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Capco last won the day on June 23

Capco had the most liked content!

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About Capco

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    Allied High Command
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  1. Gretnine, wegue, and pulfer are playing again? Well well well...
  2. I like the effort Ohm. Not sure how popular this will be, but I'm always glad to see you try out new things. And even if the farmers grab their pitchforks, it's only intermission.
  3. Good gracious, that was too fast... RIP You will be missed.
  4. I do seem to recall a change of some sort recently, but I can't put my finger on it. The last I knew, victory conditions were as follows: 95% (or whatever number it is) of town ownership This is irrespective of factory ownership 9 enemy factories owned The towns that contain the factories must be fully owned For the Allies, this means they must capture and hold Essen, Frankfurt, Koln, and Dusseldorf simultaneously
  5. That's not necessary. You can just add another division and/or cut the garrison supply lists slightly. Garrisons would still have the majority of the supply accorded to them, but it would shift the needle in a better, more dynamic direction without going back to a pre-1.36 situation. If every map just turns into this bulge towards the losing side's factories, the campaigns are going to get old very quick.
  6. I think if you could create a .fallback command that allows us to manually set fallbacks for brigades, it would essentially be the same thing as AI damage control to some degree. Someone (even a GM) could log on for 5 minutes a day to make sure via a simple text command that flags don't stupidly fall back into pockets. A big reason why there were catastrophic map failures was because of bad fallbacks combined with the fact that it sometimes took hours and hours to fix those fallbacks. It wouldn't fix every instance of issues with no HC but it would be a big help.
  7. Hello all. There's only been two campaigns since 1.36 came out, but there's been a consistent observation I've noticed between both sides. Prior to 1.36, making a race to the enemy factories while ignoring the rest of the front usually left you vulnerable. In most parts of the map, you wouldn't have enough divisions to push forward and cover your flank at the same time. However, in 1.36, you can take whatever crazy maneuvers you like with your capture paradigm, because there is always supply no matter how long or big the front line is. In the first campaign, the Axis made it to within a couple towns of the French factories without capturing Brussels or Antwerp (although I believe these towns were eventually capped before the end). Likewise with this current campaign, the Allies have pretty much ignored the south and ran straight for Essen, Koln, and Dusseldorf. Imagine if the front was just a large squiggly line that went back and forth all over the map. Every single town would have supply (and a decent chunk of it). It wouldn't make any sense but it's entirely possible now. That's not right (and this was all predicted btw). Personally, if this trend continues I think it only reinforces the notion that the garrisons actually need to be more garrison-sized and that we need more flags on the map. That way such unrealistic map advances can potentially be checked. A garrison-only force would not be able to cover the flank against a proper attack with movable brigades.
  8. He's got many good gaming years ahead of him if that's the case! I've always had bad reaction time, but in my gaming "prime" (teenage years -> early 20s) I was a handful for other players in competitive settings. If he's got extra quick reaction speed, he will be a gaming god if he wants it.
  9. Excellent squad idea and name! Thank you Dwalin!
  10. I don't want to throw you under the bus in public, but this post is wrong on so many levels. I hope your health improves though. The one thing you said earlier that's worth mention is the added draw that the Axis side has.
  11. Area capture is basically not an option at this time since the capture mechanic is based on textures.
  12. Correct, especially the last bolded part. As I said before, if you don't like spawn delay, play for the underpop side. It's really easy to avoid.
  13. I see that. But if after nearly 20 years they haven't found a solution that perfectly counter balances an inherently unbalanced game, then there probably is no solution. It would have been done by now.
  14. Then this headache will never go away.
  15. Balanced sides would fix the overpop/underpop issue overnight. No more funky cap timers. No more erratic spawn delay. Perfect pop balance 24/7. No finger pointing or excuses. There's a reason why balanced sides are a near universal feature in FPS gaming...