XOOM

CORNERED RAT
  • Content count

    10,530
  • Joined

  • Last visited

  • Days Won

    44

Everything posted by XOOM

  1. @victorhugoGreat to see you! I kid you not... I am listening to Nirvana's album right now. That is CRAZY coincidental (All Apologies). We can get your original game name back if you want btw. Very cool to see you here checking in.
  2. Their supply will be unusable, that's the definition of deactivated. Once you buffer the Air Field, that supply will become available again. Paratroopers are an exception however, you will still be able to use Paratroopers at an unbuffered Air Field to promote more usage of them.
  3. A newly captured town, will have a 10 minute delay before it becomes active. During that 10 minute period, Allied Officers can change the Garrison to the country ownership of their choosing, without penalty. From there, a trickle rate from 0% to 100% supply will take 60 minutes, or 1 hour. German supply acts the same in every respect, except they will only have one Garrison country owner. The 15 hour resupply penalty is for when Allied forces manually try to change an already determined owner and they decide to change it later. The reason it is set up this way is because it's the best option we could implement at the earliest opportunity to give you guys options without making it something gamed in a way that would provide an unfair supply replenish advantage. It is intentionally something you don't want to do without consideration. You will have the option to VETO a change within the first 5 minutes as it is in a proposal state, like AO and brigade movements today. This 15 hour resupply matches the global setting of when a unit is expended to the time the factories rebuild and deploy that unit to the frontline... or what people refer to as RDP today. Allied forces will be unable to change the ownership of a Garrison to a town which is connected to an active attack objective.
  4. Every Airfield, Docks and Deep Water Port will have an Army Persona Garrison.
  5. Guys please do a full reinstall of the game, www.wwiionline.com/join
  6. Overstocking with the brigade system has been quite painful for years, leading to the decay in this sort of thing happening. Happy to report we've been able to simplify overstocking by enabling users to simply create a mission from any garrison and be able to despawn and drop that supply into the garrison of your choosing.
  7. This is correct @dandare9, and there's no difference in how LW or Allied Air Force Garrisons work, exactly the same with the rules and frontlines vs not.
  8. I've decided to start a new post here and start fresh, as my last post caused quite a bit of a ruckus. That thread was closely monitored and we understand how important this is to you all. All subsequent LMG threads have been closed as of this writing so that we can stay focused here. These are considered WWII Online's light machine guns, and any changes will have an equal effect on them: Bren Gun (UK) FM24/29 (FR) MG34 (DE) .30 Caliber (Allied) - currently in development Solutions for the LMG class are to be: No reloading while in motion No firing while in motion WE WILL NOT BE TWEAKING OR TARGETING ANY WEAPONS PERFORMANCE NEGATIVELY (NERFING) IN ANY FASHION. The Small Arms audit is still planned and should add enhancements (improvements) to all of these weapons and other infantry based weapons. This means you will still be able to perform all other functions, including hip firing. However you cannot reload or shoot your LMG while jogging, walking, or any form of moving of any kind. One exception is being stationary, and looking left - right, and up-down. You can shoot and reload and provide stationary 360 degree hip fire cover or suppression, should you choose. DEMONSTRATION OF SOLUTION IN ACTION
  9. If you're looking to build a NEW SQUAD we want to help you grow! We can infuse brand new player sign ups into your Squad which are players signing up organically and through Steam. We can also help you set up a new Squad forum here within the official WWIIOL game forums. This can also help you become eligible for the SQUADS IN HIGH COMMAND PROGRAM (click here) that is core to the WWII Online game play experience. If this is you, simply respond to this thread and let us know if you've created your new Squad yet or if you need help with that.
  10. Hope you all had a blast, I know all of us RATS did! We had the highest numbers online since our Steam debut - friggin awesome! Thanks to all of you who could make it. AAR Questions What did you enjoy the most? What could have been better? What was the best battle? Was there enough leadership on your side? What did you play as the most? If you have any screen shots please provide them as we'll be happy to feature them on social media.
  11. I'll place a comment here that infantry reload times are dependent on animations as well. This has been a major crutch we've been experiencing (infantry animations) for our team and finding the right talent to work on it has also proven difficult. Set expectations accordingly that we probably will not entertain too much, if any of it, for the foreseeable future. That's not by desire necessarily, but by roadblock. I'd also like to say a lot of these "audits" have come from the intention of making our vehicle and equipment set function as historically intended. The impression that we're arbitrarily messing with things, just because, I think is a dangerous assumption. There are growing pains and adjusting involved with this, but we have been trying to correct things that should've never been. Thank you guys for being as rational and patient as you can be about it.
  12. Whoa, hey... whoa, hey... take'r easy there now partner . We're getting very close to publishing our 2019 roadmap and have already determined what's going into it. I think this is worth some side investigation though and I'll leave it at that.
  13. Great pitch and great thinking on this. Would love to see more thought out into game ideas like this.
  14. In the near future we'll be updating our default chat channels to include the following: F1: Mission F2: Target F3: Origin F4: Squad F5: Operations F6: Help The big change comes from resetting F3 from side to origin. We want users who spawn from the same town to work together, hence "origin" chat. Operations will therefore become the Global "Operations / Organization" channel. It will be very focused and High Command officers and veterans should have it tuned to work together and share mission invitations, battle planning and other operationally important information. CRS will be working hard to make sure the new users understand what this channel is and how it is valuable to them. It will therefore become the new staple of operational organization for your side globally. What will happen to Side channel? Side channel, will still be available for you to tune should you choose. But do note, that upon deployment of this update, everyone's default channel listing will look like the above. It will override your current selection to make sure we properly reset the standard globally. Again, you can easily modify your channel selection as you see fit. Side channel will continue to be somewhat of an undefined "General Discussion" channel where users discuss a variety of topics. This is part of an effort to keep comms centralized and focused on the best game play and community support experience we have to offer. We want new users to receive guidance and for veteran players in their local area to help them out. New users joining our game should feel comfortable and optimistic about their new experience learning about WWII Online as we all have over the years. This channel selection puts them in the best position to be exposed to helpful targeted information that gets them into the organized game experience faster.
  15. I think it's important for everyone to note, that CRS has a lot of stuff that we want to do - that we all agree with you on. In this case Hondo, we totally agree with you. So this work being done, is very minimalistic, in fact I personally changed a couple of variables in the code and we're doing some database work that does not impact the work flow that we have currently being applied to 1.36. I need to find a way, and I've been struggling to do so, that makes it known that we have a variety of resources that do things around here. I get the impression that although we're doing lots of stuff, players are assuming that means we're intentionally ignoring other important matters and redirecting valuable time of our development team while forgetting the big important stuff. I'd like to say, that's not the case, particularly in this regard and in many others. Genuine question here: How do we make resource distribution more clear? Does it matter to you as players? Does it just come across as making excuses for not doing things ( even though it's not )? I don't mean to be critical in saying that, I just truly want to find a way to effectively convey this because I think, far exceeding this particular topic, it's important for players to know who's doing what and that we're not ignoring things. Perhaps only the solution in a timely manner matters and no explanation is acceptable. If that's the case, do our words matter? Let me know, I don't want to create subconscious or direct irritation and this sort of feedback can be very beneficial. To anyone wishing to respond to this question, please be constructive on this one.
  16. LOL! Kudos, that was a good one . That is called side channel! Hehe.
  17. The difference in work load, as commonly misunderstood is a staggering difference.
  18. Scary warning? It’s an informational message on the purpose of the channel. Wouldn’t call that a warning or scary.
  19. At this time these changes do not open up an additional channel selection. Those are a bit more heavy duty than we're ready to tackle at the moment. I can appreciate some hesitation expressed about it and I understand that for years the Side channel has turned into a defacto dump-all comms into it. That's largely part of the reason we're stepping back to emphasize OPS usage and localized chat. If you want to tune side chat and stay on it, that's up to you and that choice can be made at any time. @Kilemall asking CRS to increase moderation will result into further backlash from players. I of course encourage peer correction (self policing) where ever possible as you see fit and appropriate. These changes at this time are necessary and will go forward.
  20. Post initial release of 1.36. We haven't forgot
  21. Yeah we can look at increasing the auto-deployment timer. The reason it was added was due to HC not being online to manage that. Now with the reduced work-load coming, I'm hoping more people will be interested and join up for the betterment of the game, that being providing leadership and guidance to our players.
  22. Most players will still likely detune it, but we'll be resetting the default channel selections to prevent new users from being affected by it. I'll provide some more clarity on this very shortly so you can understand better. We have another patch not too far out and I'll discuss it there.
  23. That seems to be the case. The hopeful intention at the time of introducing this was to make the fighting much more difficult and bring action closer, to aggregate more people in tighter zones so they could see each other instead of walking around all of Antwerp on foot without seeing a whole lot.
  24. I meant that the Americans need a factory equivalent of some sort, could be a depot or warehouse facility. Point is, something like that needs to exist so we can more appropriately integrate them into the total campaign experience.
  25. Not currently on the books. I don't really want to break up all of the big towns, we did want to add some variety for others however. Can't really provide much detail beyond that. Right now I am more concerned with getting the US Forces their own set of factories in terms of terrain development.