• Announcements

    • Dodger

      Seeking Squad Leaders!   04/09/2017

      Soldiers!

      We are seeking Squad Leaders to volunteer their squads to help us test the upcoming Squad Forums system. This system will integrate squads who wish to participate into a self-sustained "forum within a forum." You will be able to add members to your squad, assign permissions, and create forums/calendar events on your own. The idea behind this system is part of our commitment to support squads as a integral part of our community. This service will be offered free of charge to all squads of World War II Online upon launch. Our goal is to offer all of the services a squad off-site forum can offer but free of charge and tied in to our existing forum service. So what do you need tested? We need willing volunteers to test the whole system - make forums, post threads, assign permissions, etc. The idea is to have several squads giving it a test run to point out any flaws before we launch it publicly. What are the requirements? We are ideally looking for medium to large squads - Ideally ten people or so plus, but smaller squads feel free to apply - and a willingness to use our platform. It's important to note (as of now - these may be included at a later date) we are unable to convert posts from a private forum if your squad previously used one, and you (or your XO's and recruiters) will need to assign individual members permissions. It is entirely possible that in the future this system will be automatically linked to the game's squad roster, but as of now developer priorities are elsewhere (1.37 and steam, w00t!) How do I sign up? PM me ( @Dodger ) on the forums, or email me at dodger@playnet.com - Please indicate your squad name and how many members you have. I will get back to you with more instructions.

    • GVONPAUL

      Recruiting drive.   04/16/2017

      With the anticipated influx of new players on the heels of this summer's Steam release, there is a reasonable expectation that forum traffic will increase. I'm looking for volunteers, not just to moderate, but to help answer new players' questions or direct them toward the correct answers. The forums may be a player's first contact with the game and we want to ensure that it is a positive experience. A happy player is a player who sticks around and the more new players we can retain, the more resources we will have for development.
      With that in mind, we are looking for current players with a positive attitude and posting history. PM me if you are interested.

delems

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delems last won the day on November 27 2016

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  1. Well, I haven't been able to leave the computer, non stop action nearly on map. CPs flashing all the time - panic runs for link CPs and spawns. It is a blast. Haven't had this much fun in ages - went to work 2 hours later than normal... stayed 15 min and left Im guessing lob, bar, xwhore and great could take towns non-stop if they went to the same AO with their leet skills and 30 sec timers ! ya, 30 maybe a bit fast, but it is 10x better than the 8 min before, if not 100x better. *** Cap timers are good as they are it promotes teamplay idk, our squad is teaming MORE with 30 sec capture timers to watch CPs and help each other.
  2. Well, been some heart pounding CP captures and defenses last 18 hours, some good fun. Aarschot flags bounced 3 times before finally saving it. Guess you all can miss the fun, instead of trying it to see how to make it better or see if it works ok.
  3. *** this is a bad change Well, my thinking is the more action during even pop times - will bring in more players, hopefully growing all TZs; and law of large numbers say, that even if still under pop - if you have enough numbers, it is less of an issue. 10 to 5 and the 5 prolly have no chance, 100 to 50 and the 50 can prolly hold.
  4. FPA can bust FB, just slower - 4x FPA is same as one engr at a FB. And now, they can capture quickly - so they are good.
  5. *** Allies came out strong if by strong you mean way over pop - sure it would not be fun; it is never fun with extreme over/under pop. Think people are missing the point - big over pop or under will never be fun, ever - well, unless you can sit in mattie for hours and not die The point being, when pop is relatively even, it is far more fun.
  6. Actually, the 30 sec capture timers could really help an under pop side - if they can get a few to attack. With 30 sec capture timer - under pop can capture before defense even spawns in, and start moving to next CP. Yes, if way under pop - can't do that - but then it doesn't matter if capture timers are 8 min either; over pop will still run map. At least this way it is way more fun (to me anyways) having action all over and fighting. Also, it gives way more chance for para - and yes, rifles are now important ! they can capture too now. We just aren't use to fast timers, I think it is a great change so far; maybe we have to go to 60 seconds - but lets give it some time. Regarding pop - it don't matter what the timers are - you'll always lose if way underpop; at least this way it is fun during normal pop.
  7. Yep, will take some time to get use to - but way more action.... thus fun imo. Maybe 30 too short, but let's give it a shot; then adjust to 60 if need. Figuring take day off from work today!!! Game instead.... maybe even join HC reserve.
  8. Anyone time the capture time, is it actually 30 seconds or faster? I think 30 sec is prolly to fast too, but let's give it a chance, players need to learn new strategies. Also, is there more action? If so, maybe more players will play, meaning the faster capture time won't matter as much. In regards to Brux and Ant, is this really a capture time issue, or once again too much over pop? btw, the fastest possible town capture was 22 mn, with these new timers the fastest a town can be captured is 21 min; so, town capture isn't really much faster. Finally, what if SD parameters are changed a bit, meaning, the op side gets to 30 sec SD much faster than normal? Say, right now it takes 3 to 1 to get 30 sec SD; what if that was change to just 2 to 1 to get to 30 sec SD? or even 3 to 2? This would put a penalty on op side faster. Finally, if really a op issue, what about trying FPA must spawn into under pop side? I loved the fast timers last night - was lots of action, couldn't even finish 1 drink in 3 hours as was on keyboard mouse too much.
  9. Pretty sure I see gun shields on every one of those AA guns.... our game needs to put gun shields on every gun. Also, see how camouflaged those flak 30 were in the snow and trees? We need a way to make all AA far less visible to air. Oh, and not have the crew stick up 1 meter above the shield, should be like half a head is all. Maybe even make the head bob up and down as if looking and hiding.
  10. Though, with a 0.93 verses the G41 this map, not that much different?
  11. Lets look at that Flak 30 more in depth..... Spit I, 0.77 KD, Spit II 0.67 KD Hawk 75 0.83 KD, Hawk 81 0.70 KD Hurricane I 1.23 KD, Hurri II 0.98 KD Lets look at the Ca 38 a bit closer.... E1 3.48 KD, E4 1.35 KD F2 3.23 KD, 110C 1.54 KD A quick average (not weighted) gives Flak 30 0.86 and the Ca 38 2.40 Nearly 3x better, I'd say there could be a slight difference in light AA.
  12. Not so sure the brit rifles really need that much help..... brit rifle 0.94; axis rifle 0.55 Also, not so sure about needing 66% more semi's...... allied semi about 0.90, axis semi 0.92
  13. The last few maps, (this map, 134 133) each side has had about 14% op, the longer map 132 was about 2.6%
  14. Let me ask this. What is one thing squads get that lone wolfs don't have? Give squads a perk or advantage..... map tools, PPOs? supply? missions? rank? points? anything....... There is a lot of talk about squad focus, lately, I've heard; but I don't see one thing exclusive for them, do you?
  15. allied AA, 0.88 KD, axis AA, 0.59 KD; basically allied is 50% better.