delems

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Everything posted by delems

  1. No. No inf MS. And the new FMS deployment limitations are terrible. Need to revert back, can't place an FMS anywhere good anymore.
  2. They're only asking for more mg34 dispersion, more FG-42 dispersion and better Brit LMG...... so far. And, allies will now gain 100s of bars (that fire on the move) that axis will have no counter to anymore as FG-42 is in FJ units. Funny, still haven't heard of one axis issue being addressed. Take that back, we got the Flak 38, which I do appreciate.
  3. *** best Auto - FG42 Lol, maybe...... not sure personally. But, day 16.... we have 14 FG-42 kills, and 3,700 matty kills.... ya, FG-42 means a lot........
  4. I'm far more happy with all the changes lately than not. Sure, may need some tweaks, but loving all the new gear, terrain, and TOE changes in general. Kinda scared for 1.36 - going to be a huge change. Just a bit miffed how they 'fixed' the LMGs, only good weapon axis has compared to allies, yet allies still have the best gear everywhere else; tanks, armored cars, ATGs, fighters, bombers.... How come none of that fixed? More than happy with my sub atm overall.
  5. Well, hope allies happy. Now have the best tank, ATG, armored car, fighter, bomber and bolt rifle; rest being equal. I suppose our Flak 38 is better than allied light AA.... we get one maybe.
  6. *** WWIIol advertised itself as F2P Well, if they did, they should remove it immediately. This game is not F2P, it has a FPA (free player account), that allows you to fully play in game as rifle (and truck now). It is a subscription game with a free rifle account component (FRA?). And said account allows you to fully play the game, kill, capture, recon, build PPOs, multi-crew (I think), etc.
  7. *** Thats 7 days before the 3h comes in and rolls face on all Allied tanks. Heh, sure, check stats, IIIH vrs Matilda Mk II: 19 to 39, 0.49 KD.
  8. Hmm, I love the historical introduction of gear and more realistic ratios of said gear. Do we need to edit it some? Maybe. Do we need to increase overall supply some? Maybe. Are the ratios a bit off? Maybe. Everyone knows the biggest issue is pop level between the sides - and then leadership; not the gear. This has easily been proven as allies should have completely slaughtered axis with over 40 matties last map per division. I'm not sure sure how to solve the pop issue. Action issue, imo we need to allow things to move quicker (MS set, cap time, AO set etc).
  9. I think all the new changes are helping, terrain, gear etc. But, also agree the game just plays so much better with more players. Players need action - it is very hard to start action in this game. So, I'd suggest cutting FMS time to 30 sec, Capture times to 2 min base (if not 1 min), cut AO clear and set time to 30 seconds, cut bridge AO/DO clear and set time to 30 seconds; change truck EWS back out to 1000m. And agree with mata, while new players don't realize it, the rifle and truck combo is very powerful.. just new players don't know how to use them well. For two sbux drinks, you can play this game all month... (on a yearly sub), or the cost of 1 movie ticket I think.
  10. I like how towns are getting edits to them (Gedinne, Hasterie etc). But I see issues: first, way too many buildings are stacked on top of each other right next to CPs. Buildings need to be spaced more apart and pushed out of town more. Second, move the CPs a bit further away from the SP. Having 10 buildings surrounding a CP does no good imo, spread those bldgs out - push them further out of towns. And don't put buildings so close to each other.
  11. Don't get me wrong. I love all the terrain in general! And very much looking forward to the N and S expansion. One of the reasons I'm still playing nearly every day and have 2 subs. Maybe I just got unlucky in picking some towns like Haybes and Gedinne. Buildings shouldn't be in front (haybes-virex CP) of the door by 1m imo. So keep up the great work - just trying to suggest improvements. Regarding links to Antwerp and Brux, pretty sure I've outlined those somewhere else, but as cap says - divide the town with line, then look where adjacent towns lie and link to that section. Antwerp N: Wals, Zand, Kam; Antwerp C: Schilde; Antwerp S: St Nik, temse, Boom, Lier Brux NE: Mech, Leuven; Brux SE: Wavre, Waterloo; Brux SW: Halle; Brux NW: Aalst Temse PS don't forget these ideas: 1) Don't need the word 'district' on Antwerp S and Center names, too long. 2) The name 'Antwerp Center' is way to far S of the actual town, that label needs to be moved up. 3) S central depot and Antwerp district are in the OTHER sides town? Swap their locations. 4) Abbreviate all the directions on Brux town names so not so long; Brussels NE, etc... Also, LONDON is all caps?
  12. *** The Links in Brussels are still awful @Merlin51. Agree, the links to both Antwerp and Brux are atrocious - they make no sense at all. Look which towns are NW, NE, SE and SW .. then link appropriately.
  13. I think dre nailed it. Allies got all their infantry parity back, axis did not get armor back in return. Ya still got 14 matties in every infantry flag......... I suppose it will be fair if axis INF flags get 14 Tigers starting tier 2.......
  14. I say no to INF MS. Rather, cut MS build time in half, cut base capture time in half, remove over pop capture penalty (keep under pop enhancement for shorter time) and fix the 'EnterWolrd' bug, or remove SD until that bug can be fixed. One way I might be able to support an INF MS, is that you have to spawn from a FMS first, and it can be placed no further than 300m (exact number not sure, maybe 400? 500?) from the FMS. This would help promote moving the MS up as you capture ground towards town. So, place FMS 750m out, start attack, capture CP, now can set an MS (not FMS) off that FMS 450m away from town- helping infantry get to town faster for attacker, w/o having to drive new truck. (and the INF MS could not be placed until town contested)
  15. If the attacker has the CP cut by close tanks, then you should prolly lose that CP, yes? Kinda silly defender can jump on to CP from SP? Plus, I still like the more buildings around the CP area - thus blocking lanes of fire, I just don't like them ON TOP the CP like they are now - way to close imo. Look at haybes-virex CP - those buildings are on top of CP/SP practically - push them out a bit; not have them right next to CP. Look at the St Ricqu-Frev CP area layout... CP is a bit aways from SP, there is cover - but nothing stacked on top of each other.
  16. ty, quite nice parade!
  17. Is too picky now, needs to be changed back to the way it was before; or don't make it so picky.
  18. *** it used to suck, we know why, if those negatives are accounted for in the design While I totally agree with capc in regards to getting more action and combat, I just can't get over silent armies (even just rifle, SMG, LMG) appearing out of nowhere and across rivers with no bridges. Believe me, the infantry side of me (and KM - with very difficult TT type AOs) totally thinks INF MS would be ok - but it also does much damage to ZOC. (think ATGs, AA etc.) Only way seems to be somehow allow the INF MS to appear, but only in an area that is controlled by the attacker - or at least not controlled by the defender.
  19. We got the Flak 38 in game! Also reported the Flak 37 artwork is in - but haven't verified as not in spawn list yet.
  20. Cut the AO remove and place time in half would help. Cut the town hot from 10 min to 5 min would help. (could maybe leave bunker 10 min) Cut the capture times in half would help. Cut the FMB build time to 30 sec probably marginally help. Cut the distance FMB to enemy facility in half might help. Silent infantry MS defying bridges - have to say no. Much as I love infantry combat.
  21. While I voted yes, my concerns with bridges and silent armies behind you is big. Think it best to not have them on further thought - so change my vote to no. Rather, cut capture times in half (4 min is disgustingly to long) and allow MS to be placed closer to enemy facilities - say 200m. Finally, cut the build time from 60 sec to 30 sec.
  22. Just an idea.... I'm not proposing this. I said I had thought about this before. The idea is simply to require teams (at least 2 people) to get things done, not within your own town though, you can go solo in your town and 300m out. And tankers don't have to have infantry with them, they just tank in pairs. (kinda like in real life... tank platoons) As willy said, some of the combat gameplay could be improved, I agree. Maybe this isn't the right way, but it is a thought.
  23. Yes, allies will get 3 CS tanks and 2 Pannies in every infantry regiment for tank supply. axis will get 2x 232s, 8 Tigers and 8 Stuh. After 7 days this will be changed to 2x 232, 6 Tigers and 6 Stuh.
  24. *** its asking a lot for infantry to cruise out from FB or AB ‘with’ the tanks Or 2 tanks could just go; doesn't have to be infantry. *** Or they could leave this topic alone and go fix things that are actually broken instead of trying to limit things. True, was just thinking of 'in the game' aspect, it would become more unit and team oriented - not solo player oriented. By forcing a small amount of teamwork to get anything done, maybe more teams will form, also more fun etc? *** Why two for infantry? Why not say half a squad/section for infantry, i.e. four? Just because current game pop is still to low I'd think? As we get more players playing, no reason this couldn't change to 3 players.
  25. *** All game combat elements should operate in units. I thought about this before. What if the game required another unit within 100m of you to move further? Exception being of course the truck and maybe the first 300m away from any friendly facility / MS / FB. So, if you were alone, you'd get to 300m and couldn't go the 301st meter w/o another unit 100m near you. Tanks couldn't leave towns further than 300m, unless they had another tank or infantry escort. Basically, require a small amount of unit cohesion to move - a 2nd unit. Then, 1 tank can't go rambo around, but 2 could (but then it isn't rambo, is it?); same for infantry, no single ATS, he'd have to have a rifleman accompany him. I suppose one problem with this is, if 2 tanks got 1500m away, but then 1 died; the second tank could no longer move until some other friendly unit was within 100m of him. Same for a 2 person infantry team 800m out, if 1 dies, 2nd player no longer could move. Hmmm. Guess you'll travel in 3s! so if one dies, no matter.