delems

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Everything posted by delems

  1. I would like to present the following medal to this dedicated Axis player. Please step forward: escuec Destruction of enemy FBs. I present you with: Pionierauszeichnung http://www.lincetool.info/images/award/237sappeurauszeichnungoy7_ribbon.gif[/IMG] Engineer Award - Awarded to a player or squad who has dedicated their time conducting operations to assault enemy FBs, assault Bridges and sabotage missions behind enemy lines. Please join me in congratulating this player for his contributions for the Axis side. S! delems
  2. In regards to waypoints: Returning to an old town, that we took a bit ago, waypoints were still all over. When an MS goes down, the MSPAWN waypoint doesn't seem to be removed. Changing MLs and having MS, the 'MSPAWN' disappears (or never appeared), and ML can't even see on MS waypoint on map. Because of the above, not seeing waypoint, the ML is unable to delete their own MS.
  3. Curious if looked into yet. Also, AA from AFs targets FMBs and AKs now too, not just DDs; not just shore batteries (e.g. Ramsgate).
  4. How is the Williem AA AI (that faces E), firing through the town and through the hill to hit FMBs at Crom? And since when did AA AI target FMB, DD and TT? (not shore batteries, AA AI) Does AA AI target trucks and other vehicles now too?
  5. Another issue possibly, after axis took Dunk, I went back there a bit later, was still way points all over the map? Also, when an MS goes down, the MSPAWN way point doesn't seem to be removed.
  6. Been fine for me so far, but I'm using the 32bit version still, till the apple store opens and I feel safe to move to mohave.
  7. Don't require HC to do anything, way to limiting (how do you know will be on, will be responsive) and doesn't empower players.
  8. Having 1 grenade take it out is way to weak imo.
  9. I actually thought it would be tier 3 after the patch too.
  10. Yes, just find a good time or easier way to refresh (say if you are within 500m of PPO its timer resets). That way if you prep a town, and come back every couple hours and spawn in - all your PPOs will be reset. But, once you log off, if no AO goes there, they'll eventually all go away. So, you can keep your nice PPO setup active as long as you are online easily. Hard to say what a good time would be, would think 6 hours is more than enough. Most players don't stay online that long, do they? Then wouldn't even need a refresh method. But if PPOs were only 2 hours, may need an easy way to refresh all the PPOs timers.
  11. Looks good, but, believe the spawn point should be ground level building only. No 3 story sniper tower everywhere and silly jumps.
  12. *** Are you ready to have a 1.3:1 spawn queue? Don't think so. Basically yes. First map go 2 to 1; next map go 3 to 2. You are talking 3 hours of 2 to 1 and 5 hours of 3 to 2 population based on campaign charts. The idea is to stem the losses for those 3-5 hours, so the other 19 hours (and 5x population base) can actually have fun and take towns. Regardless, hope you are right, as for me; I find the game less fun now. I'm tired of 7 min capture timers, SD and Enter World bug.
  13. *** I could see where that's attractive to you. Too bad about the underpop, huh. But hey, gotta have baby seals else no fun being a clubber. You just don't get it. I'm trying to help the under pop side by limiting the over pop that can be in game at once. Can you not see that? And yes, I wan't capture timers back to some sane level like they were for 10 years prior. I want other TZs to cap stuff, not just TZ3 (either side). And I want no SD until the Enter World bug is fixed. The objective is to allow all TZs to capture towns and have fun, not just 3 hours where one side is grossly over pop. Towns don't change hands unless there is huge over pop - that is a problem; that is because of SD and horrific capture timers. (not to mention some bad AB mechanics when bunker captured; and of course ludicrous amounts of tanks and aircraft) *** Eh, great, the whole overpop team gets 10-20 minute timeouts. Completely 100% false. Only the part of the over pop team that is past the 2 to 1 limit gets a SMALL timeout, till someone on their side dies.
  14. I would like to present the following medal to this dedicated Axis player. Please step forward: door kicker For dedication to destroying enemy FBs, both crippling the enemy's opportunity to attack, while allowing our attacks to proceed. I present you with: Pionierauszeichnung http://www.lincetool.info/images/award/237sappeurauszeichnungoy7_ribbon.gif[/IMG] Engineer Award - Awarded to a player or squad who has dedicated their time conducting operations to assault enemy FBs, assault Bridges and sabotage missions behind enemy lines. Please join me in congratulating this player for his contributions for the Axis side. S! delems
  15. *** a disconnect of anyone and then finding out Delems' rule kicks in and locks them out for hours Do you not read? A player can spawn in as soon as a friendly dies (or despawns) in game, opening up a position for someone else to spawn in. If it is 15 to 4; that means 8 axis are in the game fighting vrs 4 allies. Yes, 7 axis have to wait for one of those 8 to die before spawning in. But, my bet is, once the allies realized they won't just be slaughtered, another allied or two will stay in game and play. Now it is 15 to 6, meaning 12 axis can play and only 3 are waiting for one of the 12 to die. And, SD can go and those horrific capture timers can be removed or lowered. Regardless, nothing else has worked, and, to be blunt, I'm getting terribly tired with the current mechanics (SD, Capture, EnterWorld bug). The only way to fix a population issue, is to fix it, not go muck with all the other game parameters. Fixing the tail doesn't save the head, we're trying to fix the tail, while the head is hemorrhaging imo.
  16. They can ALWAYS get in, just can't get into the game world itself to fight. (til someone dies or more enemy log in) HC can still do stuff from the map, and again it's for 3 hours a day when 15 players are on. How come we changing game for 15 players over 4 hours, and ruining the game for 100 players the other 20 hours? Because of the way too many tanks and aircraft, and horrific capture timers (not to mention SD and EnterWorld bug), the only way to cap a town is for the other side to not show up. Is that really the game we want?
  17. If the campaign charts population indicated is close at all, the solution is easy. Again, lock the in game world to 2 to1. By that chart, there are only 3 hours a day where pop exceeds 2 to1; so eliminate it, players can still spawn in, just have to wait for a friendly to die. And in fact, there are only 5 hours a day where pop exceeds 3 to 2; so, for a few hours a day (lowest pop), a few players can't log in immediately, they have to wait a bit. Another benefit, the horrific SD and capture timers can be done away with. Locking in game pop to 3 to 2 effects 5 hours of the game time, during low pop - and I'm guessing, once the low pop side realizes they won't be gang banged so bad, they'll log in more, meaning the over pop side players can log in more too - not wait for someone to die.
  18. idk, but I do know there seems to be a lot more fire bugs lately.
  19. I would like to present the following medal to this dedicated Axis player. Please step forward: sproose For adherence to a soldier's duty in guarding bunker, ensuring the enemy is unable to capture it. I present you with: Excellence Duty http://www.lincetool.info/images/award/373Excellence_Duty_ribbon.gif.gif[/IMG] Awarded to player or officer that shows untiring Axis spirit and morale, forming a friendly and comfortable atmosphere. This award can be issued by Korp level up. Please join me in congratulating this player for his contributions for the Axis side. S! delems
  20. *** timers were not changed. 1 solo player can cap in 240sec (120sec if extreme lowpop, 360sec if extreme high pop). Funny, just checked solo time over pop - got 456 seconds, or 7 min and 36 seconds. So, if timers didn't change, then there is a big bug somewhere affecting capture timers.
  21. Or maybe stop trying to find band aides that will never work, and just fix the problem?
  22. The worst part of SD is the EnterWorld bug, SD needs to be removed until that bug is fixed, as the bug isn't here when SD is off.
  23. Or, instead of once again putting ad hoc totally random game breaking ideas into the game (SD, variable capture timers, severely long capture timers); one could just solve the real problem. Lock the in game world to no more than 2 to 1 (maybe 3 to 2 later) to eliminate the extreme over pop and make it more balanced; something every other game in the world does (keeps balance). Sure, a few players can't spawn into game world (for a couple hours a day) till someone dies (but are in game and can chat), but the trade off is no more SD or variable capture timers. This still allows each side some over pop w/o allowing extreme over pop.
  24. *** timers were not changed. I've timed them multiple times, they have changed. I'll time it again to be sure, though I don't need to. Maybe put these timers in the WWII configuration so we can see what they are set to?
  25. *** night after night...map after map most of the campaigns... Interesting, last 12 maps have been 5-5-2. Last 72 have been 35-33-4. Seems pretty even to me?