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      Need help for incoming players.   04/29/2017

      With the looming Steam release, we are anticipating many new players to the game. This is great for all of us, and it's important that we retain as many as we can. With that in mind, we'd like to enlist players to help with the inevitable questions asked in the forums. Ideally, gameplay questions are asked and answered in-game, but it's not always easy or convenient to answer questions while playing. A Gameplay Support Forum would be a good place for those who want to help. We are now accepting volunteers for the Rat Patrol, who will provide correct and consistent info to new players in the Forums. The more new players we retain, the better it is for the game and the biggest hurdle in player retention is grasping the complexities of this game. If you are interested, send me a PM.  
    • Dodger

      Squad Leaders Contact GVONPAUL OR Dodger for Squad Forums   05/18/2017


      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.


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delems last won the day on November 27 2016

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  1. Agree, would be nice to see KM infantry in sea blue uniforms and LW infantry in medium blue uniforms. Maybe darken them a tad if need to so they don't stand out as much.
  2. *** think if you created a second-tier of squads (let's call them "divisions" for now), it would be possible for squads to converge and diverge at will. These divisions would essentially be a "squad for squads." Or, maybe have a method for squads to temporarily join into a... platoon ! (up to 4 squads maybe.....) They could then share the same radio - and maybe be different hues of the same color on map for recognition. Other ideas, a platoon tab to see all the members or way to 'tag' members into teams, etc.
  3. *** CRS shouldn't undo history to make the sides red=blue=green You always say this against axis, never allies. Hmm, grease gun? Hmm, Garand? Hmm, we can't have smoke for tanks because allies won't get any smoke tier 0.... hmmm. I could go on. You use this every time against axis - but somehow it disappears when talking about allied gear.
  4. *** The game is about inequalities that in the aggregate balance to 1:1. Where is the axis piece of gear with a 29 KD against the similar allied gear? ? ? Just what piece of gear do you think counters a fast moving, silent, kill every tier axis panzer? Slow bomber? Slower 88? even our 'uber' LMG doesn't kill allied armored cars unless adjacent to them (232 flamed from 100m). And I think you are completely nuts to think they have some formula to compute the lethality of each side - much less even them out.
  5. I'll support LMGs or RPATs needing ammo from a 2nd player, the minute all aircraft, tanks and ships require multi-crew to spawn....
  6. *** What tanks does the 232 kill? The 232 this map so far has exactly 4 non light tank kills. The panny has 61; The DAC has 57. So the armored cars are 118 to 4, or a 29.5 KD on axis main battle tanks. In other terms, the axis 232 has a 0.03 KD on allied main battle tanks.
  7. Pretty sure rank is a non issue to most players, besides, this doesn't inhibit your gear - just a visual so people know the org structure of squad. And, if your rank display means that much to you in game... move up in squad - or leave the squad.
  8. There is no reason to not change the infantry vis limit to 800m immediately. Waiting for steam means it will never get done. It's a single number change in the code - just do it. I'd go to 1000 to test it, but if want to be careful, go 800.
  9. Actually, they just need to allow COs to assign a rank to their members. This rank would show in game, but not matter for equipment selection. I need Capt, Lt, Sergeant, corporals, privates etc in my squad... NOT recruiters, members etc. See: http://forums.wwiionline.com/forums/topic/406669-co-assigned-rank/#comment-6199253
  10. Well, if not going to stop allowing extreme under pop with the FPA locked at some ratio (say 2 to 1 or 3 to 2). Meaning, if we are going to continue to allow extreme over pop, then the easy solution is to give the extreme under pop side.... Notice, I'm not saying under pop side, I'm saying extreme under pop side... Flamethrowers, and lots of them - they'll have fun and not mind losing as much
  11. I conclude from all this we need a real river patrol boat - smaller and faster than the FMB.
  12. It takes 16 DD shells (about) to equal one 250kg bomb. It takes 4x 250kg bombs to destroy an eFMS. (correct?) So, presuming HE is being applied to FMS in the same way, it should take about 64 DD 127mm HE hits to destroy one. But, I've heard 4 direct 50kg bombs also destroys an eFMS. (correct?) Which means, with HE similarities - the DD HE shells should do it in 12 hits. Conclusion, I think the FMS is 'gimped' in some way so it dies the same to 250kg and 50kg bombs. However, it has not been gimped for DD.
  13. I looked at this in game, a quick timing shows nothing has changed. Maybe something else is going on (cloudy day, rain?), or there are variable times throughout the day so the 1 min of day and 1 min of night isn't consistent. But, I think nothing has changed.
  14. Uh, no. Maybe model a fuel truck, spawned at AFs only, (4 per AF?), that can refuel/rearm aircraft. Then, drive your truck where major air operations will be, and refuel/rearm all you want. This provides more player action, the trucks can be hunted and would simulate a forward AF type operation. Way to many trucks all over the map to just allow any truck to refuel/rearm aircraft.
  15. I'll try and make a point of looking at it again. Maybe it changed, but doubt they would do that w/o informing us.