kgarner

Registered Users
  • Content count

    488
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by kgarner

  1. well unfortunately it is squadaggadom without any overall organization that has the tools to be effective with squads..... i mean we have this thing called HC ..... but iono .... seems like crs isn't about that life.
  2. HC needs a tab that shows what squads are online and their numbers.
  3. All ms's and marks should show up for all missions for an objective.
  4. then 10 mins after ownership is just ded time that hurts the game. Even if the other side has an ao to throw down on it right away...... 85% of the time a counter-attack isn't realistic. Supply should immediately start trickling in
  5. playing under pop just means you have lots more to kill
  6. Last unit.... Gotcha I'll have to keep that in mind in tight time spawning situations
  7. The capture timers are very skewed....especially under specific circumstances. 1. The multiplier for the number of cappers is grossly out of wack if there are x2-x5 cappers the increase in capture time needs at least a 30% increase. 2. The scale that determines max cp cap isn't functioning properly. If we have 10 sd.... then yah ok I understand why we have max capture timers. But sd goes down to zero and still there is max cap timers. Iono if there is some delay or whatever but its a problem..... especially in low pop. Its basically impossible to capture a cp, much less a town, in low pop times now. which just isn't fun for either side. With the current system of cap timers/sd it would make more sense just to shut the servers down when pop hits a threshold that is to low to maintain gameplay that functions properly
  8. and the more time you play the lower your K/D will be.... just a law of aggregated systems. Like matamor for example...... low shorties decent K/D. Though it continuously goes lower as the campaign progresses...... usually starts something like 3.5 ends something like 2. As you can see in career (or the most aggregated version) ..... even the great matamor is only a 2:1 player overall. Career Current Campaign Campaign #162 Country Branch Rank Sorties Kills Deaths K/D Sorties Kills Deaths K/D Sorties Kills Deaths K/D United Kingdom Army Lt Col 5,735 7,816 3,388 2.31 294 505 180 2.81 201 337 123 2.74 United Kingdom Air Force Sgt 112 58 61 0.95 2 1 2 0.5 1 - - - United Kingdom Navy QM Sgt 199 180 79 2.28 - - - - - - - - United States Army Lt Col 2,404 4,133 1,363 3.03 - - - - 174 443 109 4.06 France Army Lt Col 11,332 17,315 6,910 2.51 448 907 316 2.87 374 806 250 3.22 France Air Force Sgt 100 100 66 1.52 3 1 1 1 - - - - France Navy QM Sgt 149 149 71 2.1 - - - - - - - - Allies Totals: 20,031 29,751 11,938 2.49 747 1,414 499 2.83 750 1,586 482 3.29 Germany Army Lt Col 79,540 94,148 47,497 1.98 - - - - 104 218 58 3.76 Germany Air Force Col Sgt 2,678 2,654 1,853 1.43 - - - - - - - - Germany Navy 2nd Lt 717 640 319 2.01 - - - - - - - - Axis Totals: 82,935 97,442 49,669 1.96 - - - - 104 218 58 3.76 Player Totals: 102,966 127,193 61,607 2.06 747 1,414 499 2.83 854 1,804 540 3.34
  9. I wish I could just find a nice cut angle and cut down as many kills as possible..... but thankfully there are more dynamic aspects of the game that are more important usually. First, stat'ers usually only play high volume zone play. EI they wont spawn much unless the enemy has a spawnable or they have a spawnable in town. Very rarely will you see a matamor rushing a bunker filled with nme smg's with a rifle (cuz thats all that is left) to clear it. So I am leery of rewarding players that stick only to specific niche type play styles that leave out many other important factors. I know on attacks I have to adjust my gameplay based on many variables other than "what can I do to get the most kills in the shortest amount of time". Do we have the spawnable? Is our spawnable defended? Is nme armor starting to close around our ZOC? Are there FMS's up? Are the FMS's in good locations, and are there enough? How much armor support do we need? What kind of force are we experiencing in the push back? What is the quality of the player we are facing vs those we have on-site? I do almost no defending...... and defending is much easier to rack up the most kills in the shortest amount of time. But I would rather take towns and win maps than have the higest K/d / TOM possible.
  10. does anyone get "enter world" bug when SD isn't in effect???
  11. cap timers. defensive posturing. Give allies a 9:1 advantage in spawn capability..... much more than enough to make up for 2:1 numbers advantage. plus at least 6 of those are double and triple accounts for axis..... so meh
  12. Iono.... I've been defending CPS more than ever before. And I'm KD is higher than my run and gun kd pre 1.36. with the cap timers the way they are I can cap a spawn.... Then just sit in the CP for an hour. 9 times out of 10 I'll attrite their smgs at a 2:1 exchange. So in all honesty.....defending a cap is actually one of the best ways to get kills and with a high kd exchange as well. Problem is it usually takes a little longer, over all, compared to run and gun style
  13. not quite, sir. You rule the day on that front for sure. I have been tanking alot more this campaign.... alas capping is less important than attrition in the new 1.36 game mechanics (in certain situations anyway). @agenda21 In any event, doing as much capping as you do im sure you know better than I do...... 1) most successful caps go unnoticed for at least 50% of the progress. If the defender fines out before that or is defending from the start. It's not possible to cap without overwhelming force. 2) The vast majority of caps that are successful are single ninja solo caps that go completely unmolested. 3) Getting other friendlies to help cap a cp is getting harder and harder. Only dedicated players know the importance of getting in the CP and getting a hard cap off. The vast majority would rather snipe the AB from a window. They might get a few kills before dying but achieve no lasting strategic outcome. Can't really say I blame them though, they want action..... not what is probably certain death for them. Without some incentive to help your teammates cap a cp..... less will take part in it. If the multiplier was more intense that incentive would exist.
  14. when 1 cp defender can hold up 9 different tags...... plus however many had to go blow the fb just so they could actually get the depo back...... defender advantage is MUCH to high
  15. and for the record they never capped the cp..... they had to blow the fb
  16. DE Army May 11 17:34 - 17:35 Eghezee Egheeze-Hannut Depot Defense DE Sapper 50 1 3 0 RTB 1 DE Army May 11 17:28 - 17:34 arenholt (UK LMG) Eghezee Egheeze-Hannut Depot Defense DE SMG 92 5 6 2 KIA 6 DE Army May 11 17:24 - 17:28 arenholt (UK LMG) Eghezee Egheeze-Hannut Depot Defense DE SMG 134 9 20 1 KIA 4 DE Army May 11 17:23 - 17:24 portion (UK LMG) Eghezee Egheeze-Hannut Depot Defense IT SMG 0 0 0 0 KIA 0 DE Army May 11 17:20 - 17:23 spke (UK SMG) Eghezee Egheeze-Hannut Depot Defense IT SMG 68 3 8 1 KIA 2 DE Army May 11 17:18 - 17:20 sneipen (UK Rifleman) Eghezee Egheeze-Hannut Depot Defense DE SMG 22 2 4 0 KIA 1 DE Army May 11 17:18 - 17:18 arenholt (UK LMG) Eghezee Egheeze-Hannut Depot Defense DE SMG 0 0 0 0 KIA 0 DE Army May 11 17:15 - 17:18 tencap (UK LMG) Eghezee Egheeze-Hannut Depot Defense DE SMG 36 2 6 0 KIA 2 DE Army May 11 17:14 - 17:15 arenholt (UK SMG) Eghezee Egheeze-Hannut Depot Defense IT SMG 18 1 4 0 KIA 0 DE Army May 11 17:12 - 17:12 mlose (UK Sten SMG) Eghezee Egheeze-Hannut Depot Defense DE NCO 0 0 0 0 KIA 0 DE Army May 11 17:12 - 17:12 portion (UK SMG) Eghezee Egheeze-Hannut Depot Defense IT (T0) LTD SMG 0 0 0 0 KIA 0 DE Army May 11 17:11 - 17:11 arenholt (UK SMG) Eghezee Egheeze-Hannut Depot Defense DE (T0) LTD SMG 0 0 0 0 KIA 0 DE Army May 11 17:10 - 17:10 arenholt (UK SMG) Eghezee Egheeze-Hannut Depot Defense IT SMG 5 1 2 0 KIA 0 DE Army May 11 17:09 - 17:10 portion (UK (T0) Limited SMG) Eghezee Egheeze-Hannut Depot Defense DE SMG 18 1 2 0 KIA 0 DE Army May 11 17:08 - 17:09 portion (UK (T0) Limited SMG) Eghezee Egheeze-Hannut Depot Defense DE SMG 9 2 3 0 KIA 0 DE Army May 11 17:04 - 17:08 arenholt (UK SMG) Eghezee Egheeze-Hannut Depot Defense DE SMG 104 3 8 2 KIA 3 DE Army May 11 17:04 - 17:04 portion (UK Ltd Sten SMG) Eghezee Egheeze-Hannut Depot Defense IT (T0) LTD SMG 17 1 2 0 KIA 0 DE Army May 11 17:03 - 17:04 Eghezee Egheeze-Hannut Depot Defense DE Rifleman 0 0 0 0 RTB 0 DE Army May 11 17:02 - 17:03 portion (UK Ltd Sten SMG) Eghezee Egheeze-Hannut Depot Defense IT SMG 0 0 0 0 KIA 1 DE Army May 11 16:57 - 17:02 bursar (UK Engineer) Eghezee Egheeze-Hannut Depot Defense IT (T0) LTD SMG 48 2 5 1 KIA 4 DE Army May 11 16:53 - 16:57 pelikan1 (UK SMG) Eghezee Egheeze-Hannut Depot Defense IT (T0) LTD SMG 127 5 11 2 KIA 4 DE Army May 11 16:52 - 16:53 bursar (UK SMG) Eghezee Egheeze-Hannut Depot Defense IT SMG 5 1 3 0 KIA 0 DE Army May 11 16:51 - 16:51 razerzd (UK SMG) Eghezee Eghezee-Andenne Depot Attack IT SMG 35 2 5 0 KIA 0 DE Army May 11 16:48 - 16:51 razerzd (UK SMG) Eghezee Eghezee-Andenne Depot Attack DE SMG 146 9 23 0 KIA 2 DE Army May 11 16:48 - 16:48 krenan69 (UK Sten SMG) Eghezee Eghezee-Andenne Depot Attack DE SMG 0 0 0 0 KIA 0 DE Army May 11 16:47 - 16:48 portion (UK Sten SMG) Eghezee Eghezee-Andenne Depot Attack DE SMG 0 0 0 0 KIA 0 DE Army May 11 16:47 - 16:47 portion (UK Sten SMG) Eghezee Eghezee-Andenne Depot Attack IT (T0) LTD SMG 17 1 2 0 KIA 0 DE Army May 11 16:46 - 16:47 arenholt (UK SMG) Eghezee Eghezee-Andenne Depot Attack IT SMG 18 1 1 0 KIA 0 DE Army May 11 16:37 - 16:46 sneipen (UK Rifleman) Andenne Andenne-Eghezee FB Attack IT SMG 127 6 22 1 KIA 8 DE Army May 11 16:36 - 16:37 Andenne Andenne-Eghezee FB Attack Pak 36 0 0 2 0 RTB 0 DE Army May 11 16:35 - 16:36 Andenne Andenne-Eghezee FB Attack IT SMG 5 0 0 0 RTB 0 DE Army May 11 16:32 - 16:35 Andenne Andenne-Eghezee FB Attack Opel 0 0 0 0 MIA 3 This is me making an ms into egh.... capping the spawn..... and then defending it by myself for 50 mins. I had 1 helper for the last 10 9:1 just like I said, huh go figure......
  17. all they have to do is set foot in the cp.... kill them..... even if its .001 secs the defender gets a capture and the cp restarts 1 min noncapture timer
  18. yes cheating. No one should be periodically checking the other teams supply. The only times I have personally done it are 1) to post the spawnlist numbers in the forums and 2) because I suspected a bug
  19. server reset tonight......... allies got their supply reset..... everything 100%. Axis didn't...... thats some [censored] [censored] dude.
  20. INCREASE THE MULTIPLIER!!!!!! SUPPORT TEAMWORK!!!!!!!!!!!!!!
  21. yes team play should be rewarded.... which is why the multiplier should be increased. If you have more in the cp you should get more than a 7% bump in CT
  22. my scenario is assuming the cp is defended from the start........ in real time gameplay, often they are not, as most of the PB get bored sitting in a CP waiting for ei to show up......
  23. INCREASE THE MULTIPLIER!!!!!!! SUPPORT TEAMWORK!!!!!!!
  24. 3:1 would be realistic........ 9:1 is not