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Everything posted by ZEBBEEE

  1. Sorry dfire I got the kill on that German AA truck
  2. Ideally a mission should not be linked to an origin nor a target. Indeed
  3. Automatic missions should only be activated for defensive Ones with as origin the AB of a DO. depots and FBs are less needed as it requires better understanding of the gameplay to use these
  4. A fundamental question is: Does the constraints on AO numbers benefit or hurt overall squad engagement / online population?
  5. Well That is how I understood the new rules, being in opposition to the former « capture AB first to kick the flag ». But like I said, that rear linked depot could indeed be removed now that we have garrisons that remain active. Until then we should adapt.
  6. Or allies shouldn’t have captured AB before the rear-linked depot... rules are the rules, as bad as they might be, and the winner will be the one who best understand these. the discussions and ideas to improve cohesion and make real squads more useful/powerful are good imho. However be careful when you wish to not be able to deploy behind the lines, that can result in hours-long entrenchment. Attackers might not have enough population during some time zones to push through.
  7. The process of creating a mission is still the same, but creating a mission from a garrison has issues, indeed. For some reason the game thinks we are not part of the garrison when trying to create a mission on the map, even if we joined it with a right click. We need to go back first on the brigade Tab. Myself take a while to find it out each time. QA let that glitch pass in their validation phase probably because the new UI will change it all. So Please be patient for the new UI and save your energy on finding solutions to make squads more attractive, or make imbalance more easy to cope with!
  8. The new UI process should ease it. Still in development and we are all eager to try out its alpha!
  9. Actually Xoom announced For the ongoing roadmap that these map-marked waypoints will now also show up ingame.
  10. Probably the fastest complain fix in the game’s history! Also the waypoints should fade out when you aim towards it. So it should never block your sight, except from side views.
  11. As drkmouse said, why not kill the FB? Defenders have a full rear garrison available while attackers have their supplies coming slowly. Attackers are taking a risk to attack from there since you could counter it. Their players might also be upset to not find full supplies and to not support the attack. Pure Player-driven game, let’s not forget it!
  12. Not everyone can afford to wait half an hour to get action. Heavy infantry EWS is pretty easy to get, you cannot expect a new town to only have 5 new infantries after 30 minutes, or would you?
  13. Rear linked defensive depots may indeed be removed imho, now that all depots remain playable from its garrison. At least it forces a travel from the rear FB, although I would prefer a real backup of the AB supply to its rear FB, instead of pouring fresh supplies from the backline town as well . Not sure defenders have been using it extensively so far though
  14. Since armored vehicles can only spawn from the AB, there need to be a backup spawn as soon as it is captured. Maybe the best approach would be to make that rear FB take its supplies in the frontline garrison instead of the rear one. Not sure if this is do-able easily.
  15. Long time since I edited a video, but here is the result. I also made use of the developers' cam which allowed me to freely move around, stick to players, zoom in/ou at will, and display tags from both sides. This gives scenes rarely seen and I wish I could do it more often. That was a good operation, hope you will enjoy it.
  16. There were two annoying things: aircraft indeed often render like that when I follow them. Maybe my ping is high. The other thing is the mouse is used, which was the optic one used on a rough surface. Next time I will use my laser one on a clean surface. When trying to track fast moving aircraft the result was pretty poor indeed.
  17. Thanks! My improvement objectives are: - have events focused on a single AO on map, to have maximum population in an area and follow it step by step - stick with squads, asking them to play real co-op, tune to their discord and record it all-together - always tune tags on when recording. It is almost nonsense to keep these off. - keep a footage balance between allies and axis units, as between the different army branches - continue to support gameplay fixes so that the game actually favors team based actions and allows players to keep their local cohesion as long as possible - continue to push for new vegetation, more PPOs, more terrain variety, better VFX and better sounds. Until we get new models and textures this helps with the atmosphere of videos then we will have awesome videos and streaming sessions that will make everyone forget the graphics and remind what we all invested our money in.
  18. I was wondering if the new team already confirmed their ability to update buildings ingame ? If so, in my opinion, we should replace the flag building by someting "open air" based on a small statue/fontain around which sandbags are set up. Still using the building pattern though, like (very roughly) displayed in the pic bellow. Expected advantages : It would give more weight to "support" units (snipers, mortars, air units), and allow a better multi-directional defense setup. It would also give more weight to the tactical use of surounding objects/buildings. A similar reasoning could be applied to depots, which imho should also just be an open air sandbaged area with an observation tower.
  19. I like this sort of out of the box thinking. It could be applied to attackers only. this would slow down battles, avoid constant bunker guards, and better focus forces between city and AB.
  20. Lol. Since I posted here I volunteered for CRS and now better understand the complexity/challenges to get things upgraded, but yes I am still 100% supporter of open air area capture. However, I would remain cautious with such big impacting changes and therefore added an in-game poll to ask all players about this. If it is positive, once the big city blocks are released, maybe it could be pushed up to Hatch’s ears.
  21. 5 New in-game polls live!
  22. During the coming days and weeks you will notice a series of questions Regarding game play oriented ideas. This is somehow new since past polls have mostly gathered opinions about changes or gathered general information. Note that most of these questions are inspired from concerns shared on the forums and do no NOT necessarily come from official internal discussions/conclusions/priorities. I make the selection and write those up. If the trial is concluding. , It could help CRS poll all players to confirm expected/needed changes and have a first clue about how to approach the problem. This single-shot initiative could then be used to further identify (relatively) easy & popular changes to improve your game play experience, and thus improve CRS2's proximity and reactivity even more! Altough I can’t make any promise about it being broadcasted, don’t hesitate to drop your own in-game poll question suggestions. I will however continue to monitor all player feedbacks to further inspire questions. Questions must be: short focused maximum 8 answer options, giving a chance to any (extreme) opinion Results will however be kept internally. It should still be considered as another recognition of your contribution to this community-driven project. The new CRS DOES care about your feedbacks. Let’s just work on it in the most constructive way. Example of questions released today:
  23. Hi all, I am looking for screenshots at max graphics settings and displaying team-based actions or combined arms situations, with TAGS ON (UI can be on as well). These would be used to be displayed on the steam store, better reflecting actual in game situations. Thanks a lot!
  24. No, any resolution is fine, the steam store isn’t displaying it full screen anyway!