tater

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Everything posted by tater

  1. Yeah, the CPs have always been wrong. Capture points should always have been spread out over the map. Towns were indeed logisitical hubs (crossroads, rail, etc), and that should have been part of the game from day 1 as well, then make captures all over. Every crossroad, every place that is commanding., every bridge (and no supply crosses bridges unless intact/owned.
  2. As should some way to abstract real unit dispositions, better than the awful, useless AI we have now. We now have Brigades (which are really not even 1 Battalion, much less a few Battalions). I've always thought the units should be spawned in smaller blocks such that if the facility is lost, those units are lost (temporarily). So put a platoon in each Depot, a company in the AB, etc. If it's lost, those units are not available for hours. Each unit of a certain size then gets AI (like we have), but that AI is placed by the HC (maybe the HC can make a player-specific mission to allow specific regular players to do it if the HC trusts them for a given town (a command HC could do like ".ai dinant tater" and then I could place AI in Din for the next 30 minutes or whatever). These placements are persistent until the AI is blown, placement shows the arc of fire, too. Placing FMS at 45 degrees to run into town and blow AI is gamey and stupid (stupid for immersion, sensible as a tactic given the game now, obviously).
  3. Yeah, I can now. Many posts end up in stream of consciousness threads where the title might not match the content, and I have 11k old posts, lol. A bunch of us advocated for a different kind of system many years ago, the fact that everything, literally everything, that I thought was a bad idea went into production for the game was part of the reason I left, honestly. Aside: I was against the GPS map we have, for example. I was (and remain) against global communications, except for radio units (tanks, ships, planes, and people in a CP with a radio, plus I wanted a radioman inf). I always thought that every inf calling in air was absurd, and harmed the already overfragile (to everything) ground units, particularly armor (which I don't even play). I like the idea of a map, but I thought that it should not have the player position on it at all, and it should not show his facing, so the player can mark for himself, but has to guess exactly where he is. He cannot share that information, short of being next to another player, then they can sync maps. If he does this with a ML, then the ML can use a radio to let HC see what is up. I might have radios only talk to units they should talk to. If tanks did not have radios to talk to air, air is on their own. I also wanted no icons for friendly players, unless you were close---close enough to see it was your side (corrected for day/night), you get a blue dot, close enough to actually make out a face in RL, you get a name. In short, I wanted more fog of war (and I wanted some form of FF, too). I wanted ww2 combat, not Sci Fi combat, with ww2 weapons (which is what we have given comms in game). I'm entirely against in game comms, frankly, except for units that could actually talk to each other in RL. Within a vehicle? Absolutely. Within shouting distance (enemy can hear, too), then sure. Within talking/whipser distance? OK (enemy can't hear). Dogface to air? Not without a radio that could actually have done that in RL (what ww2 army routinely fielded CAS forward observers with radios?). Ditto hating the MSP without on-sides restrictions. I defended them against people claiming they were "army teleporters," saying they represented the massing of forces, and were an abstraction like the rest of the spawn list/facilities---but only as long as they never deployed "off sides." Then we got them 360 degrees, and they were/are army teleporters. There is no such thing as "flanking" in ww2ol, there are either no flanks, or every individual has infinite flanks, pick one... I could go on. I stuck around for the game I hoped for, and I've come back in the hope that maybe it heads in the right direction for once. Ifigured I'd stick around for a while with my finger in the air to gauge the wind, and by subbing at least I'm not berating without paying my way at some level.
  4. I'd shorten that substantially (at least a km for the large ATG spawning FMS), then allow the baby MS (as you call it) to go as far as town, minus some exclusion around an enemy facility. I wish there was a way to visibly mass forces, too. Ie: You would spawn trucks (maybe with canvass tops added to the beds) and park them at the FMS, and this "deploys" them, and the player RTBs. The trucks stay at that FMS, and add to the available spawn list at the FMS (which would perhaps be a squad or 2, plus 1 of each ATG/AAA), and at the baby MS. The trucks each have a squad of men, say---10-12 guys, 1 SMG, 1 LMG, 8 rifles, and a maybe a couple of the other classes (mortar/ATR?) as well as another 1 of each ATG/AAA. Or maybe HC can spawn a truck that moves special classes forward (engie, sapper, sniper) (so normal FMS spawn regular infantry, and to get specials the HC has to deploy them). These trucks have to deploy within some short range of the FMS to add to it (100m?) This means attacks would move out from the FB, and either spread all the troops out for a wide front of attack, or they could mass in one area if that is more desirable. The FMS would have to be blown, but the trucks might be destroyed as trucks are, and then their addition to the spawn list is then removed.
  5. Interesting idea. I wonder if a SD could be used to make the number if infantry in play in a given AO/Do roughly mimic their appropriate numbers (~1 in 10 a SMG/LMG, the rest rifles). Still it would not solve the issue that SD is meant to address, population imbalance. I still say that depot/MSP spawning should be limited to the relative balance of units attacking vs defending a given AO.
  6. Agreed, though I think the fall damage is already goofy, and needs universal improvement (no roof jumping, or running off 2d floor depoys). Paras already have a cool down on landing, right? I think the solution to paras usefulness (outside some current cases where they already work fine), is to make the regular MSPs obey some sort of "on-sides" rules, so that if you control the towns N and E, say, you are limited to spawning N and E of the target town. Then paras can drop to the rear.
  7. I hate the fact that the spawns are from every direction, even if it benefits me on attack. The game where the town is overrun, and ei (not counting paras) are literally everywhere (or even possibly everywhere), should be the very end of a battle. I like the @ZEBBEEE idea, only thing I would add is a better on-sides sensibility. Under the current play, seems like the setup would be the same, you'd move the FMS out to surround the town (and I do mean surround), then start placing closer spawns, all this before setting the AO. The supposed defenders would apparently all be asleep or at the bar til they are call to defense, then the first responders are supposed to set up a defense, with ei likely already hiding in the attics of buildings next to the CP.
  8. Whatever a spawn with crates is called (FRU/HC/?), it needs to die if you so much as look at it, honestly. I'd dump the FMS object (because it looks really strong), and make all the MSPs die to a single magazine of MG fire (or as many rifle shots, or a couple nades, whatever energy 30 0.30 cals is). You should have to control an area to have a MSP of any kind. On-sides rules, and easy to kill, not hard to kill. If you want to make it strong, build some emplacements around it (which makes it protected from gunfire, but far easier to spot).
  9. This X1000. And figure out some way to have an "on sides" rule for mobile spawns.
  10. The problem with comparing units in this game has always been that in RL, the units were developed in a context. Pre-war, the context was doctrinal, and once the war was being fought, many decisions were made in response to enemy capabilities. Minus that context, the what-ifs can fall apart, because we're playing with a stable of units designed for a purpose, and that purpose might not be a thing. I'm an aviation history nut, so those examples leap to mind. Fighters designed for attacking massed formations of heavy bombers, with substantial defensive armament might be great against ground targets in game, but minus the massed heavy bombers, they lack a reason to ever have been developed. The opposite is also true, lacking any enemy heavy bombers in massed formations, the Allies never bothered with countermeasures for such a threat. That decreases the available stable of Allied aircraft, because they had fewer use cases (axis needed to do all the things, Allies not so much). Naval would be pretty unbalanced if that was ever a thing (a single Fletcher DD had more AAA throw mass/min than Bismark, for example). Anyway, it gets pretty complicated pretty fast, counterfactuals without context make little sense, I think we are stuck with units that are vaguely representative of different capabilities. I for one would prefer less red/blue, and more variation in capability. The only way to have some rollouts happen in an odd way would be a better strategic level game. Give weapon systems a cost, and have the HCs buy a ToE, perhaps. They can then change it with a tier change in response to what they have seen fielded by the enemy. With loadouts, perhaps there could be variants possible on some platforms to facilitate responses that might not have had a reason in RL.
  11. I measured it on the map, it's roughly square if you include the flag (which it must, because the flag doesn't clip other buildings). The actual interior is closer to what you say, though, for sure. I actually don't care that much about that. I did propose a walk in tomb or 2 for that reason. In reality, a roof should not be overly protective against a mortar barrage, anyway. The ruin state could have some tall tombs fall over in a way that makes a roof to lie under and shoot out of (aiming out a door, or even a fallen wall section...). I just want to have a CP that involves actually fighting, not waiting to be killed in a CQB death dance, and hoping to trade. Ditto. The countryside is way too empty. I think they could use extant farm buildings with the texture made capturable in the CP version. If limited spawn lists could be a thing, then a farmhouse CP could perhaps have a spawn in the upstairs. Only like a squad worth (UK/Ger rrifle section/gruppe were 1 SMG, 1 LMG, 8 rifles). Some in the woods... could be very, very fun. Perhaps if they added new CPs between town/FB (not just linear, either! I want a front of them), they could have some that were simply open ground to be held. The farm compound bunker we have, minus the bit that keeps vehicles out? More variety! Agreed, but we're still stuck with the guarding a closed room paradigm. I can't help but try to help our side win, and I honestly hate it so much. I played a hour or two last night, and the only outside I played was running TO a CP to recap or guard it, or the one time I went looking for an EFMS, then snuck up on a tank (sap blew it). I literally spent the entire night doing what I hate, nothing I liked. I'm willing to pay a while (again) in the hopes something might change, but I'll get sick of that at some point, if the only way to not lose is to stare at a virtual wall. There are also far too many SMGs. Spawn lists need to be smaller, and replenished when emptied, not before. Ie: A Squad/Rifle Section/Gruppe is 1 SMG (NCO), 1 LMG, 8 rifles. That's the spawn list. When all of those are gone from a given brigade, it refills. (it's keeping track of the total number, but only those are available. There might be another, special spawn of some kind for Engineers, a Mortar squad, grenadiers, etc. (maybe 1 of the rifles gets switched with one of those every X Squads?). Later in the war, the Germans went to more SMGs, I think it was 3 SMG, 1 MG42, 6 rifles from '43 on. UK stayed the same, but the French could be whatever we like (matching Germans, for example) for balance (a reason to use them vs UK), they're counterfactual anyway.
  12. Cool, figured I'd just let you guys know.
  13. I was thinking about this some more, looks like the CP is something like 23x23m (assuming the flag sticking out is part of the building footprint) Might be smaller. The Depot itself is similar in footprint. Any Depot change has to fit the same footprint, including garage and exit geometry (including covered area for trucks/ATG). Here's a CP as cemetery doodle: That's an Opel Blitz for scale, and possibly there for real as terrain. A generic truck could be added, or ideally, instead of a flag, perhaps the flag is replaces with a truck model already in game (Opel=German, Laffly=French, Bedford=UK, etc). Trucks could have flags on hood. Otherwise, use a generic truck of some kind (extant truck with canvas?) with flag on hood. The radio idea for the mausoleum is just that the small building is stone, and has room for a small comm setup (old school way to indicate command post). Wires could run out to an antenna---this is an ersatz CP, right? Walls around are made for crouch deploy (like some of the walls in the urban stuff with wrought iron on top). A few larger tombs/monuments are possible, plus tombstones of various heights and designs. Design this so that there are good deploy areas, and places to shoot through narrow arcs with a fair bit of protection from small arms fire (I did a crappy job of this, sue me ). This above is 20mx20m. The entire thing would be cap texture, including perhaps the parking area (if a tank could stand on a CP, could it cap?) The idea is that holding this area is how you cap. Once capped, you need only keep the enemy out. A few places allow hiding, and the ruined state might churn it up a little and make it nearly different, not less open. HE would become pretty important, clearly. A skilled mortar team could really help clear a CP for capture, then again, the cappers can cap, then move nearby and keep recappers away in similar fashion. Cap timers, and multipliers for each capper can then be adjusted to make it work. The depots would be reduced as suggested to get the depot snipers out (they could stay similar, even with height, but simply lose the windows).
  14. ^^^ That, and all AAA/ATGs that can't spawn at an FMS, should have the ability to act as an MSP with a small spawn list for defensive inf.
  15. While spending the entire night guarding/recapping, it occurred to me. The CP should be a park. It's not too open, it's not open enough. If you cannot control a park (no PPOs allowed), you don't control the ground. It becomes ALL about cutting/commanding the CP. The park can have a wall/fence around it. heck, it could be a graveyard, with a single walk-in tomb (some shelter from HE). Open space, some small shelter available. Basically if anyone can nade you, you're hosed. CPs in town centers will be really hard if the defense can manage mortars. Once capped, recapping... non-trivial.
  16. Good ideas, but even 1 v 3 is not ideal, sure you have more targets, but it means that it's respawn, suicide rush, rinse, repeat hopefully bumoing off all of them before the cap happens. It's still not fun play. Not that long ago, you and I were in whatever town, and I capped the CP that was 90 degrees to town, and the CP I spawned at was also separated, so I crossed a field to get from one to the other. There was no ei there, but not knowing, I ran and went prone, sought cover, got to a ree berm, and ran along that, then I naded the place, and recapped. That was a million times more fun than waiting for the recap to happen, staring at the stairwell---and there was no enemy, lol.
  17. Is there a floorplan of the CP and Depot buildings available? Or the rectanlge that is available for them to fit into?
  18. I agree with both of these, and yet it's still the same, awful CP paradigm. I end up guarding and capping much of the time (I'm only recently back, but I see you on a lot @delems, I'm easy to find, my icon is usually in/near a CP). I hate guarding, and I hate the act of actually capping to the extent it is guarding, or hiding. Assaulting a CP? I'm OK with it, except it's always the same. Throw some nades, throw some smoke if needed, and it might take a couple times (I often have a rifle). Defense is awful. I was defending a ruined CP, sorta standing where the closet used to be I think. I could see the german's gun sticking in at 90 degrees to the wall (as it should be), then I died. To be clear, I was not in a place where that gun can not point in game. In RL, he'd have to have stuck it through the window, turned it 90 degrees (parallel to the wall), then shot. This has happened to me many times. I can't shoot around corners, maybe you can go back and forth, and the game lags the gun through the wall, dunno, never bothered to figure out how to do that. All the CQB is terrible, I was in a side-stepping gunfight with a German, and I'm sure he'd complain about my movement, we both shot a few times, eventually I came out ahead (badly wounded, though). Given the absolute game requirement for capping and guarding/holding, at the very least if the Spawn Building was improved, the CPs should improve as well. How, I have no idea, honestly. I want to defend them at least sometimes in a more active way. Having to hide in a corner staring at the stairs. I bet a decent % of the times I get killed guarding I'm looking at the map, or typing. It so BORING, yet if you care even slightly about making an attack or defense successful you must do it, and so many must do it, too. At least 1, and better 2 per CP (1 can hold off serial attackers OK, even with a rifle, but a group kills you for sure). In a game without many thousands playing, that's really too much to ask of people. HC people rightly telling people to guard CPs (because you have to) gets pretty old, when it's honestly the worst play, and anyone stuck doing it basically just volunteered to clean the latrines. So while this is a good thread, and I can agree with much of it, any ideas for how to change the 2 buildings in concert? Any ideas for making the spawn someplace you don't want to stay, but the CP a more desirable place to stay, should someone do so? What about the CP as a better 2 story building? Heck, a 3 story one? Footprint has to be the same, what could improve it so that it could be defended in a more active way such that guarding is not universally staring at the stairwell or closet wall? Then at least the depot snipers will spawn, then run to the awesome sniporz nest that is the CP, where they are at least bodies that have to be killed (I agree with that other thread that the timer should only move either when 1 side clears the CP, or when 1 side outnumbers the other at the very least).
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  20. Yeah, this is why it would be great to have gunner positions that could be joined after the plane is in flight. Such a system (join in flight) would be extremely useful. It could be used for vehicles like the HT as well to good effect, or even the hull gunner on tanks. Formations (bombers with bombardiers within X hundred meters of the leader) might be allowed a "drop on leader" commend, and the leader drops, and all the drop as soon as he does.
  21. I kept my old rank from years ago (not that rank matters in game, lol). It's like I never left.
  22. While I still prefer supply dump bombing (that has an effect within a short period of time on actual battles, but can be countered (the idea I posted of "Supply" units like Brigades could allow for more slightly more Supply than needed, which if one is wiped out, allows that side to shift supplies around as required to meet needs), I also like the idea of masses of bombers. That would be factory bombing (for whatever purpose, even Victory Points). It would take some minimum number of bombers, all dropping effectively at once (in the space of a some minutes), and the points would be bumped for RTB/RES. It is fine to treat this sort of bombing differently, because it's an abstraction of many, larger raids. So dump, and at least land in friendly territory.
  23. How about F2P gets a rifle or a truck, nothing else---but make "Defense Instant Play" a button (all players) that allows everyone, even F2P to spawn into their choice of AAA, ATG, MG Ai pits. Same AI units, but for the ATG/MG at least they have better arcs of fire. All other thing about them is the same. All of a sudden, the AI we take for granted as useless can be manned by actual people. The "instant action" spawns them into a random AI in game that at least "twitched" in the last XX seconds, if possible, else one with EWS, else one with an AO. So you see the MG tower moving around, then next player that spawns "DIP" pops into that gun.