merlin51

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merlin51 last won the day on July 19

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About merlin51

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    Member
  • Birthday June 7

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  • Location
    Cherborg
  • Preferred Side
    Allied
  • Preferred Branch
    Army
  • Preferred Unit
    Rifleman

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  1. Can i get a rez in ICC heroic?
  2. Simple as it sounds, maybe it might? I know during underpop it seems to always be around 84% that i wind up getting waylaid. One thing i do not quite understand If you are inside the CP capping it, and i go lay on the porch, my one body will over power your one body, even though we are both just one guy, and i will roll back your capture. Seems cap timer should instead just go static. I mean i'm not coming outside, you probably got 3 buddies waiting, you come in and get me. Or at least have all 3 buddies lay on the porch, then it would make more sense?
  3. Lies They are paying us extra to get the wine and cheese to Eindhoven faster.
  4. Lots of dumb reasons Previous leasee of an IP address doing bad things can get the next owner blacklisted
  5. I see all his posts still?
  6. hotmail.com outlook.com appear to be working att.net, which is actually yahoo, strangely is working, yet @yahoo.com is not
  7. Ive been here since day 1, and i still can't fly my way out of a wet paper bag, unless its flying a transport plane or maybe a high level bomber. I dont think you can address my lack of talent
  8. Here is my idea of sorts propose location for FB to HC. Location would of course have to fit into the ruleset/mechanic similar to how you do FM's now Cant be within X distance of an existing enemy structure, can not extend beyond your supply reach (so no 3 towns behind enemy lines) basically go out, scout a location, find suitable location, place flag marker, HC can see flag marker ( to make sure no one is griefing / wasting everyones time by putting an FB where its absolutely worthless) and approves it. BING! there is the center of your FB. Now run your guys out to place the spawns, have not decided on an exact number of pieces placed per spawn but im thinking more than 1 or 2, have it take a little effort you know? Have to be within X meters of flag piece so FB does not wind up being 1.8km long. Add in optional pieces, gun bunkers, sandbag pits, etc. Things to make a GOOD defensible location (or you could require them?) Add more PPO's to the trucks and engineers to do this. I would be ok with allowing placement of some of the AI units, but only if there was a low MAX amount allowed per AB, like 4 mg towers, 2 atg, 1 aa? I dont know if thats easily doable by the game though. And do not limit having an FB to the lack of the other guy having an FB, let FBs go to war with each other. Distance rules will prevent overlapping an enemy FB radius, allow friendly FB overlaps if they want them. And allow the BDE to move into the FB Long term, get the BDE's out of the towns. Leave A BDE Command office (or the HQ), a limited spawn rear guard, and the towns normal supply routing functions. If an FB gets cut off, dont kill it! Leave it exist, just set its resupply timer to infinity. No reason it should cease to exist if cut off, let it try to fight. As for destroying an FB, let us take a step backwards Return to allowing any HE device 37mm and up, any bomb size, and any satchel (no AP no bullets no grenades no mortars) To do damage to the FB. But unlike before, set the damage threshold very high so that destroying an FB is a combat event in itself, that no truck full of engineers, or lone 88 on the hill, or single wayward bomber is going to pull off. FB destroyed with no retreating link, BDE destroyed, off map. FB destroyed with retreating link, BDE bounced to town, supply influx on trickle effect, perhaps with some kind of % of units lost. FB's do not display on open map except to HC ranks FB's only display on mission map when spawning in, much like FMs. To make a mission at FB, pick BDE, type FB in origin, select destination as normal. In the event HC is not on (They are real people, they can have emergencies, get sick, have to work late etc) put in a function for Otto Bot to approve in absence of HC maybe like so. n00b has placed an FB flag, sees no HC are on. n00b types .vote fb System sends a side message stating Player n00b has proposed an FB location and HC can not be raised, do you approve his location? side players type .approve n00b fb. As long as X% of the online players approve, FB happens. So what if FB exists but BDE is still sitting in town? Give FB the same limited spawn pool that town would have with just the BDE command in it. just a rear guard contingent. Maybe like 20 rifles, 2 Engineers, 4 small AA, 4 small ATG, 2 light tanks, 2 trucks. (The engineers are to build the fortifications, trucks would build the big pieces, engineers the smaller, riflemen filling in the gaps.) And that is probably an a$$load of programming work. To move an FB, propose new location, build new FB, on completion the BDE has XX minutes to move to new FB, move back to town, or if it doesnt move, it gets auto bounced back to town on slow trickle. I should probably note, i am not envisioning an FB being 1 veh tent and 1 inf tent cluster. I am thinking it would require say 4 veh tents, that do not have to be side by side, and at least 8 infantry tents that can also be spread out anywhere within X X meters of the flag marker, perhaps more? And several storage objects, even though currently they won't have a function, and some of the fortifications should be a mandatory part of the FB. EDIT i seem to kill a thread every time with this Sorry op
  9. Unless you are french. But still, if you got a driver, the tank can remain in controlled motion, which makes something like the S35 more deadly and harder to combat, when it is moving the entire time trying to flank you. If you are a STUG, a tank that has a driver actively trying to flank, while at the same time it has an active gunner, this is a very bad time to be where you are and a very good time to kick it in reverse. Now if the game had some CREW only map marks, that would be awesome. Commander can scout out some perspective shoot N scoot locations for cover. Because the drivers SA is not so good. The driver can then easily scuttle to the locations, or know the position of the target being flanked. Just remember, when driving, any crazy pivot turns will screw up what your gunner is doing, so keep that in mind if you guys are engaging targets. For the record, even the tiny tanks can be deadly when in motion and flanking, an R35 or H39 can blow a hole in you if he comes around your flank or back side Weapon Name Kills Deaths Kill/Death Sorties Average ToM Last Used H-39 2 2 1 4 16.5 Jul 22 19:04 Kills Captures FB Busts Units Hit Jul 22 17:44 geeezer (Pak 36) Jul 22 17:49 toxicpuke (Pz III F) No Captures Recorded I flanked toxic, which is very tedious without a dedicated driver, toxic was alive and awake and had i done a stop n shoot, he'd have killed me outright. But at close range (under 300m) , his turret speed was no match for peewee tanks ground speed. He sweet soft yummy side soon was exposed, and i switched from HE (HE because it messes gunners vision more it seems) to AP and put on just forward of the rear drive wheel. Unfortunately geeezer respawned another PAK36 and got me before i could recover. (They had an FM way out by the W Masstritch rail bridge) Now, had i a dedicated driver, geeezer would not have had that opportunity perhaps. There is a real reason that real tanks are not 1 man operated. As for PPO/STO FB's i posted an idea before but it didnt garner much comment. propose location for FB to HC. Location would of course have to fit into the ruleset/mechanic similar to how you do FM's now Cant be within X distance of an existing enemy structure, can not extend beyond your supply reach (so no 3 towns behind enemy lines) basically go out, scout a location, find suitable location, place flag marker, HC can see flag marker ( to make sure no one is griefing / wasting everyones time by putting an FB where its absolutely worthless) and approves it. BING! there is the center of your FB. Now run your guys out to place the spawns, have not decided on an exact number of pieces placed per spawn but im thinking more than 1 or 2, have it take a little effort you know? Have to be within X meters of flag piece so FB does not wind up being 1.8km long. Add in optional pieces, gun bunkers, sandbag pits, etc. Things to make a GOOD defensible location (or you could require them?) Add more PPO's to the trucks and engineers to do this. I would be ok with allowing placement of some of the AI units, but only if there was a low MAX amount allowed per AB, like 4 mg towers, 2 atg, 1 aa? I dont know if thats easily doable by the game though. And do not limit having an FB to the lack of the other guy having an FB, let FBs go to war with each other. Distance rules will prevent overlapping an enemy FB radius, allow friendly FB overlaps if they want them. And allow the BDE to move into the FB Long term, get the BDE's out of the towns. Leave A BDE Command office (or the HQ), a limited spawn rear guard, and the towns normal supply routing functions. If an FB gets cut off, dont kill it! Leave it exist, just set its resupply timer to infinity. No reason it should cease to exist if cut off, let it try to fight. As for destroying an FB, let us take a step backwards Return to allowing any HE device 37mm and up, any bomb size, and any satchel (no AP no bullets no grenades no mortars) To do damage to the FB. But unlike before, set the damage threshold very high so that destroying an FB is a combat event in itself, that no truck full of engineers, or lone 88 on the hill, or single wayward bomber is going to pull off. FB destroyed with no retreating link, BDE destroyed, off map. FB destroyed with retreating link, BDE bounced to town, supply influx on trickle effect, perhaps with some kind of % of units lost. FB's do not display on open map except to HC ranks FB's only display on mission map when spawning in, much like FMs. To make a mission at FB, pick BDE, type FB in origin, select destination as normal. In the event HC is not on (They are real people, they can have emergencies, get sick, have to work late etc) put in a function for Otto Bot to approve in absence of HC maybe like so. n00b has placed an FB flag, sees no HC are on. n00b types .vote fb System sends a side message stating Player n00b has proposed an FB location and HC can not be raised, do you approve his location? side players type .approve n00b fb. As long as X% of the online players approve, FB happens. So what if FB exists but BDE is still sitting in town? Give FB the same limited spawn pool that town would have with just the BDE command in it. just a rear guard contingent. Maybe like 20 rifles, 2 Engineers, 4 small AA, 4 small ATG, 2 light tanks, 2 trucks. (The engineers are to build the fortifications, trucks would build the big pieces, engineers the smaller, riflemen filling in the gaps.) And that is probably an a$$load of programming work. To move an FB, propose new location, build new FB, on completion the BDE has XX minutes to move to new FB, move back to town, or if it doesnt move, it gets auto bounced back to town on slow trickle. I should probably note, i am not envisioning an FB being 1 veh tent and 1 inf tent cluster. I am thinking it would require say 4 veh tents, that do not have to be side by side, and at least 8 infantry tents that can also be spread out anywhere within X X meters of the flag marker, perhaps more? And several storage objects, even though currently they won't have a function, and some of the fortifications should be a mandatory part of the FB. BTW the screen shots above... That's called visible supply, love to have it. Even bigger a$$load of programming EDIT See i mention FB, and kill the thread
  10. http://www.7thast.net/ We're migrating. If you see this message it means that our move to a new host has begun. We should be back up within 24 hours check back soon.
  11. @B2K Your webhost taking longer than anticipated to move?
  12. I did not get to try your way but i was able to do the following The game sees my 2 video outputs as separate video cards (so to speak) The both have same name of course, but one is screen one, and one is screen 2 So i found i could launch game 1, get it loaded and spawn in tab out open settings, set video to 2nd instance of my card and save. Launch playgate again and enter game, and it came up on screen 2. alt tab back to game 1 and its on screen 1. have to tab back n forth but it did work. But i do not know if all video cards/drivers appear to the game in that way. Mines an ATI card, bit older one. Sometimes its easier to use a craptastic laptop, even if it only gets 3fps, cause i dont have to tab to nudge the other unit around
  13. launch instance one, get in game. launch instance 2, before spawning, kill volume in it in prefs. before exiting instance one blip volume slider to resave volume pref
  14. I tried and tried to fix those, if you can be my guest I edited in wiki to display them at widthxheightpx and they dont change for some reason. I set them to display their exact and proper size