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Everything posted by Silky

  1. This thread is going to deliver, I’m sure of it
  2. Not a fan of silent inf FMS at all
  3. I’d rather see deeper changes that encourage the ATG gun line/ambush back to life
  4. I welcome this but I also recognise that this change really needs to be accompanied by a fix of a long-standing Axis complaint - that’s the realpolitik of the issue. Whether it’s the Mattie or the Havoc or the Spit damage model etc
  5. I see the point you’re trying to make about building capture butvits kind of irrelevant. The problem with LMG isn’t the capture mechanic, it’s that in close quarters combat, players rush into a building and hose down opponents like they have a flamethrower or a Ghostbusters positron collider, sprinting round corners and upstairs hosing everything away. Whatever the capture mechanic, close quarters would be the problem
  6. It is my great privilege to present Foe2 and the Lancers with the Mention In Dispatches Bronze Star for the exceptional achievements 15th Feb 2019 in support of taking the key port of Breskens, in doing so removing the Axis evil from western map
  7. /fallback=None command which lists all units with a None fallback destination
  8. We should be adult enough to have the conversation that LMG fix will negatively impact Axis Infantrymen more than Allied Infantrymen, because the MG34 is such a superb weapon and is the weapon of choice for Axis infantrymen, so the gameplay has evolved into a LMG-centric position. But I also think most rational players accept that the Rambo style needs to be addressed, across all nations and both sides. So isn't the solution to gather from experienced, rational Axis players, the area of contention for the Axis side and to address any perceived imbalance (if considered genuine) at the same time as rolling out any change to LMG? If the two corrections are released at the same time, CRS can genuinely claim to be trying to address important factors for both sides simultaneously
  9. I think the plan is that 1.36 and town supply will attract numbers. The challenge CRS faces is how to address some of the gameplay factors that negatively impact player retention, one of which is Rambo LMGs
  10. @OHM do these numbers match CRS u understanding of numbers?
  11. I’d like to see various layout styles tried in intermissions, with feedback given and reviewed as to which styles create the best gameplay
  12. The solution actually has very little to do with the pew pew shoot shoot game we play, very little to do with equipment, tiers, timers and such like. The solution is the element of the game that was under-developed from the off - character development. It sounds nerdy and too D&D MMORPG for most elite uber Bilton shooters to want to engage with and too geeky for CRS to probably give a second glance to. But that’s your solution. 1. Understand why people play games, then 2. design your game to reward the psychological needs that are stimulated when they play. 3. Then tweak the rewards to deliver the type of gameplay the game needs. Three steps. Its simple.
  13. With this in mind I wonder if we’ll ever see LMGs corrected
  14. Let’s see. I’m thinking you’re going to have 2 AOs, seal clubbing or bounce around, with the overpop prepping the next AO once the spawn is capped. Yes, the removal of TOES mitigates the map catastrophe element from the equation but I’m still very concerned
  15. You’re assuming the influx of players will be 50:50 distributed across the sides. Also, there’ll be 2 AOs minimum and I feel that town supply will deliver a game that can be won by rinse repeat rolling of overpop, without the nuances of TOES to limit or complicate advances. If we’re sat here thinking 1.36 will improve gameplay, it’s very possible we’re going to be mistaken. You don’t fix a game by changing the supply mechanism.
  16. I’d rather see resource committed to developing the high alt strategic bombing game to balance out CAS kills Thatcwould open up a whole other playerbase and revenue stream for crs.
  17. This thread is surely going to deliver
  18. Why not alter the make up depending on key towns, to add strategic depth? If Axis own Antwerp, transport is disrupted and the ratio is different to that if Ant were in Allied hands?
  19. Extra AO wouldn’t really solve the issue, though it does sound good. Attacking when underpop always seems to follow the same pattern, threatening the AB is the best way for it to both 1) pull numbers to defend , and also 2) give the atta jets a realistic, achievable objective
  20. the hugely overpopped side will have to take underpop DOs seriously. That’s exactly what doesn’t happen now
  21. I dream of a day when the contested-to-ABs-hot 10 minute timer is finally seen as the timer to really reflect population imbalance until then, I’ll just sip my tea
  22. It’s a huge missed opportunity in my eyes. But if it brings hundreds of players back to the game it’s probably the right thing to do
  23. I agree. Of course there’s a balance to be struck but for me, the less magic spawning, insta-warping there is the better
  24. The warp feature is not user friendly and explaining it to new players can be incredibly hard this is the crux of the issue - improve the way it works so new players can access it easily @SCKING I’m not a fan of the magic teleport principle, I’d rather see it removed from the game