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About kazee

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  1. Ok, yea maybe you launch screen is different. I have a "play" button and then left side of screen is the "play offline" button @PITTPETE is always a good guy for these questions I think you will get it figured out and you are doing the best option to start flying...testing offline... and see what plane fits your style the best That way you won't waste supply during a campaign and also get a feel for it off line first. then goto battle Good Luck to you
  2. When you are loading up the screen to launch the game, there is a "play offline" button on the left side where you can practice flying and using all equipment etc As far as flying, wish I could help you but ask the guys in the hanger section of the forums
  3. Oh, is that considered a capture ? Ok didn't know that
  4. Can someone explain this sortie then ? https://stats.wwiionline.com/playersortie.php?username=matamor&sortieidin=314663 And I am asking about the captures...how can a player cap a cp, then recap same cp only 2 mintues 1 second later ?!? Player caps it, its recapped by enemy, 60 second cooldown and then its capped again within 1 minute ?? Mind you this was today, when I would bet my bottom dollar allied forces were overpop during this time. Sorry but I am calling BS on this one, and I rarely get involved in these types of discussion but this warrants an explanation
  5. haha yea i probably did the reason i was so ticked off is because i had an awesome armor vs armor battle going on at over 2000 meters. Engaging 2-3 ets at that battle at Hast a few weeks ago which was a 2+ hour battle. If one of those et would have gotten me no big deal, but he sapped me and ruined the long range engagement so that was what ticked me off....let the armor have some fun with long range battles Merlin, good memory. Yes you are correct about that whole encounter. I actually thought u were the matty further north and not the one on the bridge, i was engaging you both at same time...the one just north of schilde bridge is the one who got my gunner with mg fire probably 4-5 mins before you flanked around on that ridge when my main gunner was dead. My driver and hull gunner were still alive and there was a efms marked n of my position so instead of despawning without main gun i tried to get around and suppress the enemy spawn with hull gun thats why i reversed even more hull down on that ridge east of bridge. I figured since he was the one that got my gunner he would have gotten credit for the kill (assuming it was you) but i guess not...when u came around that ridge my main gunner was already out....but that matty north of u did mg my gunner for a good 2 mins and i was wondering why, but it actually did kill my gunner. Maybe with commander dead and hatch open it got in, but he was close and through gunner sights i could see it all Who knows, i had my hands full with both of u guys and while i was on him, maybe you got me from bridge but i was pretty cautious to only let one of u guys see me at a time. Like I said i thought since main gunner died before driver, the kia credit would have gone to him but i guess you got it with driver and hull gunner. Then a few days later another matty engagement started with all mg fire...thats when i was wondering whats up...maybe gore is right and 1-2 were CS matty
  6. Or maybe this is my reverse psychology practice in motion so I can try and survive longer haha Good point, maybe 1-2 were... but seriously the past 4-5 engagements have all started with mg rounds and I thought it was odd. But yea Merlin51 at Schilde last week got my gunner with mg rounds. Commander was dead so hatch was open, maybe a mg ound got lucky ?!? But when 5-6 guys all did same thing i thought something was strange. All n all, like i said above some weird stuff...char seems a lot weaker now and matty is way stronger it seems Tell bludngut sorry about my rant few weeks ago he drives me crazy with that darn sapper EDIT: back to topic at hand for Enemytank
  7. My question is...why have the past 5-6 mattys I encountered all started firing at me with mg rounds before their main gun me when I am in a pz3H. Several days ago my pz3H gunner died to mg rounds from a matty...boy was i ticked off. And with 5-6 guys all starting engagements with mgs...i think they know something is wrong with it and the word is out I think there is something wrong with all three heavies now, char seems really weak, pz3h gunner dies to mg fire and I have had issues with main gun too...not getting very close kills (400-500 meters) and the matty seems way more powerful than it has in the past.
  8. Aismov, Yes I hear what you are saying about prior to AOs, however the game was much more boring then. During 02-04 I would usually be stationed in Andenne and along the Meuse valley waiting costless hours for 3CD to show up. I would guard towns hours on end to try and defend the areas I was assigned to...and imho it was much more boring then. The battles were still great, but I will take the game setup now over what we had back then any day of the week. Everyone has their own opinions on gameplay and I respect that, its just my thoughts are right now the game seems to be doing great. Excellent battles, a lot of towns being capped every 24 hours, some great counter attacks, supply is something we are all concerned about, factory bombing is back etc etc. so why make a drastic change when 1.36 has only been out for a couple weeks Like I said prior to beta and 1.36 release i was for prox aos, but i really like the gameplay and setup now and just wish we would let it breath a bit and see what develops before we make another major change Even with HC we still have alot of this. I am still complaining and still abit dumbfounded and timing of ao placements and aos selection in general but I will roll with it for now. An example would be: less than 24 hours ago axis were attacking Dun from the north at Stenay. We placed the ao once again too early allowed the allied defenders to gain control of the north bridge (town bridge was down) they moved into the north fb from the north rr bridge and kicked our [censored] before we even had a chance to get a foothold in town. We should have gained control of that bridge with fms, at guns and couple pzs then placed the AO. Will mob do this stuff ? Should HC see it or know it before AO placement ? My guess is yes to both however, it should be a role of HC to direct a small portion of the mob to control that bridge and then we move into town. That the direction and wish I have for this game...a group effort by both
  9. HCs care or at least they should, heck even players that want to win the campaign should care...u have this setup and like I said...a mob mentality game it will become. I would not wanna play the game that way and I bet most players, at least long term vets, would not either. They stay because its different and not mob mentality This game is unique and special because it has features that or not setup like most games.
  10. Correct, or at least thats how I setup the mission and it works every time. Paal AB to Diest AB on mission screen. Do NOT select town when overstocking. Maybe u can select town or maybe u cant, i never do and just to be safe, select the ab itself as mission target But like I said, it must be HQ to flags or town 2 town, thats the most important part to remember cause u dont wanna drive for 15 mins and it wont supply your target.
  11. Prior to beta 1.36 and this campaign, I was a fan of the hybrid proximity AOs. However after extensive play during beta and many sorties this campaign playing and watching the map, I have changed my mind. It would be a bad move and could cause serious divisions between playerbase and HCs. Many many times I have seen AOs this map set by HCs that cause more harm than good. Not the selection of the AO, even though some are questionable, it's watching the map and watching the active attack mission list that is the problem and where the attack is coming from. Here is an example: Namur & Jodo Allied, Eghezee & Andenne Axis During a proximity AO setup, 15-20 guys move into Namur from Eghezee, spring the AO. Attack for 60 mins draining all Eghezee supply. GHC calls for the attacking group to stop because Eghezee has no supply with to defend if AHC places AO on Eghezee from Jodo. AHC places AO, Eghezee falls in 15 mins because there is no supply to defend. Thats a problem, a serious problem not because of the Eghezee being capped but because you have tension and major disagreements between the pb and HCs. People will quit playing and this would just become a mob mentality game without the best features we currently have now. I rarely see most players complain about AOs the HCs set, they just wanna attack or defend and have fun. After beta testing 1.36 and this campaign...you would be a fool to make any changes now...things are good. Stop changing stuff and let things grow abit and see how it plays out.
  12. I'm no expert but I do overstock from time to time depending on map location, Rats can prob help more however... 1. Yes you can overstock any equipment at 100% or 2 times amount (ie. Diest garrison holds 5 StugB, u can overstock up to 10 max) Im not sure the towns even have to be linked, just make sure your target ab for your overstock is your correct destination when creating mission. But yes linked towns are always the target, no one wants to drive for too long 2. If you want to overstock a KG/Flag from the HQ. Yes you would make the mission in 4.1. Starting point would be Paal AB, since HQ is located there, and then destination target would be Diest AB since that is where 4.1 is located. You can of course do 4.2 or 4.3 same way. But note, inf KGs/flags dont hold top tier pzs. They dont hold pz3H at this time, HQ does, but you can not put a pz3H into that 4.1 or 4.2 at this time. HQ has them but they can not be overstocked into Inf flags... only 4.3 armor etc. Yes it does matter, your mission must be set up correctly for it to work. I always review what the supply list looks like first, so i would check 4.1 in Diest before even making the overstock mission 2A. I guess you could overstock a HQ, never tried it, but their supply lists is very small. and you would be taking supply away from 4.1/2/3 3. Not sure on that since I have only overstocked from linked towns since i dont wanna drive more than 12-13 mins to do this. But I did test backline town to backline town and that overstock worked...they were linked towns 4. Good question...i wondered this myself, but I just make sure the starting ab location and destination ab location are correct and roll from there. I never messed around with that option 5. Not sure on this one Also note, you can NOT overstock a town/garrison for an HQ and you can NOT overstock a flag from a town/garrison. If 4.1 was not in Diest and you tried to overstock Diest garrison ab from HQ in Paal it wont work. Now you can overstock Diest from Paal but that mission must be town ab 2 town ab Im not a fan of this rule, but thats how it is at this time. I know CRS wanted this option to be in play more but the current rules are pretty strict. Plus its risky too, why would I want to spend 2 hours overstocking Carignan with 10 pz3Hs from a linked back town when it could be capped over night while I am sleep by just ei. All those pz3hs are now gone. Now since we only have three divisions across the map, you allow those flags to be overstocked by just regular backline town garrison then things would take off and people would do it....but with the current setup/rules...ii rarely see anyone do it. Plus there are other factors in play too
  13. Dropbear, Gent Saturday Night: That mole Ao attack diversion whatever u wanna call it, was 5 guys for the first 60+ mins, I was the one that set the fms and watched the mission spawn in tab entire time and ews notification the entire time since it was my mission. EWS was light for the first hour, myself and 4 other very experienced players that knew what to cap and when to cap were there. I would consider it a success since during that time we capped 4 other towns during a Saturday night primetime. Now if the defenders had more than 5 guys defending and my guess is there was many more than 5, i dont know what to say except watch the ews and it was light the entire time. I have been on the opposite side of the mole and yes it does suck however forcing everyone into ONE battle on a Saturday night is maybe not that much fun for everyone that plays. I will also say this and have witnesses to it; once the Gent attack got more than 5 guys on my fms and ews went heavy in Gent and was draining resources from our major plans I actually pulled my fms to help our side and get our players back on target and direction. My guess was 90 mins in the fms started to get very active, 15+ or so guys running and capping. And once that was the case, we started to discuss it and i made the decision to pull it. As far as the mole being "too powerful" I won't disagree or debate it with you since in some aspects I feel you are correct. However both sides have ability and at that stage of the map it was an option. Actually in all honesty, the allied side has it better since Twerp and Brux are split now and Liege and Lux are not...which means more cps to cover for Liege and Lux. But yes Gent is that way too at that stage of map 60 mins in to mission, and we were being pretty successful with caps. I told people...we don't want the town because then the mole is on the other side and then we would have to track the mole, There were some mistakes made on defending side that allowed it to fester for so long. When I drove the opel in, i actually didn't even know if an ao was going up...i was just bored and wanted to present the option to HC as a plan if they saw it fit to pursue.
  14. Dropbear, well said and I could even picture myself in a battle like that However, you perfectly explained for us all...those players would rather sit back and snipe, pad stats, happy defending etc etc. Thank you for saying this and proving my point that is the reason for the rolls during this TZ3. They are choosing their own demise. And that is why i said " Am I just gonna to sit back in the bunker for 20 mins and wait to get overrun by 5-6 smgs, no i would not" I will say it again as I did on this page...this low pop shift will lose towns regardless, get on the attack and try to cap one yourself and make it a push, lose 1 gain 1. Yes I know easier said than done especially if the low pop pb is going to pad stats etc All I know is the 1 ao during this TZ has not achieved anything, lets try a change see what happens. But after reading your post i fear the problem is the pb during this tz not the rules or game mechanics at all. Please read my post on this page and it will answer some of your points. That is exactly my point, a few guys attacking can "break up alot of that cohesive zerging" 5-6 guys that cap a spawn, 3 hold it and the other 3 take bunker...wtf is the overpop side gonna do ?? Either they have to cut their attacking force by a drastic number to go defend and reclaim bunker or they risk losing that town while they are OVERPOP "camp every depot and cutoff anyone" What if there was no one to camp ? What if the low pop players are out attacking the 2 aos instead of waiting to get camped. "blow fbs" are you saying tz3 low pop should be trying to blow fbs ? Let's say this takes 3-4 guys, why would i go blow any fb when I can drive those same guys to a spawnable cp, probably drop them off at front door since over pop is all attack and cap that spawn and in return forcing over pop attacking force to react to us Agreed, I have said same thing throughout this thread Agree with u again there Once again get the 'defend those aos' out of your mindset during this TZ for low pop side...re-read my posts in here and let them sink in Proximity aos could be bad for low pop tz3 i fear that is correct, low pop needs diversion to succeed. That is why i think having 2 aos up for them helps