doggy

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About doggy

  • Rank
    Monthly Hero Builder
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Profile Information

  • Preferred Side
    Allied
  • Preferred Branch
    Navy
  • Preferred Unit
    River Boat
  1. @Rats: I guess He111 bombs can kill Sherman’s?!?!?!? Was surprised that I killed one. I thought 500 lbs bombs didn’t do jack to Sherman’s? When did this happen or you just trying to balance game outcome?
  2. I know I know, rifleman paras have ONE HE, well you get my point.
  3. Just as the title states, any chance we can get engineer parachutist to be be able to destroy FB’s and bridges and also probably rebuild bridges? I’d like to see more parachute missions in this game doing what they’rw Design to do jump behind line and break stuff!
  4. Well Delems, think RATS don’t want for PPO to be able to totally prevent inf going through via being able to make these touch the building cuz it will probably make it nearly impossible to get into building to cap or destroy FB’s. I thin a better solution is to make them longer so to make ei have to change his course. This will at least take away his straight path which is faster. To his objective. Forcing him to turn prevents him from focusing on his objective. BANG-sniper shot to his head! Sandbags should be longer and placed further out of the defensive area you are defending. I would think real army prefer perimeter to be further out. Got to combine these PPO’s with defense of LMG OR ATG or both!
  5. Yup, Monty! I have two accounts both engineers outlining an empty field with barbs and sandbags. Major complaint is they don’t last a long time like the hedgehog and tag bunkers. FYI only; these perimeter should never be too close to FMS , they will get bombed out too easily. At least be 150-200mm out with couple gaps prior friendlies to get out, BUT guess what will be covering these gaps??? I actually prefer my FMS’ to be in middle of open field with these pereimeter around it. FOURCE, EI to run onto the open field while your LMG hides behind a strongpoint within the perimeter.
  6. My priority: 1) engineers capable of building repairing more objects. 2) anti-tank mines 3) Artillery
  7. So combine two most popular ideas so far in turning down truck audio and increase PPO’s and that should make FMS’ good! I will add a very good suggestion albeit a very detailed one. Remove the flag on FMS’ and have engineer be able to create a bunker that looks exactly like the FMS. Inf sand bags should be longer and taller and includes a parapet.
  8. Bucket car? Nice, get the schwimmwagen geometry going, Rats!
  9. Low pop side ML should have the capability to place a static position AI of tanks/light LMGs/SmG etc ANYWHERE in either the attacking or defending objective. Obviously, there would be a limit as to how many times he can do this. This will prevent steam rolling over the low pop side and would provide a challenge to the high pop side as these AI's will need to be eliminated. These AI's will have a fairly accurate shot but can be killed with one good placement of a shot. Tank AI's will be stationary as well, but it's turret can rotate to kill. One should not be able to distinguished wether it's an AI or an actual player. This action depicts a leader who commands the placement of his equipment. Just like on offline mode you would press the spacebar and your AI is placed. Team Fortress 2 has this capability so I can't imagine this game can't have this too. I don't believe lower capture times will help low pop sides as they will be easily killed with so many enemy around attacking. Also, I abhor the fact that there is NOTHING to shoot at because of the enemy is low pop! At least having to try and kill an AI makes a defended town/fb more "target rich" and also makes it more of a challenge.
  10. Low pop side ML should have the capability to place a static position AI of tanks/light LMGs/SmG etc ANYWHERE in either the attacking or defending objective. Obviously, there would be a limit as to how many times he can do this. This will prevent steam rolling over the low pop side and would provide a challenge to the high pop side as these AI's will need to be eliminated. These AI's will have a fairly accurate shot but can be killed with one good placement of a shot. Tank AI's will be stationary as well, but it's turret can rotate to kill. One should not be able to distinguished wether it's an AI or an actual player. This action depicts a leader who commands the placement of his equipment. Just like on offline mode you would press the spacebar and your AI is placed. Team Fortress 2 has this capability so I can't imagine this game can't have this too.
  11. Thing is we're already fighting in "Normandy." Looks tall the shrubs laid out in hedge row pattern. Rats want player base to team work, but makes it to easy not to. Traversing on cover less ground requires coordinated team working.
  12. Welp, no luck! I have vista, yeah, yeah yeah....i know vista sucks, but I was able to play game on it. Getting that 10057 error, but I've seen in the PC support many are having same issue, I don't know when the threads were posted I can only assume they posted a day or two ago. By the way what does that "PC advance user download?" Why doesn't anybody in the RATS give specific directions and or explain anything??!!!
  13. You at least were able to logg into game...I still haven't seen the game world yet thanks to 10057 error.
  14. Thanks for your detailed response eddie.....I did exactly what both of you said with the "mirror1" etc...I did an unistall as well but gives me "connect server issues." I can't even put my password on that sign in page.
  15. still can't logg in....OHM directed me to place where to load the patch.....I can only see the "mirror 1 & 2" download. Tried both no luck....he left me hanging. He didn't specify which to download other then a thread to the page! Great support there, meanwhile I'm getting billed. LOL