah saw that as well :), good things and it will be a ton more players when they release on steam , just hope servers will be able to handle it.
    • Here is my idea of sorts propose location for FB to HC.
      Location would of course have to fit into the ruleset/mechanic similar to how you do FM's now
      Cant be within X distance of an existing enemy structure, can not extend beyond your supply reach (so no 3 towns behind enemy lines)
      basically go out, scout a location, find suitable location, place flag marker, HC can see flag marker ( to make sure no one is griefing / wasting everyones time by putting an FB where its absolutely worthless) and approves it.
      BING! there is the center of your FB.
      Now run your guys out to place the spawns, have not decided on an exact number of pieces placed per spawn but im thinking more than 1 or 2, have it take a little effort you know? Have to be within X meters of flag piece so FB does not wind up being 1.8km long.
      Add in optional pieces, gun bunkers, sandbag pits, etc. Things to make a GOOD defensible location (or you could require them?)
      Add more PPO's to the trucks and engineers to do this.
      I would be ok with allowing placement of some of the AI units, but only if there was a low MAX amount allowed per AB, like 4 mg towers, 2 atg, 1 aa?
      I dont know if thats easily doable by the game though. And do not limit having an FB to the lack of the other guy having an FB, let FBs go to war with each other.
      Distance rules will prevent overlapping an enemy FB radius, allow friendly FB overlaps if they want them.
      And allow the BDE to move into the FB Long term, get the BDE's out of the towns.
      Leave A BDE Command office (or the HQ), a limited spawn rear guard, and the towns normal supply routing functions.
      If an FB gets cut off, dont kill it!
      Leave it exist, just set its resupply timer to infinity.
      No reason it should cease to exist if cut off, let it try to fight. As for destroying an FB, let us take a step backwards
      Return to allowing any HE device 37mm and up, any bomb size, and any satchel (no AP no bullets no grenades no mortars)
      To do damage to the FB.
      But unlike before, set the damage threshold very high so that destroying an FB is a combat event in itself, that no truck full of engineers, or lone 88 on the hill, or single wayward bomber is going to pull off. FB destroyed with no retreating link, BDE destroyed, off map.
      FB destroyed with retreating link, BDE bounced to town, supply influx on trickle effect, perhaps with some kind of % of units lost. FB's do not display on open map except to HC ranks
      FB's only display on mission map when spawning in, much like FMs.
      To make a mission at FB, pick BDE, type FB in origin, select destination as normal. In the event HC is not on (They are real people, they can have emergencies, get sick, have to work late etc) put in a function for Otto Bot to approve in absence of HC
      maybe like so.
      n00b has placed an FB flag, sees no HC are on.
      n00b types .vote fb
      System sends a side message stating Player n00b has proposed an FB location and HC can not be raised, do you approve his location?
      side players type .approve n00b fb.
      As long as X% of the online players approve, FB happens. So what if FB exists but BDE is still sitting in town?
      Give FB the same limited spawn pool that town would have with just the BDE command in it. just a rear guard contingent.
      Maybe like 20 rifles, 2 Engineers, 4 small AA, 4 small ATG, 2 light tanks, 2 trucks.
      (The engineers are to build the fortifications, trucks would build the big pieces, engineers the smaller, riflemen filling in the gaps.) And that is probably an a$$load of programming work. To move an FB, propose new location, build new FB, on completion the BDE has XX minutes to move to new FB, move back to town, or if it doesnt move, it gets auto bounced back to town on slow trickle. I should probably note, i am not envisioning an FB being 1 veh tent and 1 inf tent cluster.
      I am thinking it would require say 4 veh tents, that do not have to be side by side, and at least 8 infantry tents that can also be spread out anywhere within X X meters of the flag marker, perhaps more? And several storage objects, even though currently they won't have a function, and some of the fortifications should be a mandatory part of the FB.
    • Unless you are french.
      But still, if you got a driver, the tank can remain in controlled motion, which makes something like the S35 more deadly and harder to combat, when it is moving the entire time trying to flank you.
      If you are a STUG, a tank that has a driver actively trying to flank, while at the same time it has an active gunner, this is a very bad time to be where you are and a very good time to kick it in reverse.
      Now if the game had some CREW only map marks, that would be awesome. Commander can scout out some perspective shoot N scoot locations for cover.
      Because the drivers SA is not so good.
      The driver can then easily scuttle to the locations, or know the position of the target being flanked.
      Just remember, when driving, any crazy pivot turns will screw up what your gunner is doing, so keep that in mind if you guys are engaging targets.

      For the record, even the tiny tanks can be deadly when in motion and flanking, an R35 or H39 can blow a hole in you if he comes around your flank or back side
        Weapon Name Kills Deaths Kill/Death Sorties Average ToM Last Used   H-39 2 2 1 4 16.5 Jul 22 19:04 Kills Captures FB Busts Units Hit Jul 22 17:44 geeezer (Pak 36)
      Jul 22 17:49 toxicpuke (Pz III F) No Captures Recorded I flanked toxic, which is very tedious without a dedicated driver, toxic was alive and awake and had i done a stop n shoot, he'd have killed me outright. But at close range (under 300m) , his turret speed was no match for peewee tanks ground speed.
      He sweet soft yummy side soon was exposed, and i switched from HE (HE because it messes gunners vision more it seems) to AP and put on just forward of the rear drive wheel.
      Unfortunately geeezer respawned another PAK36 and got me before i could recover. (They had an FM way out by the W Masstritch rail bridge)
      Now, had i a dedicated driver, geeezer would not have had that opportunity perhaps.
      There is a real reason that real tanks are not 1 man operated. As for PPO/STO FB's i posted an idea before but it didnt garner much comment. propose location for FB to HC.
      Location would of course have to fit into the ruleset/mechanic similar to how you do FM's now
      Cant be within X distance of an existing enemy structure, can not extend beyond your supply reach (so no 3 towns behind enemy lines)
      basically go out, scout a location, find suitable location, place flag marker, HC can see flag marker ( to make sure no one is griefing / wasting everyones time by putting an FB where its absolutely worthless) and approves it.
      BING! there is the center of your FB.
      Now run your guys out to place the spawns, have not decided on an exact number of pieces placed per spawn but im thinking more than 1 or 2, have it take a little effort you know? Have to be within X meters of flag piece so FB does not wind up being 1.8km long.
      Add in optional pieces, gun bunkers, sandbag pits, etc. Things to make a GOOD defensible location (or you could require them?)
      Add more PPO's to the trucks and engineers to do this.
      I would be ok with allowing placement of some of the AI units, but only if there was a low MAX amount allowed per AB, like 4 mg towers, 2 atg, 1 aa?
      I dont know if thats easily doable by the game though. And do not limit having an FB to the lack of the other guy having an FB, let FBs go to war with each other.
      Distance rules will prevent overlapping an enemy FB radius, allow friendly FB overlaps if they want them.
      And allow the BDE to move into the FB Long term, get the BDE's out of the towns.
      Leave A BDE Command office (or the HQ), a limited spawn rear guard, and the towns normal supply routing functions.
      If an FB gets cut off, dont kill it!
      Leave it exist, just set its resupply timer to infinity.
      No reason it should cease to exist if cut off, let it try to fight. As for destroying an FB, let us take a step backwards
      Return to allowing any HE device 37mm and up, any bomb size, and any satchel (no AP no bullets no grenades no mortars)
      To do damage to the FB.
      But unlike before, set the damage threshold very high so that destroying an FB is a combat event in itself, that no truck full of engineers, or lone 88 on the hill, or single wayward bomber is going to pull off. FB destroyed with no retreating link, BDE destroyed, off map.
      FB destroyed with retreating link, BDE bounced to town, supply influx on trickle effect, perhaps with some kind of % of units lost. FB's do not display on open map except to HC ranks
      FB's only display on mission map when spawning in, much like FMs.
      To make a mission at FB, pick BDE, type FB in origin, select destination as normal. In the event HC is not on (They are real people, they can have emergencies, get sick, have to work late etc) put in a function for Otto Bot to approve in absence of HC
      maybe like so.
      n00b has placed an FB flag, sees no HC are on.
      n00b types .vote fb
      System sends a side message stating Player n00b has proposed an FB location and HC can not be raised, do you approve his location?
      side players type .approve n00b fb.
      As long as X% of the online players approve, FB happens. So what if FB exists but BDE is still sitting in town?
      Give FB the same limited spawn pool that town would have with just the BDE command in it. just a rear guard contingent.
      Maybe like 20 rifles, 2 Engineers, 4 small AA, 4 small ATG, 2 light tanks, 2 trucks.
      (The engineers are to build the fortifications, trucks would build the big pieces, engineers the smaller, riflemen filling in the gaps.) And that is probably an a$$load of programming work. To move an FB, propose new location, build new FB, on completion the BDE has XX minutes to move to new FB, move back to town, or if it doesnt move, it gets auto bounced back to town on slow trickle. I should probably note, i am not envisioning an FB being 1 veh tent and 1 inf tent cluster.
      I am thinking it would require say 4 veh tents, that do not have to be side by side, and at least 8 infantry tents that can also be spread out anywhere within X X meters of the flag marker, perhaps more? And several storage objects, even though currently they won't have a function, and some of the fortifications should be a mandatory part of the FB.   BTW the screen shots above...
      That's called visible supply, love to have it.
      Even bigger a$$load of programming
       
       
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