Merlin51

Registered Users
  • Content count

    17,170
  • Joined

  • Last visited

  • Days Won

    60

Posts posted by Merlin51


  1. 16 minutes ago, kgarner said:

    we should just go back to the system of letting the HC's pick how to use their RDP dollars

    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.
     


  2. 20 hours ago, snappahead said:

    Well, first of all, why have a 1943 timeline and have 1944 tanks involved? Balance of course.

    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


  3. 7 minutes ago, delems said:

    Can't you manually place them when tier 4 hits?  That way they don't have to exist in 1943, when they didn't.

    i think the only way to do that would be ohm hand editing the database, bringing down the server, etc.
    Aside from probably not being a good way to go about it, as Ohm has a normal full time job, he'd not be able to maintain any kind of exact schedule to it
    so that alone might cause some unhappiness when a tier does not roll out on time?

    Better to ride it out a bit longer, while we work it out to happen the right way?


  4. 6 minutes ago, snappahead said:

    To give one side tanks from 1944 and then say "Spawnlists will be subject to historical timeline" is contradictory. I don't want to hear "historical timeline" when crs throws that out for "balance" when it's convenient.

    You have one side with infantry support tanks that carry heavy machine guns, the other with tanks without and say "historical, that's the way it was". Then when it's pointed out that the Sherman 76 and firefly didn't see combat until 1944...."well, it's like this, we need balance" The imbalance in the air war gets pointed out and I'm told "historical, that's the way it was", yet, crs will be damned if the historical fact that the German tanks were far superior is going to play out historically.

     

    Axis get a tiger in T2, later can be properly adjusted to T2.5 (This campaign started in T3)
    In T2 allies have Sherman M4A2's with 75mm guns for tanks
    S76 and firefly dont come in until T3, because presently T3 is the end of the line, anything and everything not T2 either lands there or does not exist at all.
    If there was a Tiger II, presently it would land in T3 also, cause it would not have any place else to go, RDP ceases to advance at T3

    Once the US faction has proper RDP cycling so it can continue beyond T3, then things can further move to proper orientations, along with early year and later year tiers for even better entry times.
    Until then, T3 is simply the place where everything after T2 goes.


  5. 7 minutes ago, dre21 said:

    You might want to hang out with a few players that use that platform with great success. 

    The IIIG is, i usually use the StuH 42 in a support role though.
    Think the only thing i have killed with it's anti tank rounds was a sapper who was trying to chase me


  6. 9 hours ago, snappahead said:

    Well, let's be honest, the 'balance' and 'historical' words come from the mouths of crs themselves. They say 'historical' to justify something, then say 'balance' to justify something else. Seems hypocritical to me.

    i.e., Tiger tank too powerful, have to give allies tanks from 1944 for 'balance'. Can't have me262 because it didn't enter the war until 1944, have to be historical.  They play both sides of the fence, and when you do that you lose credibility 

    edit: or even better, german support tanks have no machine guns....have to be historical...it never ends

    Check current game.
    Tiger iirc is currently coming out in T2 where it should, t2.5 when it gets fine tuned
    Dont think the S76 and firefly's are coming out in T2? Should be T3, until we finish properly factioning US so RDP does not halt.

    They come out in T3 only because they have to presently as RDP stops at T3, so 1944 never actually gets here, T3 is "OK dump the goodie basket, everything left goes in now"
    but that will not always be the case, and we will eventually be able to have 1944 and 1945 and then things can further move to their respective places

    me262, mostly we simply do not have a model and mechanics for it, i dont know that anyone in present CRS sees it as a balance issue
    it is a unique aircraft and always will be, there never was any allied counterpart for it in WWII
    Though, it will probably actually result in not being the best received new thing the game gets.
    More will probably hate it than love it, and that's on the LW side, it is a very hard thing to fly and use well.

    There are other air improvements that will give pilots a lot more bang for the buck, so an me262
    probably is not high on the priority ladder, but not because of balance, just cause it does not give a lot back for the time spent.

    1 person likes this

  7. 2 hours ago, dre21 said:

    It would also mean in all Tanks if it has a reloader that when your reloaded dies , your Tank is pretty much junk too. 

    Well, at a point where those kinds of things could be coded and tied into the vehicle, it would probably go at a much reduced loading rate reflecting people having to cover jobs they haven't been training at etc.

    Though in reality, if the tank is punctured taking out the loader
    probably the 1st thing a real crew would be doing is exiting the tank or at least trying, as their prospects of survival just hit a mental 0%
    Don't know that i would like forcing that decision on players though


  8.  

    19 hours ago, jwilly said:

    Ouch.

    It's a game...check...but "all rates of fire the same" is too red = blue simplfied. Ditto for "not one single unit in game" and "things that inhibit firing rate".

    S!

    (As a minor input, the PzKpfW II gun should fire at the same rate as the FlaK 30 2.0 cm AA gun--two modes, semiautomatic or full auto--because...except for using a 10 round magazine instead of 20 because of limited space...it's the same gun.)

    I think you misread, or i misunderstand.
    All the cannons fire at their line firing rate, not all fire at same rate.

    as to the other, there was no code made for it.
    you can reload the tiger, while flying full speed, over the edge of dinant cliff, with the turret rotating, and you can reload an ATG, while pushing it down the road, you can even reload an 88 locked at full traverse speed.

    Neither makes much sense realistically of course, but it is at least a fair and even bit if silliness

     

    PZII 20mm
    Not 100% sure, but possibly because you can not swap a hot barrel out? (same reason the tank mounted mg34's have reduced firing rates)
    Also PZII is 2 cm KwK 30 L/55
    and Flak 30 is 2 cm KwK 30 L/65
    not sure if that has any bearing with the shorter barrel?

    1 person likes this

  9. line firing rate for a B1 or S35 is about 15 rounds per minute (Which is what is recently got reduced to from a lot faster)
    that is the rate that all canons in game fire at.

    As jwilly accurately notates, putting round in the gun was not the issue nor was keeping the sight picture, doing any other asppects of commanding the tank while playing gunner was, and artificially reducing the firing rate is not the answer.
    If you want to do something to make the tank more correct, figuring a way to eliminate crew 2 position and allowing the turret commander
    to move up and down with the same having to pic one thing or the other, somewhat like the pzIIc and pz38t do comes to mind.

    There are things that inhibit firing rate, and not one single unit in game is saddled with those issues

    1 person likes this

  10. On 3/11/2019 at 10:18 AM, augetout said:

    Geez Merlin, I'm an advocate for PPOFBs.  lessening the number of CPs was just a throw in to explore, which I guess is not necessary. ;)

     

    S!

    If i could PPO FB's, i'd probably never leave the country side, i'd be out trying to locate and blockade enemy FB's, or like setting up bridge control bases when it is one of those areas where you simply have to use the bridge to get someplace to go on attack.

    2 people like this

  11. 11 hours ago, Capco said:

    I don't recall ever reading about someone taking multiple .45 ACP rounds only to get up and walk away.

    I just posted you the hard data.
    Anyone can get up from anything and walk away, people have taken multiple 30-06 hits, and still kept coming, with out falling.
    And that trumps a 45 APC any day.

    Anyone can edit wikipedia and cherry pick opinions.
    I'd recommend reading the US army documentation and testing on it.
    They did after all build 6+ million of the things based on the findings.

    "The oft-mentioned ability of the Tommy gun to hit and kill at ranges up to five hundred yards is pure theoretical hokum. Practically speaking, the gun will always be an ultra short range weapon, good in the jungle and in street fighting, but poor where the least measure of accuracy is called for. Another most serious limitation is poor penetration. Bullets that bounce off a hard wood surface at 50 yards are not good brush-rakers. Firing a Tommy into the jungle blindly is not effective because so many of the bullets would be stopped by vines and branches. The greater power of military rifle cartridges, fired from full-automatic rifles and machine guns would be preferable for such work. The standard Japanese bullet-proof vest, which would not even slow down a carbine bullet, stopped .45 slugs cold, whether fired from pistols or Tommy guns.

    ...The advent of the carbine later on in the war eliminated, in my opinion, the last need for a Tommy gun. The carbine made a much more accurate offensive weapon, and a much quicker pointing and more accurate defensive weapon. The lighter weight and greater penetrating power of the .30 caliber carbine catridge increased this superiority even more."

    - LT John George, Merril's Mauraders
    Shots fired in anger
    Pages 395 - 396 

    And you could probably read nearly anything from Audie Murphy.


     


  12. 41 minutes ago, ian77 said:

    Personally I don't see the need to make the French tanks slower at reloading. Allied tankers would counter with "make tiger turret as slow as it should be" - personally I like the faster tiger turret speed and would not want that to be "fixed" when the French early tier tanks get their reload speeds fixed.

    There is nothing to fix
    It is already faster than hand cranking it, and slower than running the engine at max recommended rpms.

    R35 S35 B1 and H39 by the way did get reload increases
    checking vs an old version of the game, they used to be about 2.5 seconds
    which was too fast.

    If we could make you look away from the gunsight while reloading, we probably would, if for no other reason cause it is the real way it would happen
    but i dont think we can make any of them do that right now.

    And if it was easy, we'd eliminate having to use the phantom crew 2 for the cuppola view also


  13. 2 hours ago, shiloh17 said:

    What is bad is Billy Bob Recruit spawning at an FMS and shooting friendlies giving away the FMS position.

    That happens with noobs regardless of pay scale.
    Actually, it seems to happen regardless of what game it is

    1 person likes this

  14. 1 hour ago, timeless said:

    We have all unloaded half a magazine into an ei and he turns and kills you and runs off. Sometimes it wont even show any hits or damage.

    That can be the other person.
    Before the auto despawn was implemented, there were more occasions of this.
    You would shoot the guy, nothing happened.

    He might turn around after, like he was seriously detached from what was going on and shoot you, or he might just continue on oblivious.
    If he was the only thing you touched you might see a no hit no kill AAR on despawn.

    But, it got stranger some of us found.
    If you respawned right away, and just sat someplace safe for a bit and despawned, here would come the credit for the guy you blasted.
    He finally died much latently.
    If you were running back off playing, you did not much notice that extra unit killed.

    I had occasion once to shoot a guy, who did not die and appeared kind of oblivious to me.
    So i just kind of followed him for a while.
    He drops over dead for no reason (aside from me shooting him in the back 4 minutes ago) like 3 or 4 minutes later.

    It is better now, there was a point where it had started to get really strange.
    Guy would walk in to cap your bunker, 20 people shoot him, he does not die, but he is also totally oblivious to there being anyone else in the bunker.
    He just sits there, maybe looks out the window every now and then, like he is waiting for an enemy that he can't see is sitting there poking him with knives.
    Probably also wondering why none of the players on his side are coming to help, cause he has probably ceased to see them properly either.

    1 hour ago, ian77 said:

    To be serious, I think that they render for you off set from where they really are, as tanks and planes can do. With tanks where the tracer comes from is where they really are, not where the image is. Of course in infantry CQC if you see them shooting it is usually too late to shift your aim point.

    What you see is what you hit.
    The DM is the physical model you look at, so when you shoot it, that is what your client is factoring it's shot results off of.
    Even if i back up behind a building, if on your screen, you hit me before i do, that is what your client calculates it's shot results from.

    When you see it shooting on the other hand, is different, we see enemy round trajectories and impacts from everything in an approximated fashion
    based on a small amount of information sent from the unit we are watching.
    Is firing, what gun, relative direction, rough idea of where round is coming to.

    You could miss something, say the info that the turret had rotated and was pointing a different direction for example.
    so you see tank with turret pointed same place it was.
    Now a bit later tank shoots, and of course the approximated representation kind of does not match the physical picture you are looking at
    Which is weird looking, but aside from being weird looking, the physical object is still what you are going to shoot.
    If you see thin side of turret, then that is what you hit, and that is what your client calculates it's shot outcome from.

    When said thing refuses to die when visually it should, it becomes a question of communications.
    Where in the communications dance is something not being received, or discarded, or corrupted, or out of sync etc.

    But if you see side of vehicle, or arse of infantry, and shoot it, assuming you do not miss, that is what your client says
    I hit side of tank, i hit infantry buttocks, and that is the info it sends back up to the host.
    It's the dance that comes after that sometimes seems to fail it's choreography, which can be annoying, especially when you dont know
    Is it me? is it some level3/cogentco stupid router backbone issue, is it the other guy, is it the game host, is it an act of god, did CRS put kevlar on DLC and no one told me?
     


  15. 5 hours ago, krazydog said:

     Lol I know it would mean Allied (4 to 1) ratio in tanks and airpower to the axis in 1944.  Not sure how fun that would be

    It would not, that is why you dont see anyone doing some kind of literal by the numbers TOE.
    It would suck to be axis from day 0, because by the numbers, france had more gear than germany did, with out britain, and you'd never convince anyone to do a repeat 
    mismanagement of it like happened in WWII.

    Might make for a neat event/scenario, if set up right, for about a day.
    Not so much after that.


  16. 6 hours ago, Capco said:

    Eh, that’s not what I’ve read. The .30 carbine has ballistic performance roughly on par with a .45 ACP.

    It is considerably less weight, which is important when figuring how much ammo can you carry
    and it has a much longer effective range.
    One of the army's specifications for the design was no more than 18 inches of drop at 300m
    the thompson cant touch that, it drops like 45 inches at 300m
    Though you would be better off waiting until 200m, that is kind of the sweet spot.

    .30cal , 110gr FMJ, Winchester  2200fps 967 ft/lbf
    .45ACP , 230gr FMJ, Winchester    950 fps 356 ft/lbf  (fps as fired from an M1 thompson, 835 fps fired from M1911)

    For comparison
    .357MAG, 125gr    , JHP Federal    1450fps 583 ft/lbf 

    I am not sure where you got these reports about 50m being a miracle, but they are based on something besides facts.
    It can not compare to the 30-06, but then it was not a rifle cartridge, it was not meant to.
    It can do more damage to you at 100m or 200m than a thompson ever could.

     

     

    4 hours ago, major0noob said:

    if they add them with the small arms audit: when a .22lr equivalent will stop behaving like .50AE, i can see it being useful (no/low recoil). <<<MAS38

    Well technically (and you already know this, so i am not sure why you dont say it honestly as to what is wrong with it?) the MAS38 does not have terrible recoil.
    Maybe probably more than it should as it is a very small 6mm cartridge, with a unique offset bolt design, but that is not what is wrong with the mas38.
    That is not why people find that they cant use it very well at all
    Ballistics wise you can hit someone, a lot.

    Problem is ballistics are invisible, and what you see is an animation
    And the animation is wrong, completely wrong.
    It needs totally redone, the animation bears no correlation to what the gun is actually doing.
    And unless you have a jedi training helmet and some mastery of the force, it's kind of hard to ignore what you see

    Tape 2 strings, corner to corner on your monitor, so you got an X dead center
    Now,  ignoring the model and animation entirely (best you can) go prone fire the MAS38 at the 50m target at the training ground using your string crosshairs. 
    Just let it fly, full auto.
    Now go check the target.

    Yep thats right, you actually hit the hell out of it, even though the gun animation was over on some other planet and probably heading towards the sky
    and the back of your shoulder blades.

    Animations especially animations synchronized to a ballistics firing model is something far outside my skillset, otherwise i'd have probably gave fixing it 
    a shot myself out of shear desperation.
     

    4 hours ago, major0noob said:

    in the meantime, rats history suggests

    Whose history exactly?
    Did anyone one presently here make those, or have any part in it what so ever?
    Please, point out which one of us it was and i will happily go club them

     


  17. 22 minutes ago, delems said:

    Ok, Origin is a completely worthless radio channel, no need for it.

    It is or was used by air, since target etc could switch a lot, to keep background noise down on the main numeric air channels
    Used to be used by ground to talk across missions/objectives, though it has maybe gone out of style.

    Dont know that i would remove it, maybe not set it as a default for anything, but i think i would keep it available if needed.
     


  18. M2 wouldn't arrive until cycle 8 (early T5)
    M1 has 15 round capacity, Garand has 8, so that is almost double capacity, not just 2 rounds.

    M1 also has more knockdown power than the thompson, and is better at range up to about 200m.
    M1 has a lot less kick than the M1 Garand, and is a smaller and lighter weapon, should work well
    in medium and close range combat