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Posts posted by Kilemall

  1. 19 hours ago, DOC said:

    This totally (well it used to be when I was there) dependent on what facility (flag building group) the AI is tagged to. If the City CP has 4 AI guns, then that's the one's that go down when you cap it, and come back on YOUR side when it rebuilds. There was no fixed number of AI for the city CP, or any CP ... but yeah there is usually 8 (four AA and 4 ground based) AI for the city CP. Could be more, could be less, most often it depended on the approaches and how the terrain builder chose to lay it out.

    ALL the AI are tied to one CP or another, the number of AI they owned each depends on a number of factors. If you cap a CP, all the AI THAT CP owns are now yours, after they rebuild, as long as you still own it. When the timer for AI rebuild is up, which starts at 0 with each subsequent capture ... that's when the owning flag will determine who get's to have the AI on their side. That's how it used to be at any rate, it could well have changed under CRS 2.0

    AI does not timer rebuild, it is only rebuilt with engineer fixit kit.

  2. 1 hour ago, tater said:

    AI should auto-rebuild, and have the speed a function of global population, and relative population.

    The idea that an engineer is "rebuilding" AI being over the top is wrongheaded, IMHO.

    Unless a gun was actually spiked or otherwise physically destroyed, gun positions were not "taken out" they were "unmanned" (meaning that the men operating it were killed or rendered combat ineffective).

    Years and years ago I suggested an auto-"rebuild" mechanism. AI guns are attached to facilities. Make an AI model minus the gunner. If the gun is hit, and "taken out" the gunner goes away, but the gun remains. After some (short) time, an AI troop avatar runs from the linked facility to the gun, and it is remanned. Taking out the gun permanently would require a charge (spiking the gun), nades would kill the crew, but new crew would come back as long as the spawn list has people in it (maybe it could subtract a rifle for every crew killed).

    If I did that, I'd likely also increase all the arcs of fire for AI, and make them easier to kill, and possible to suppress without killing them (realistically a gun crew would seek cover if sprayed with MG fire, for example, during which time they stop shooting).


  3. 1 hour ago, CycloneX said:

    Another out of the box suggestion. Roku TV is becoming a thing, perhaps if CRS wants to continue a monthly fee they could investigate creating a WWIIOL channel on RoKu that offers some good TV streaming options. There is quite a bit of pubic domain stuff you could stream for users for next to nothing. WWII stuff is out there for free that you could get rights to stream in a channel. Just a thought. :)

    Unlike arena games people can join our game and use intel gathered via livestream.  There would need to be a delay.

    And preferably sound so viewers get both the game sounds and hopefully a helpful commentator on mic explaining what is going on.

  4. 22 hours ago, lonepilgim said:

    Thanks for writing back...this is a custom built computer...core Intel(R) core(TM) i7-8700k @ 370Gz    3.7Ghz   ?  I don`t understand this

    32 GB Installed RAM


    Whew that's a power machine, probably better then what 90+% of us are running.

    3.7 Ghz is the number of cycles per second each of your CPUs are doing, pretty much overkill for this game especially since you have memory buffers out the wazoo from your 32GB.

    What's your video card?

  5. 1 hour ago, nc0gnet0 said:

    LOL. You don't get it. Why would you see it on your machine? Do you think the guys we see warping all over the place on the map are experiencing that locally?

    To the multitude of posters claiming to run multiple accounts without difficulty, I have no doubt your computer can handle it locally, but that does not mean the CRS servers are getting the information, processing it, and passing it along to the rest of the player base in a timely fashion. In a game in which if your are killed or made a kill can be decided by fractions of a second, I would think this would be priority number one. 

    Having two machines for two accounts doesn't help that in the slightest, upload speed and local ISP performance will affect that.


    Meanwhile, I shall enjoy putting in both accounts now.  I usually don't, play one or the other, but knowing it annoys makes it awfully attractive.


    Heck we have a forever squad account, maybe I should get that third one going!

  6. 3 minutes ago, drkmouse said:

    STILL have my fisrt  progam somewere in storadge and yes  in punch card from LOL

    ahh th ememeory of when those  first "floppy disk" came out one  statick and poof  [my mom] thing wiped

    the server  used was  at dartmith and they had a habit of  [censored]ting down w/o warning  and looosign  your program on its last line LOL ( can laght now but that was  ton what  the workds wer back then :)

    My first baby was an NCR Criterion, 640K assignable RAM, 384K OS.  All cards from system bootup to loading programs (which resided on disk once loaded, whooo advanced!) and control strings, somewhat similar but more primitive to JCL.

    It DID have a floppy, an 8" one, but it was for what we would today call BIOS loading, we in the mainframe fraternity still call that firmware.  That floppy could make the Criterion run and execute IBM, among others.  Suck it VMware, IBM was running VM and NCR doing virtual across platforms before all you 'I'm so virtual clever' punks were eggs in your grandma.

    The app we were running was MEDICS.  The referenced Century was the older model. MEDICS software&f=false



  7. 58 minutes ago, nc0gnet0 said:

    Have not seen one person in this thread deny playing two or more accounts introduces lag. 

    Have not seen anyone deny that some players are misusing it either, rather we get the "few bad apples argument".

    That in and off itself says a ton. 

    I have no idea whether it does or does not.  The accounts are either in towing mode in which case I am in vulnerable trucks/halftracks and the ATG and extremely vulnerable so it doesn't matter much anyway, or they are driving trucks and again vulnerable without effective counter, or both in an attack and defense and they are both in depots and I'm only active in one so the other is usually killed with no issues for the killer.

    I also don't see advantaged killing if I am running two accounts.


    If local multi-accounts are having an effect on upload updating, I would expect that having multiple PCs won't matter as the upload bottleneck is the connection to the local ISP.  A secondary one could be an overloaded machine that doesn't update 'you are dead' in a timely manner thus allowing postkill lag shots to be taken, but that would happen with single accounts too.


    Based in order of probability for lag it would be

    1) Lag player's ISP and intervening connection to CRS

    2) Overloaded CRS server not getting updates done in a timely or complete manner

    3) Lag player's PC overloaded workload slowing down incoming 'you are dead' updates which a second account may make more possible


    So 250 for instance are notorious lag killers, but it is unlikely they are running cheat software, more likely they just have a slow/packet dropping ISP.


    My experience is likely atypical, being in the same metroplex as the servers.  But that also eliminates a lot of the 'internet lag' out there.



    1 person likes this

  8. On 9/15/2019 at 11:45 AM, dre21 said:

    Sometimes it pays to be a prograstinator ,   OK truth be told I haven't had a chance to log in as of late , but now that I know what you guys went thru I make sure to Uninstall the game once again and hope the keymapper stays put , and reinstall the full game.

    You mean procrastinator right?  Prognosticator would mean you KNEW you would have to deinstall, without being told.


    Which COULD happen, I just didn't see it in your message.

  9. On 9/10/2019 at 11:17 AM, drkmouse said:

    old base program i am just suprized that it took this long for us to HAVE to do  full redown lowds ( great job on keeping   the spagetty  unwound rats ;D  )

    As a once  progrmaer fro when we needed punch cards,  I understand how hard it is to NOT blow up system everytime you tweek a line. 

    A fellow Hollerith man?  We gotta talk!

    1 person likes this

  10. 59 minutes ago, nc0gnet0 said:

    Sorry, not going to drop it. As long as it can be used as a form of cheat, it should not be allowed until it's fixed. 

    the fact that there are still other ways to cheat is irrelevant. 

    Want to play on two accounts? 

    Play on two computers. 

    I'm taking this REAL PERSONAL, and the only reason I am not going total roto-rooter on you is I feel that confident it won't be done.


    So flap away, won't happen.

    2 people like this

  11. In general, yes you can, but if the other app eats up memory the game won't allow you to spawn in, and will despawn you if you don't have free memory- I had this happen just today when I left my very large browser tab count open.


    The typical thing to do is keep headphones or speakers on, you hear something you switch back to the game.


    How many GB RAM, what CPU, what other app are you talking about?

  12. 2 hours ago, nc0gnet0 said:

    So I guess the police should not enforce speed limits because it does not cut down on shop lifting? 

    lame argument. 

    You posit a metaphor/thought experiment that does not fit.


    It's more like banning trailers because some people wreck in them.  I want my trailer, and feel free to ticket the ones who misuse their trailers, but banning trailers does not stop speeding.


    Trying to sell this as a primary anti-cheat policy, and I say ridiculous and am pointing out all the ways it doesn't, while doing harm to people like me.


    You're not getting this, not because of me arguing here, but because it cuts out several forms of play in exchange to catch a few abusers that need to be caught other ways, and cuts out revenue for little gain.


    Save yourself the frustration, drop it.

  13. 39 minutes ago, nc0gnet0 said:



    No thanks.


    Won't stop cheating as then people would just cheat with their one account and use non-game comms to communicate their cheaty findings, just would stop simultaneous both side cheaters or make it somewhat easier to report cheaters that are stupid.


    Won't stop coding cheats.


    Won't stop technically savvy people who would spoof the IP or create virtual IPs.


    Will stop ATGers like me from towing heavy ATGs, or the occasional drive two trucks at once to really set up an attack, or FB busts where I can set FMS, scout FB, then run in truck and engineer.


    You did notice Hero accounts have a towing account?  People like those.

  14. Ok, reviewed the whole thing, and I think Atlantic Wall is out and most of the Belgian stuff.


    So simplest thing to do is do 5 Allied towns, 5 Axis towns, corresponding mostly to the Maginot Line and the Siegfried Line or Westwall.
















    Nice mix of different towns.  Given the way this goes, we'll see the Allied towns more often, but at least some of the German towns are necessary on the way to an Allied win and both lines will provide big town/little town variability.

    Namur gets one cause it's really the last Belgian fortress town and any kind of defense might have made it a lot tougher.

    In researching this I found the line should go through Boulay.  There is no way the Heer punches through there before the Sedan breakout.  Does Boulay start French?  I forget.

  15. Well since someone brought up the mandatory training, what I had in mind was publishing open training tools.  You use the same toolset/mechanic, but players can generate and load their own training scenarios.  I had squads in mind to allow them to run their people through their own bootcamps and operating their way, but no reason it couldn't be more open published 'training macros'.


    The other thing about your scenarios Rebel is of course lack of day one hour one voice comms so they can get clued in right away.


    Lot of long term redoes needing to be done with the player experience in general, but those are two options that would greatly help retention rate.

  16. 3 hours ago, kgwiking said:

    I hope that CRS monitored the Steam players to understand why they left. This would give a clue about the why of the low retention. I can just guess that it was probably because they didn't find the Squad infrastructure which would allow them to survive the steep learning curve long enough to start enjoying the game and more importantly create links with friends and player environment.

    Of course.




    And yes, that is my outdoor shouty voice shouting indoors.

    1 person likes this

  17. 9 minutes ago, bmw said:

    1. Lower the sub price for NEW subs and subs that have been inactive for 1-2 years.  All current accounts not subject to the lower sub price.

    2. All gear available at the start of the map.

    3. Concentrate on getting new subs NOT new toys.

    4. Fix any outstanding bugs before concentrating on new toys. 


    Why do people not get that the new toy people are volunteers and have different skill sets then the sub retention or gameplay people?  I honest to goodness don't understand your point on 'toy resources', it doesn't matter a whit except whatever game management time is involved in getting tiers/spawnlists done.

    And new toys can be a powerful pull especially for WBS.  Fix up the other issues, and you want the toys in hand to get the pull done, or lay them out as a precreated string of 'improvements' to cement game value to new players.

    1 person likes this