robhood

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About robhood

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  1. Something needs to be done. And regarding depot spawning. Your concern over AB camping is valid. I was not as clear as I should have been. The town owners can spawn from a depot in their town, but the invading army cannot (should not) take a linked depot and magically spawn. Regarding "slow down the game"...Not slow the entire game down, but the ability to react, respawn and fight in the moment.
  2. I've played the game from the beginning. After sharing an account the first 30 days (of pure hell and joy) I got my own account. After about 2-3 years of non-stop playing , the game direction did not appeal to me, so I left and drop in now and then to check out major changes. Graphics mean very little to me. The game was, and still is in some ways, amazing. But CRS has never gotten the balance figured out. As great as some battles can be. I play (you may not and this is a valid position) to win maps. But not winning a competitive map that is a 2 month slug-fest is almost as good. Stats mean zero, and I long for the day when there were no stats and you never knew who you killed or who killed you. There has been an unacceptable loss of subs for a host of reasons no doubt. So I have a suggestion that may be worth trying. The game was pure combat, not driven by top 10 lists. Runescape, LOTR, World of Warcraft, and a few other AAA title games re-released their games as were in the beginning, to bring back those that once played and for others that wanted to see what it was like back in the beginning (we call them "tourists:") And many tourists stayed. I don't expect WWIIOL to completely go back, but here's what I think and I only hope the best for the game. They really promoted the return to yesteryear. Look how many new players jumped in with the Steam launch. The game failed miserably to hold them. So release the game again, as it was...or... There are not enough players to do the things you need to do, that the game was designed for and required to play at full tilt. The are, in large part, attack multi AO's, defend multi AO's. Guarding and attacking FB's. Manning ground units, (towing and shooting big guns, driving tanks, trucks, etc.., All Inf roles, capping CP's and bunkers, guarding CP's and bunkers, flying CAP and CAS, escorting bombers who are bombing...you get the picture. And yes, there is a Navy (allegedly) When we started, we had no Mobile spawns or spawnable depots. CRS felt COD and other FPS were the competition. I had conversations (we all did) with CRS and a large segment of the vet's didn't like the direction of instant travel, death cams and skull icons, and HC's to name a few. Most of the things are not going away and can be lived with provided there is a compromising balance that will bring sim-centric players back and create new unique players. The game needs to slow down (which is the failed intention of spawn delays) so an under popped side can react and cover the essential parts of the listed things the game requires. Get rid of Spawnable depots completely. Players being forced into town to cap from the outside will find it generally harder. This will eliminate, partially, the extreme necessity to guard spawnables, freeing up players to reallocate their time. Brigade movement should go back to it's original form. While somewhat better then a year ago, attrition is not punitive enough. Tie the introduction of tier equipment to population advantage/disadvantage ratio. And purely for example... 1 week with side A underpopped by an average of x, they get 3-4 days of a head start on the next tier. Two things occur. It helps them complete while short handed and it may encourage more balance play for at least the short term (until side B gets their newest tier). It has to be a meaningful headstart to make a difference. Not like the old supply reduction for hours or a day due to factory bombing. Let's face it, historical accuracy left along time ago in favor of game play. (MSP's and spawnable/warp depots and many, many more. That is it. Nothing drastic, just three things. Go back in time a bit. Let the gaming community know that retro WWIIOL is coming . The spawnable depots and Tier advantage system will make a huge impact I believe. Brigade movement/attrition would be more of an appeal to the long lost vets then a mechanic to aid the under dogs. Anyway, that's my suggestion
  3. I have played since the beginning, and I have tried all the various versions of the game since. Each one more disappointing than the one before (to me, and to almost everyone that started this journey with me.) We won't play again with HC placed AO's and warping Bdg's into attrited towns. It was a niche game. Sure it took an hour to set up an attack and move all the pieces around, but way more people who love that have quit then are playing now. So with the game slowing bleeding out, why not pick a date/map, put the word out and set it up as it was. An open world, squad driven game when any town linked to an enemy town was fair game. And each town had it's own finite supply. Resupply at your own peril, for if you fail you will have a breech in your lines. Make it the wild west again. All the players who never experienced will be lost have to learn maneuver warfare. when to try to resupply, how to cut resupply, etc... Fighter sweeps hunting the enemy before they could set up and move in. And I do mean hunting. With no AO's forced, that massing force could be anywhere. The game should be the niche war sim it was meant to be, and not some weak attempt to be a hybrid fast action shooter. You're stuck in between two worlds where very few players live. Be bold, take a shot. Go back in time with what you have now and do it right, the way it was originally envisioned. What do you have to lose? So I say again...why not?
  4. I started playing at launch and stayed subbed for years. I left shortly after the HC disaster but have played through every version of the game since. The game needs to acknowledge it is a niche game and return to it's roots. Town supply. This hybrid system planned seems to fall short, but I will reserved judgement until I play it a while...if it every gets here.
  5. Seems like the old days are dead and gone. The changes are never enough and way too slow in coming. Call me CE.
  6. LOL It was literally a 30s hop to Breskens for the fighting. I'll keep working him.
  7. My buddy just flew about 6-7 missions at Knoke. (my account so he had a Spit9) I took off in the plane so he wouldn't crash. It looked like he did well at first and hit a few planes hard. He got no A2A kills though. Twice he lost a prop to, what appeared to be very little fire. He rtb'ed a couple of times and successfully landed with gear up. lol Once when he was shot up I bailed him out. (which was funny) He didn't like riding the chute down and wanted an option to hit esc. I though he should have gotten credit for 2 kills in the air. He did kill a boat though. He never got Alt or maintained E. Just flew straight in to the fray. His thoughts were focused solely on shooting up EA and just getting smoke on them. A deal breaker. He had no interest in INF play. Wouldn't even try it. I tried. I fear many folks aren't giving the game enough time and playing for instant action. I explained the learning curve was steep, but he doesn't want to put in the time to catch up. That's on him, but it says a lot.
  8. The new guys will be pissed when that bug gets squashed. lol
  9. I think AO's should be reduced to 3 max temporarily. The amount of new players asked to bounce around in rapid AO and DO swaps are being hindered in getting into action. So many times by the time they navigate to a battle, the camp is on or the defense is set by the Vets. 3 AO's and the 3 DO's would concentrate the player base somewhat, and allow new players to be able to "get there" while things are winding up and not after they are out of hand. When a side drops a large amount of paras on an AO with only 30 seconds of ews, you have only Vets that can get there in time to secure a spawnable, set defense, etc... Add changing persona to the proper Navy persona and it's even more difficult. If the lower number of Vets has to do it all, for the time being, it makes poor battles and frustrates everyone.
  10. But if you look at Steamspy, the average mean time of a player staying in game is 40min.
  11. Can't log in as well.
  12. I took a Spit 9 out of Wiltz. It was a 51 minute round trip with not much chance to loiter over the Alps. I nursed my RPMSs and Boost to land back at Wiltz with 2 gallons of fuel. The highest peak found was 14,000+ ft high. Cloud layers were at 13.000+ ft. It fun experience that you should try to just say you did it. It was been 9 years since I made that trip and it was a fun adventure.
  13. Is there an ETA? Ballpark it. 1 hour? 4 hours?
  14. Xoom said last night in Chat that Steam release announcement was today. Stilllllllll waiting.