Kilemall

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Everything posted by Kilemall

  1. Umm I don't understand your reference to the code only working at 90 degree angles. The code IS working with angled tanks cause angled that way is a better 'slope' just as much as frontal slope and so you have a higher effective armor value.
  2. I guess the part I wasn't getting was why stay on Chimay to the loss of several other towns. It really was close, it came down to a series of 1 to 2 man wins at each critical juncture. Not enough rescue FMS or not caps at critical times or D of ABs and it was a done Allied deal. VERY intense. I was there with Potthead communicating the whole time, we really thought it was over about 4 times in that last hour.
  3. I'm not zero sorties.
  4. Having lived it for years and been VERY aware of Karellean's critical contributions to keeping it a game, I don't buy all this. Oh ya, big fun on the overpop side not having action stop just cause your last FB to the one AO is blown or delay in AO on/going to next, but it's utterly brutal to an underpop side. Hence a lot of my bits going on about pop neutrality. BTW K the PN stuff works better then you seem to think it does, I think you just have to adjust to how many attackers are tied up taking depots and gnashing teeth waiting on the timers. A creative bunch can drive attackers mad and delay for hours, and a couple guys from underpop on their AOs can break up a lot of that cohesive zerging. But it does take a lot more effort for the underpop to remain competitive- lack of leadership and/or a bunch of greentags or uncooperatives and it falls apart and is not fun fast. On the other hand Kazee underpop does not have that bunker flip option of crushing an enemy with their fastcap attacks while the no-AB bounce doesn't work well for the underpop as yes they can continue fighting until the town is gone but the overpop can camp every depot in turn and cut off anyone trying to get out to recap and there isn't enough people to spare driving in a rescue FMS or blow FBs fast enough. Oftentimes for a 1 AO regimen its defend the town or go FB, with 2 AOs likely not enough for ANY. Note I say overpop/underpop and not Allied/Axis- same thing happened when Joker007 and/or the Anzacs would roll TZ3, everyone understood that campaigns were won in that TZ and the same thing happened to the Axis in reverse, after being worked over by the Anzac team for a few weeks no Axis heroes could be found and the Allies rolled. I'm ashamed to admit how many campaigns were won on that and frankly the primetime Allies got sloppy during those periods. But here I am on the Axis side and there is screaming 'oh its SOOO unfair these timers waaaarg', which is just more wanting that overpop roll at no consideration or sportsmanship, and I thoroughly don't respect it. I do agree that there is something wrong with CRS' current formula, and I'd love to get into it if I didn't anticipate thread kamikazes, but if it's not exactly cap timers, it's gotta be something. My theory is that the AO cap should be predicated on X number of players on the underpop side, never exceeding their ability to defend those AOs, NOT the horror show of AO count derived from proximity AOs. That's WORSE by far then just the minimum 2 AOs. Ultimately I don't give a damn about AO count per se, after all I was proposing NAOs which could be the equivalent of 18 AOs up at once and is way more open and less HC intensive (AOs can't shift for two hours), but that WWIIOL is a fair opportunity GAME at all times for all sides at all numbers. Show me a set of game mechanics that achieve fair opportunity that is more palatable to the overpop and I'll likely be on board. Oh and yes snakes DO matter. That's flatout BS from those pushing that line.
  5. I disagree.
  6. This isn't really complex- you have a standard building in most towns that have a bar, and/or one associated on a base that corresponds to an officer's club or unit 'morale room'. Maybe one of each so something like Antwerp would have 4 town bars, 4 army bars, 1 AF bar and 2 Navy bars. Squads buy up a squad patch, and part of the package is that one of the bar buildings is their building. Squad patch gets put on their walls along with generic bar themed walls specific to bar type. It's 'their' bar, and I imagine most squads with any pride at all will come fight when it's in jeopardy. Not too much coding other then the unique squad patch which has to load for vehicles anyway. Then a higher level of buy gets you the squad bar as a capturable. The bar gets the capture treatment, it's on the map, it's just another otherwise no function facility that has to be captured for the town to change hands. Again no new coding other then putting the bar in the map as a facility.
  7. Fireworks going off at the capital or biggest major town on the map after victory is declared would be welcome I think. Only time and place to have civilian NPCs too, it was and continues to be a wise decision to not create opportunities for PR nightmareplayer created war atrocities, incidental to war or intentional. I've always wanted to see squad bars- the logo hangs outside or on the wall, place is a mess most of the time due to building collapse or in a side building in an AB. Heck, if they donate X amount of money they get a capturable bar in 'their' town, and piles of blood and entire regions of wealth spent to conquer or defend it. 1stRCM, an Allied squad that was often in our brigades or divisions, did their WWIIOL Olympics during intermission, which involved tests of skill such as marksmanship or arranged minibattles, and then silly stuff much like Opel races. That sort of thing of course requires no coding.
  8. I don't think that's right, depots with no links have still had supply with the AB gone indicating to me at least that the town brigade supply is not tied to AB state, but to total town ownership. The flags would still work as before.
  9. I haven't seen that much FPS improvement, maybe some, I'll reserve judgement until I'm in a heavy town combat. But the occasional 'shaking screen' has stopped. That's a thing.
  10. Heh, an interesting question comes to mind- how valid will the stats be valid other then 'coup scored' against other players when the variable loadouts can alter the combat value of the equipment? And more seriously, how to build the spawnlists on any kind of valuation, historical or game points, when the ammo used can alter the combat capability or even cost?
  11. Maybe an icon for garrisons that make it clear what is spawnable there? A square flag with a tank, plane or ship for each garrison type?
  12. I have this exact card, I'll be trying them out.
  13. No the sequence was .overrun, which I seem to recall had either a timer for veto or a vote, THEN you could do a .fallback. ABs flipped to enemy, FBs if any to friendly towns opened up, and the race was on. The precision timing control of it is what allowed it to be so devastating, it really did kill off moling for a couple years, which in one sense was nice as people had to REALLY show up to fight, else just one little depot/city take could turn into a free resupply nightmare very quickly. .HAAC, or Hold At All Costs, was the flipside tactical command to .FALLBACK. It opened up all the depots to FULL AB supply. it was too powerful as it made the defense REALLY strong on demand, only limit was 2 HAACs an hour. I feel the command should have come with a risk, like a flag in HAAC mode should bounce to training if the AB is taken. Modern day with garrisons, I guess I would have the bases taken kill off the garrison spawning even if there are depot spawns left.
  14. For about a glorious year or two, primetime Allies did this all the time, but with the help of the .fallback command. It was so powerful a tactic that for a time you couldn't risk moling, because an enemy could trigger fallback when you were just poking at a town, and all of a sudden they are set to get the town back and have fresh supply in your face. Liege was a particular fear, you couldn't afford to give a fresh supply there as the Allied position would be blown off the map, so I often had people poke around to keep Axis attacks manageable but not setoff a logistical disaster. There was even an Allied General who took the mantle of Doctor Fallback as he specialized in these operations. I wanna say Gonzowcs, but I need to do a search. Yep, there it is, circa 2006, I think it was more a 2004-2006 thing when .fallback for base supply was active, and I had the name right- The side that has it's act together best with HC and squads can gain major advantage with this ability.
  15. Mkay, well Xoom was talking like that was a thing, precisely I think to avoid the whole fallback tactic thing, but I suspected it might not be doable, especially in light of the need for Allied country management.
  16. You know, when I was responding to the topic I didn't play this movie. Damn that hurts. It's probably Thndr21 not 12 they are quoting, one of the top ten smartest Allied guys ever. Engine2 made that squad go, and of course Hathcock the guy I could ask to shut down half of an attack and he could just by sniping hell out of everything (think Agave only better), and KC23 my partner in DDOP crime. Miss em a lot.
  17. Ummm. That seems at odds with reality, they absolutely should do a supply check before loading.
  18. Assuming this is all correct, in most cases no question, you want AB last- too much of a chance of the fresh MGs reversing course, retaking AB and then you are facing both local armor AND MGs. This is tied very closely to the 'fresh list' question line I have going in another thread. Flip side, you leave that depot up deliberately and precamp the next town over effectively since you are likely killing all their MGs in a supercamp you already have going on. Unless a mobile division is in the area you can finish one town and prep another with little risk to your remaining attacking forces and will be able to hit the now MG depleted bordering town using both other towns not touched much by supply hits AND the new town supply you just won. EDIT- ya rethought that one, the depot as I understand it is coming from the local garrison not the next one over, so no advantage to intentionally attriting it garrison-only. It's only a thing if there are brigades linked to that depot or I'm wrong and it IS linked depot. Don't think so though given that unlinked depots get supply too, you just lose armor/heavy gun spawning. If a Rat or someone could test that, would be great. Just have to spawn into a friendly AB town with a linked active depot after the DO ABs are gone and see which list is burning supply.
  19. That answers the overstock questions, but does that extend to a fast retake? Do we get a full fresh list? If so, the fallback/recapture tactic to get supply back faster then normal is ON. Now I don't mean the old .fallback, that wouldn't work even if the command flipped ABs as the town would still be not captured, but deliberately allowing an enemy to take a town after depleting both supplies, then immediately counterattacking. If you get a fresh list, that's a major way to get local supply advantage for a night.
  20. I said nothing about TZ3 underpop with no HC on attacking the snake, just that the usual before the fact option when HCs are on before the snake gets going seems to be 'let's cut it cause that's so clever' instead of getting ahead and bop the head. Damn amateurs, and the experience I have with these too clever people is they won't learn afterwards either. Cause clever and 'it woulda worked'. Then after TZ3 that's all the option left as divisions race to the scene of the crime, too late to do anything but try a cut but by that time the snake makers have already reinforced and are watching the incoming units for optimal defense. Now the head is capped and people should be able to defend as they get fresh spawnlists too with those all-important engineers and sappers, and when HCs do get on snake cutters will on average outnumber the supply of the snake makers 2:1, assuming there isn't a division 'in the pipe'. But it still requires smart play on the part of players online, and a dedicated smart snake crew can still get it done. It's just going to be less often and a real achievement/total failure of defense. Hmm, one thing I hadn't thought about, the default 2 AOs. That means the snake might get wider as well as race to the edge a bit faster, splitting overrun D more. Maybe more feasible then at first blush.
  21. Is there a global template for each town template? 4 templates for 4 city size types, x potential countries x tiers? Assuming it's like the screenshot I saved from KFS1 postings, that would still be 16 town templates x 7 tiers for 112 supply columns that have to be right. Then whatever overrides you can put in per town, then another 12 templates x 7 tiers for 84 supply columns of which those have definitely been made custom per some divisions over the years. My eyes would be bleeding after that and doesn't count checking EVERY override point, specific named brigade and town if that can be done and is ever done.
  22. Disagreed. Before 1.36 the TZ3 defenders often didn't have HC on or qualified enough to act quickly and cap the head of the snake as Catfive outlined, or worse could have but thought it was better/more clever to attempt a cut with not enough people and a small army piping down the snake. Now capping the head is automatic long as you can fight and delay/stop. Particularly engineers for FB blowing.
  23. Yes, that's one of the questions, along with if town 3 had overstock and was taken fast then counterattacked fast and back within an hour or two does Town 3 keep it's overstock? And in all cases are the lists back to the state they were in awaiting resup tickets on the 6/10/12 whatever hour or do they get a fresh list? I was under the impression the former, just checking.
  24. Of course it's possible, the difference is that the snake is more defensible with the ability to spawn in at the head of the snake in each town, and counterattack supply on either side of the snake rather then only specific towns the cutting divisions have got to. Flip side is snake people get a fresh new spawnlist at each new town along the way.
  25. I would agree that literal voice comms in game is a Big Project, and I expect the Rats know this too. That's desirable but not necessary for stopping first stage sub bleeding right now. Your particular architecture is advantageous in that it could be fed to text if the player is deaf (this is a thing) and through a translator since we are a worldwide game. It would also be a BIG THING to implement. I wouldn't be surprised though to find the Rat conception is more natural voice with relative position defining what can and cannot be heard. A default check/install and macro that sets up the CRS voicecomm sites if already installed on a TS/Discord/whatever platform is all I'm talking about. And for the payoff, real high on the list IMO.