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Everything posted by Merlin51

  1. That is the 64 million dollar question. You could be playing the most awesome game in the world, and no one will watch you, and yet some other guy could be playing an atari 2600 playing ET and have 1 million viewers. It depends on how engaging and entertaining you are, more than the game itself you are playing. Might also try steaming naked, it works for @ryman89
  2. Ballistics would crush the CPU in 5 seconds flat
  3. like this? seems interesting
  4. That Can happen, but it can not happen before a point where hatch is able to audit all the ground vehicles first, because if they are not correct in that aspect of the physics, you will have units doing what they should not, and units unable to do what they should, kind of randomly. (meaning like a truck that flies across marshland, where as some particular tank unit can not even get across a field) That aspect of things did not get a lot of proper attention in years past, so there is a good bit of work for hatch to do vehicle wise 1st, before we can then make changes to test with the ground physics.
  5. they are good ideas, but ultimately the weak link in them is us. count how many mission you find where the info just says orders, or rawr or something silly. or the mission target was chosen to manipulate FMS proximity to get the FMS near something else that could not normally be targeted with no orders set to let you know what is going on. we have to start putting the info in on large scale before the ability to have labels does much good we also have to stop and take the time to read them, which is the other side of the coin. sometimes i will set up an fms for some kind of rear guard, possibly boring no action mission, and i will put that in .orders but ultimately people will not stop a sec to read it, and spawn in and then be unhappy with the boring mission over on the far flank where there is no action we gotta stop and take time to type and to read both.
  6. i posted this back in feb, dont think the idea was too popular though
  7. you can purposely select the smg classes and bind them different than the rifleman to better suit your use our keymapping does seem complicated at 1st, but then later you find that you can do a lot with it that you kind of can not in other games cause you can fine tune every single unit to suit you
  8. We used to have some vehicle tutorials which kind of did that i wonder what happened to those? There was one that taught you to drive a tank, and one for flying etc, and they did that, told you what buttons to use. That is the roughly present distance of FB's to the enemy town. The towns that do not have them don't because they are too close together, you get towns too close together and poke a couple FB's in the middle the other guys EWS goes off the second you spawn in to check the FB, not to mention he might be able to nail your FB from the safety of his town (take dinant/anhee for example, imagine a pair of FB's inbetween the two, you could camp them from town) Indestructible, maybe not. Much harder, promoting a combined arms attack perhaps Ya know, we had that way back, and for the life of me i can not remember why it was removed?
  9. 1 is main weapon 2 is secondary weapon 3 is frag grenade if issued 4 is smoke grenade if issued etc But you are right if a unit has less things then weapons shift forward, if they have more, then they will shift forward A rifleman has no secondary so 1 is rifle, 2 is frag grenade, 3 is smoke etc I mortarman 1 is frag mortars, 2 is smoke mortars, 3 is rifle, and so on so what you would want to do is spawn a particular infantry offline see what each weapon is 1 2 3 4 etc then for that specific unit type in keymapper, if 5 is the knife and you want it set to 1, rebind it so and yes it will only change that one kind of guy. I know this sounds a bit odd as opposed to other games, but our infantry are almost unlimited in weapon options they could be loaded out with and this allows them to remain very flexible in that aspect for future things.
  10. When he said morph, i thought he meant like literally, start deforming the model into another hull shape etc
  11. You do not need to use the secondary settings For infantry they kind of have no use For vehicles though, they can give you multiple ways to control things Like say a tank turret Primary movement via mouse, but say you want to traverse the turret a long ways, picking up the mouse constantly sucks, so you map a secondary set of controls to like arrow keys, now just hold the arrow down until you are close to where you want to be, then go back to mouse for fine aiming. 2nd part of question In keymapper, you can chose to map the entire category, or only a single unit in the category If you pick infantry and do not pick an infantry class, your keymap settings will apply to all infantry if you pick the rifleman, it will apply to only the rifleman of the country you picked. This lets you adjust some infantry classes differently if you like. (applies to tanks trucks atgs etc also)
  12. Yep, you are correct I think we all had some crazy rank back then due to scoring issues, a war fought by generals, with no privates hehehe
  13. Well, at least they were ready to work, now to just funnel the efforts outwards more, and do some minecraft out at the depots and such.
  14. Yea? where do I find them LoL?
  15. ? you absolutely 100% missed the point entirely
  16. What is this? Axis Germany Heavy Mortar 3,025 Allies United Kingdom Heavy Mortar 275 Allies United States Heavy Mortar 735 Allies France Heavy Mortar 121 We do not of course have infantry heavy 80mm mortars etc So what is classified as heavy mortar? the CS tanks? Maybe? i dunno... What ever it might be, axis appears to be cleaning house with it. But, that could be misleading simply because of the categorical name Axis also does good in the ATG field, that category at least makes sense to me Axis Germany Anti-Tank Gun 1,746 Allies United Kingdom Anti-Tank Gun 656 Allies United States Anti-Tank Gun 596 Allies France Anti-Tank Gun 99 Heavies Axis Germany Heavy Tank 2,709 Allies United Kingdom Heavy Tank 1,501 And apparently the 232 is one vicious mother? Axis Germany Scout Car 3,491 Allies France Scout Car 340 Allies United States Scout Car 986 Allies United Kingdom Scout Car 727 Axis pwns the TD field, which i assume is StuG's? Axis Germany Tank Destroyer 1,774 Allies United States Tank Destroyer 563 Allies France Tank Destroyer 84 UK is apparently a no show?? Huh? But apparently France has the deadliest truck on the battlefield Allies France Truck 1 No one else has any kills with one. I kind of wonder if CS&R is perhaps not exactly terribly accurate in tracking what does what. At least 1 person has to have spawned a Achilles right? that is a TD, but it does not fit in stats at all apparently as the UK has no showing in TD's Perhaps could it also be that axis has no showing for the newer panzers also? giving them no accountability to the numbers? What about the heavy mortars? If those are CS tanks, are packs of roaming StuH's devastating the countryside killing everything? Perhaps CS&R would have to have some much needed reworking before we can take terribly much from what it tells us about things?
  17. Well, if you've some torches and some scrap iron, i could use some help cutting up the R35 turret to mount twin camels And then i will help you do the same to the PZII and mount twin flak38's Not sure how much AA use they would get, but imagine the Boyz in the Hood style drive-bys hehehe
  18. ? confused Allies have the Hotchkiss CA mle 38 25mm 5mm may not seem like much, but it hits harder and has better range than the flak30/38 heavier round and longer barrel at same velocity at the flak30/38 So it has the per round energy advantage. Flak38 has the volume of fire advantage. It kind of evens itself out?
  19. We have to redo a bit of the bofors, when we can (We meaning BmBm, while the rest of us We watch) Problem with the bofors is, the gunsight is wrong (which you know), and it is attached on the cross bar wrong also.(Of which at least Jwilly is aware, probably Mo too) So, need a proper size and design of Charlotte's Web, then it needs reattached in the center, rather than out on the end and the aimed view needs moved over so it is inline with the sight position. Then the sight will be centered within the shield cutout as in real life, which wont leave you so blind on the right hand side.
  20. On capturing a town, HC has a 10 minute window to do a penalty free faction swap and it will run at the normal 60 minute trickle to full It is only when you go swapping towns around after the fact, that you get a 15 hour restructuring penalty. And if one finds that there is good need to swap a town long after the fact, one could use flags to bolster the position while the supply and logistics are getting things in order, plus you could prespawn from the leaving garrison as well, before the swap, to counter a possible immediate response from the opposition And dont forget, you do still have the neighboring area to set up a defense of the location until the convoys begin arriving. And infantrywise, remember when we used to use the transport planes to restock infantry ? You'd grab a couple engies from this place, and a couple from another etc, so you did not just simply deplete a location (and someone would always jump out of the plane, with out a damned parachute LoL)
  21. @XOOM can you answer that, on who is and is not included on the counters for cap timer and SD? logged in VS actually spawned in
  22. My understanding is the cap timer is based on people actually spawned in world, not sitting out at the map screen and is averaged over a period of time so it does not bounce up and down continuously like a jumping bean. I am not sure on the SD / Login pop notification, if it is in-world pop, or just post persona selection in-game and mapscreen.
  23. I think perhaps you would not like that terribly much, it was not well liked in the 1st iteration. It basically devolves down to give up 30 of these and 20 of those and all of these for 12 of that, and then the spawn list looks terribly devoid of all supporting and expendable gear, and gear for lower ranks etc. A lot of players were not thrilled with it. I also imagine it caused a lot of internal HC hostility as one branch would trade off another branch's assets for more of it's own.
  24. No, i just answered that. RDP stops at T3 because of how the US was initially put into the game, this was done before we got here. I don't know why crs1.0 ran into that roadblock, i'm sure it was not exactly what they planned, and i am not sure why they could not address it, perhaps lack of time or resources etc. No one here is doing it for balance, they simply cant go someplace else because the someplace else is not here, Yet. If we were doing it for balance, we would not have put the tiger back into it's rightful place (or as close as we can get until the tiers are subdivided) or sent the M3 sub machine gun off to its more proper location