caydel

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36 FNG

About caydel

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  • Preferred Side
    Allied
  • Preferred Branch
    Navy
  • Preferred Unit
    River Boat
  1. Best idea of the week. To refine it a touch: 1000 points gets a premium account day pass they can activate on a day of their choosing. One soldier spawned from FMS: 1 point One gun towed: 2 points One minute guarding a CP in a DO or AO: 3 points One enemy unit killed: 1 point That's a good way to give Free to Play players an incentive to be in game and creating content. My guess it would take ~1 week of regular play to earn a day pass - enough to give them a taste without necessarily impacting subscribers.
  2. Anything but more RPATs. Don't get me wrong - they fill a specific niche. They are invaluable for defending a FMS, or dealing with armour in town. They are often one of the best available solutions to spawn-camping armour, and should remain that. However, i feel that having an RPAT hunt you down 1.5-2 km out of town when you are behind your ZOC and cautiously approaching town is just gamey. We don't have enough players to ever establish a proper defensive line, so RPATs can just roam the countryside as long as they are willing to invest the time to get out of town in a moderately circuitous route. I'd love to see the ability to fire an RPAT limited to say... 400M from a friendly FMS or any CP. That way, it can still be played in town or used to defend your FMS, but prevents near-invisible, silent tank hunting out in the open country. Past 400M, enemy armour can be dealt with by friendly armour or guns.
  3. Roermond. Fighting in Roermond implies the Allies hold Roermond West, and you end up with a massive river crossing op with a large amounts of players confined in a small area. Mortars raining everywhere, each side trying to control the river and either build or destroy the bridge depending on strength. Some of the best fights in the game for me, but far, far too rare.
  4. How will the country change work when the US is introduced into the map? Will a certain range of frontline towns be switched to US? Will it be instantaneous? Does HC get to choose where the US flags are deployed to?
  5. You are probably right, but there should be some kind of middle ground. Again 24 grenades without a single fragment contacting the the two ei is a bit ridiculous.
  6. Because I stood on the stairs when I threw it, and went up immediately following detonation, and they were prone and deployed already. I don't think they moved.
  7. So, prone infantry should be immune to grenades? Sorry, I don't buy it - even if no primary fragmentation hit them, there is a decent blast, ricochets, splinters and all kinds of nastiness. Edit: and under 1m, there should still be at least some primary fragmentation hitting them. I'm not saying it should cut them down at 10-20+ feet.
  8. I'm not so certain grenades are working awesome against prone infantry, although they've certainly improved against crouching or standing infantry. Last week, we had a CP that was being capped by 2 EI LMGs... Both were prone, flanking the upstairs stairwell entrance at a 90 degree angle. I was a rifleman - we were low on supply. So I followed a practice of nade and rush. Over a bunch of sorties, I threw a total of 18 HE grenades into the CP attic from outside. I threw another 6 up the stairs from below to ricochet off the slanted ceiling and drop more or less on their backs. I never scored a hit with any of the grenades (that's 24 of them, including 6 that I *know* were within 1-2ft of the ei). I eventually hit one of the ei with a rifle shot before getting mowed down, but it wasn't a kill. Then they completed the cap. As far as I can tell, grenades are more or less ineffectual against prone infantry. I expect them to be somewhat less effective, sure... but not completely ineffective. Grenades seem to work very well against crouching or standing EI in CPs. Clearing CPs with a rifle in much more feasible in these cases. You just still can't do anything about prone LMGs camping the stairs unless they make a mistake and allow you to get a shot off.
  9. I would like to see no capping unless heavy EWS is triggered. We've had a lot of defences in the last campaign or two where: We successfully kill off the EFMSs and defend the town. The enemy shifts elsewhere - either to a different AO (during 2 AO times) or to defend / blow FBs / whatever. Low EWS remains, but no sign of enemy activity is seen After 20+ minutes, boredom has attrited away the defenders and they are needed elsewhere anyways. Eventually, an EI walks in and caps the spawn. Sometimes up to an hour or more after the last enemy activity was seen. Low EWS on the whole time. This is probably due to an attacker AFK in a bush somewhere. The capper may not be the same player as the one who has kept the EWS active - often it's a FB defender who worked all the way out to the town. The only way to defend this is to leave at least one player per spawnable in town staring at CP walls for an hour or more 'just in case' whoever is triggering the inf EWS decides to head into town. Not many players are willing to do that. I know I'm not - I have limited time to play, and that's not how I intend to spend it.
  10. All the new premium players I've seen lately have started as Free Rifle Accounts who eventually wanted more weapons. I don't know how many would have just jumped in with a sub otherwise.
  11. Yep, I don't like this change as well. We need side-wide communication - with consistent lower pop, we need to be able to quickly rally what forces we *do* have to trouble spots.
  12. I guess I'll be that someone, and I'm not pretending. They are the best unit in the game, if you use them according to their abilities. Those abilities don't include rambo-capping depots, though with the large number of grenades, smoke and a satchel you can tilt the odds considerably in your favour.
  13. 1. Why do you assume the solution being looked at is infinite rifles, vs just adjusting numbers in US flags? 2. Why would you make the assumption they would give infinite rifles to Allies only if this was something they were going to look? The bottom line is that in 60% of our flags, Rifle account players cannot spawn into our attacks and defences after the small supply of rifles is exhausted. This is both a gameplay issue (less numbers in these attacks) and it's both a marketing and player retention issue. I really would not care if they bumped Axis rifle numbers accordingly. They rarely get exhausted anyways.
  14. How about split the map North / South instead of East / West? That would give opportunity to fight in a bunch of towns we rarely see. Might need to get creative to protect the factories.
  15. As I said above, I think the basic rifle should have more or less endless supply if CRS is offering a free rifle account to attract players. It's not good marketing if a side has only a single AO, and that AO only has trucks for a Free Play account to spawn in with. However, since endless rifle supply isn't done anywhere else at the moment, let's pick a number. Practically, the French and British flags rarely run out of rifles with our current server populations, so this problem is mostly confined to the American flags. Since a good portion of the paying playerbase do use the Garand, we can probably get away with splitting the difference between the 150 rifles in other flags, and the problematic 30-50 rifles in US flags. Say... somewhere around 80-100?