dijpa

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About dijpa

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  1. the sway on the allied rifle is laughable at times, worse than any lag. I can aim at an ei 150-200m away and the rifle sway would be equivalent to around 20ft dispersion. Trying to shoot at an ei at that distance and then watch them suddenly warp 10ft forward is nigh on impossible.
  2. how can you deploy on a window sill without protruding out the window? I understand WHY you want it, but think about it...
  3. without link town spawn depots, its unlikely attackers would ever take towns. The old days of driving a truck full of troops are gone. We live in a different world now where people are used to using their mobile phone to order a takeaway! , they want instant gratification and they're unlikely to be encouraged to drive or sit on a truck for 20 minutes of zero activity only to get strafed by a 109 at their destination. I dont see anything wrong with spawn depots, I do have a problem with a single infantry being able to capture one on his own, and being rewarded with a spawn supply of smgs and atgs etc. Attackers should reap what they sow. Cap a spawnable with the bare minimum of attackers, then receive a spawn supply that reflects that. If they put more effort in and cap with 5-6 inf and they have armour in support, then reward them for their effort and give them more supply in the spawn.
  4. 1. GARRISONS Frontline garrisons are essential for gameplay imho, but everyone should have a personal supply restriction too, based on rank. At the moment one person can drain the entire supply of smgs or engineers in a garrison on his own if he wanted to. So I propose a cooldown on each unit type based on the total number available within a garrison and the number of times you've died as that unit within a set time period. E.g. you spawn as engineer and get killed within 1 minute, you respawn as engineer and die again within 1 minute, you therefore receive a multi-death penalty and cannot spawn as engineer again for 5 min. Abundant units (rifles) should have no such restrictions, but the speciality ones should have some kind of penalty for being so irresponsible! 2. FOG OF WAR We (or HC) shouldnt know where every division and brigade of the opponent is just by looking at the map. Why not encourage recon flights that peel back the "fog of war"? If a plane sees armour, show it on the map. If AI "sees" anything, show it on the map. 3. EWS EWS should only be activated if an AI pit or tower "sees" or "hears" (or is destroyed by) the enemy. If all the AI has been destroyed from a previous incursion, then the town should have no eyes or ears! Pits and towers should self repair too, but remain inactive (unrepairable) to the attacker. 3. REMOVE AOs ALL front-line towns should be vulnerable at ALL times as in a real war. BUT, capping the FIRST flag to contest a town should require a minimum of 2 inf (the single ninja spawn capper should be removed, its a gameplay killer). The attacking side should gain supply inside a link-spawnable equivalent to a factor of the number of cappers of the flag too. Cap with the bare minimum 2 infantry, without armour support, then the attacker should be rewarded accordingly, e.g. very limited supply of ~10 rifles. Cap with 10 inf with armour support (on EWS), then the spawnable has 50+ rifles, more smgs plus other ATG/truck options. 4. TOWN CAPTURE AB bunkers should be invulnerable until ALL the other spawnable flags are capped by the attacker (ignoring city/stations etc). If an attacker can hold all the spawnable flags for 10 mins, then and only then should the bunkers become vulnerable. Rear town FBs should be active always regardless of the status of ABs (No commander would leave a front line town isolated miles from the nearest support, with the knowledge that the enemy is on its doorstep!)... Why should defenders have to wait to lose all ABs before their FBs are activated?, its nonsensical... and EVERYONE hates long drives from rear link towns!
  5. is it because I killed china119 again?
  6. my client is still crashing, is the server up and available or do we need to wait
  7. wherever the infantry actually spawn in the new modular trench design, please dont let them be camped. if an ei can just sit on the edge of the trench and mow down greentags as they spawn in its just not going to improve on the existing system at all.. give people a chance to spawn in, get their bearings, then decide what to do about the enemy. It would be great if these new had AI protection too... ! The pain of driving a truck for 20 minutes or more to deploy a mobile spawn to allow people to get closer to the action should be rewarded with more than the risk of having it camped or having it destroyed within seconds by a single ei or plane. Also, why not allow a truck to "load up" with a specific/finite number of units... e.g. 25 rifles only... or 10 rifles and 10 smgs.... then once exhausted the mobile spawn is empty and automatically becomes "ruined" within a set time, or can be replenished with another visit from a different truck... give mission leaders the power to decide what units are spawnable!
  8. Hey CRS, we're waiting for the server to be reset since we liberated the bunker (last) to bounce the louviere AO, the map shows the town as contested still. Tried logging out and in and now all missions give the same error message "?mission.readytab.supply.status.invalid?" - nobody can spawn in anywhere. the error only occurred immediately after recapping the bunker in louviere... if that helps.
  9. The design of the fortified mobile spawn can be improved from its current "above ground" layout. Its a bunker after all, why not expand its footprint so units can spawn in safety. Nobody should find themselves dead before they've had a chance to properly load. The existing design just encourages camping. Its a horrible experience especially if you're new to the game, when you look for a bit of action join the top active mission and die before you even have the chance to review the map to see where the hell you are. If you're going to keep these mobile spawns, make them bigger, like small versions of Forward Bases... with a bunker for infantry to spawn INSIDE, surrounded by a series of connecting trenches... like a sandbag version of the pill boxes.... Setting them should also take much longer (x3 longer)... and get rid of the HC mobile spawns, or put a limit on them so that a finite number of inf can use it... e.g. 5 rifles or 2 smgs, or 1 engineer etc.
  10. Example Scenario; I have created a mission at the east depot of any town I am defending, I spawn in, check the flag for ei, its clear, so I want to check the far west depot... in order to swap missions I have to: 1. press escape 2. click OK 3. click OK on splash screen 4. click "theater map" 5. click "active battle list" 6. click "yes" 7. click "theater map" 8. click "brigade HQ" 9. click "theater map" 10. click on new depot 11. click on mission origin 12. click on mission target 13. click "create mission" 14. click on a unit 15. click "enter world" If I am despawned and at the map, can you not implement a right click function on a depot "create mission here"... why such a convoluted process of steps to spawn at another depot within the same brigade/town!?!?
  11. Got it working, I had to go into the nvidia control panel and change the preferred graphics card from auto-select to nvidia, then I could select it in the wwii settings and finally got in.... now, if I can only remember the binos key, and the look key and how to crouch and run and setup FBs, and whats this shovel for, and and and.... lol.
  12. Hi, just installed the latest full install after a long break (2 years) and have tried to join the fight, but having a few problems. I have a Dell R17mx4 (alien) and when I start the game the initial settings screen doesnt appear to allow me to select my nvidia card (just the intel graphics)... I can login, but it crashes to desktop when I try to spawn anywhere... any clues please?
  13. CRS, any plans to fix the obvious flaw with .voteCO command in game? Currently when the active members want to vote a new CO via the .voteCO command, the current CO can simply kick everybody in the squad, including those people being voted for. CRS, my suggestion would be to suspend all squad recruiting and kicking for 24 hours whilst a .voteCO is in process. Obviously CRS didnt expect COs to act maliciously, but there does need to be some checks and balances in place to protect the members in the unlikely event that their CO goes loopy. So come on CRS, do the playerbase a favour, every squad member needs to be able to safely cast a vote without fear of being booted from the squad for voting "the wrong way"... we dont want to promote Zimbabwe-esque leadership contests here, simple democracy where the members vote for their leader and the candidate with the most votes wins.
  14. BKB (Black Knights Brigade) are a well known and trusted ALLIED squad. We have a membership that spans all time zones and many countries. Training is high on our agenda and we often spend time in the training server passing on the vast experience of our senior members. Learn how to SAP tanks Learn how to use the British Grenadier Fly with some of the most infamous pilots, and run alongside some of the finest soldiers. The Black Knights Brigade welcome all new players... so contact us in game, get on teamspeak with us, and lets have fun!
  15. what were you banned for?