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  • Posts

    • Merlin you big tease...
    • Sweet ! Can we have more screenshots from the ground ? Do you rework the bush line as well ?


    • It was cold and snowy.....

      But summer is back
        Dont know what happened to spring but its 87 degrees here now
    • The optical computing sights were useful only against non-maneuvring a/c, such as an WWIIOL AA gunner rarely engage. They were useless against furballin’ loopin’ screamin’ yoyoin’ shortrange I’m-gunnaram-your-nostril targets.
    • No that's total nonsense. One side gets rolling and tends to stay rolling and play longer, while the other tends to log off. If the map is a mess the underpop team has fewer vets and fewer HC to organize. And the underpop that's on the back foot is usually the ones with the bolt-actions and lots of infantry while the overpop team has tanks and autos. Since the game counts every player equally, once one team does break they're going to get crushed and are never going to be able to get off of defense.   The main reason why you have unequal captures between time zones is that defense is way too strong for any of the prime time populations to capture a town, and your longer capture timers have made the initial defense easier. So the only real map movement happens now when one side has no HC coverage or literally ten players online. I'm not sure if there have been more than a few hardcaps over the past 24hrs and the AO success % has got to be in the single digits.
    • working = flows/moves at comparable rates and mannerisms during all time zones.  Sometimes it'll be stagnant, some times it'll mean huge cuts, but on balance rate of town captures should be essentially equal. As for efficient player-bases - that changes hourly - so on balance one player-base is as efficient as the other.  Starting with a time modifier that is based on the difference between population is the logical place to start.  We will observe the results from the players that login and play, then re-assess and adjust it.    
    • Testing is great but one of you guys should be able to see that making pop-based capture penalties/buffs is going to clobber the side that is less efficient with pop and has fewer skilled players. That's usually the underpop rather than the overpop team.   You also haven't defined what "working" is. So when you get the capture timers "working" will be when the map doesn't move outside US or EU prime? Because buffing defense and especially tank-heavy defense like you are doing is going to make it even harder to capture towns during the limited prime time. The map already moves during TZ3 because defender is too strong for prime time population levels to make moves.
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