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Everything posted by Sudden

  1. I just use earbuds.
  2. Let me be the first to say... What's up DOC?
  3. I don't care during intermission. I don't enjoy it like I used to.
  4. Can't wait for the new campaign to start with new timers.
  5. I think this is a better list than who kills you the most. Who kills you at the most inopportune time? 1. The marathon zookaboy? 2. The one shot gun barrel buster? 3. The psychic MS hunter? 4. Bad connection bot? ...
  6. I'm surprised nobody mentioned the wife or the dog jumping on lap or the bathroom break death.
  7. You can shove that attitude up your shunt. I need my coffee.
  8. Get me a coffee HC
  9. Shorten the cap timers a little .... then.... ...Raise the bunker hot timer to 20min. Guaranteed fun, guaranteed good battles. All your problems are solved now, good night.
  10. So long as the axis don't try to cap Antwerp everything will be OK.
  11. What I've noticed over the years is this. The losing team loses because they give up. TZ3 is a real problem (it's effects are demoralizing). The key to winning is to demoralize the other side, not defeat them. Serious errors by HC can put a campaign into a death spiral (demoralized again). Perceived unfair weakness in your weapons kit is demoralizing. CRS is trying but it takes time and confounding all their efforts is a demoralized PB. A demoralized playerbase is not a good model for success. As each of us logs due to this, the negative impact on game play becomes exponential. A very difficult situation that all game companies face.
  12. Isn't that the CRS corporate motto? Joking, but with our small population there is no other choice but to do ready fire aim.
  13. redo that chart with headings please, i have no idea what it means.
  14. The best one ever was when XOOM dropped a destroyer into the town. Not during a campaign.
  15. I know I know, two solutions in one day but that's how I roll. We know that: 1. FB guard duty is one of the worst jobs in game. 2. Losing an FB is exactly like losing a town (perhaps you would have taken the town but lose the FB and you're done) How do we make it better you ask. Firstly , it's not something as simple as changing two timers so you may have to wait. Here it is in a nutshell. 1. Octagonal wall around the FB (or around the VEH tent only if it's a spread out FB). 2. Why an octagonal wall? Because you want to keep as much freedom of movement as you can to keep it more like an unwalled FB. 3. Big deal you say. Yes indeed, because this wall has AI gates (8 of them). Anyone on your team only has to approach a gate and it will open but it will not open for the opposing team, they have to blow it up. 4. The gates can be repaired just like other AI but it's going to take a lot more engineer visits to do it. 5. Why does this work? It works because all you need now is one guard at the FB. That guard exists to raise the alarm. Those gates limit the approach of enemy sappers giving your defenders time to arrive. 6. The more gates the opposition take out, the easier it is for them to attack the FB. The battle for gate control brings a whole new component to FB battles. Everyone goes to bed happy. Nobody can biotch at the guards anymore, you are all responsible but can continue to attack until called. BONUS: You could extend this idea to the AB walls, same two exits or add a couple more but all with AI gatekeepers. In addition, AI murder holes. Decide on the level of damage to breach each type and the effort required by engineers to repair the breach. I would add more but you will have to ponder this yourselves, I have to solve world hunger by 10am tomorrow. Good night.
  16. No idea is ever perfect but do consider these scenario's first: You are in command of the AB, The gates don't work and there are holes in the walls. Do you A, ignore the problem, or B, put some engineers to work fixing the gate and the holes? You are in command of a FB. You have no perimeter defense whatsoever. The enemy can just walk on in. Do you A, setup some barbed wire or at least a fence (or wall), or B, do nothing about it? I think my idea is less gamey and far closer to reality than choice A. It is more in line with what a commander would demand of his engineers and soldiers. You are in enemy territory, you don't just leave the doors open and the walls full of holes.
  17. It would be glorious. Me against the whole allied air force. For about 2 kills max and then I would be killed.
  18. I would put mine in the middle of the runway
  19. i never mentioned flyboys. with 8 exits you have plenty of ways to get out, the wall doesn't wall "you" in. a wall is also a good he blocker, ever die to a bomb dropped outside of the ab wall when you sat next to the wall on the inside?
  20. this would be in addition to using a truck so no real loss, also 10% per man was only a suggestion, 25% per man more acceptable to you?
  21. EA will always know where the FB is regardless of maps or visual id. They simply don't move. These aren't super drastic changes with the exception of the coding work which is not even available right now. This is just a concept.
  22. What if we went back to player placed MS units but with a catch. We could make MS building a group effort. For example, each player will only be able to build 10% of a ms, we get the stealth we desire and additional teamwork as part of the game. Just a thought.
  23. Just want to elaborate on the gate and murder hole argument. The wall around the FB, The gates, The murder hole "must be blown" idea is an effort towards more fun in game and more realistic attacks/defenses. All of these ideas coming from a point of view where I see pre-drilled holes in an AB wall as unrealistic, Gates left open being unrealistic, and perimeter breach non-existent at a FB being unrealistic.
  24. Your answers: Camping problem is a non argument. FB's and AB's already get camped. Capture vs. Destroy is acceptable. Bug preventing gate opening. There are no bugs in wwiiol. Timer/EWS on FB's will never work. Just ask the allied FB team. You must delay them long enough for help to arrive