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    • Dodger

      Seeking Squad Leaders!   04/09/2017


      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.


      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.


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About holmium

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    Monthly Hero Builder
  • Birthday 08/16/1979

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    Auckland, NZ
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  1. AOs were a fix for TZ3. I'd be happy to have more people to shoot but I'm a paying customer, I don't work for CRS nor their marketing team. I pay my sub and play the game when I get home from work, just like alot of people here do. The only difference, is I'm not in TZ1 or TZ2. @lipton I know you're a troll, but who "rolled" last map? It wasn't Axis players. My stats seem to indicate that there are enough people to kill during TZ3. I didn't know AI awarded kills? In fact, I've played considerably more than you have this map... Why aren't you playing more now that your team isn't winning?
  2. It's a 24/7 game, not a 18 hour game with a 6 hour intermission.
  3. The ability to both disable this individually and for the entire game is a great step forward and a sign of modern thinking/Development. Great work so far.
  4. I've been away over the weekend and only just managed to catch up on the forums. Thanks for everyone's inputs so far.
  5. I agree, F2P players should not get a choice OR if they do, it should be for the campaign, as in choose allies, stay allied all map. That way, squaddies can still play with their mates but if they want to switch sides, then they're at the mercy of the online player count.
  6. Exactly, why should my timezone be punished because it's low pop. Are these guys saying my TZ3 builder account is worth less than their TZ1/2 builder account? Are my donations worth less than theirs?
  7. Loving the 3 minute timer. Had a thought about overpop issues. Instead of the underpop side capping with a reduced timer, say in 2 mins by himself(herself), the overpop side has a smaller cap bonus, which helps negate the accelerated effect of more than one person in a CP/bunker/dock etc. Another thing, make the bunkers/docks/af bunkers have a static cap time. Make it last 3 minutes, regardless of how many are in it. Some of the best/desperate fighting is for that bunker.
  8. Oh, I know the HE-111 is fragile and is easily shot down and it most certainly isn't a CAS bomber by design but alot of practicing in offline mode and video tutorials have helped me get bombs pretty accurate. I don't expect to stay alive if I hang around. My 111 gets flamed from a single well placed shot from a CA mle, so I'm not too fussed about HE being improved, I already die in 1 shot anyway haha. I'm just hoping the improved HE will benefit the 250KG bombs & 20mm flak30/38 & 40mm bofors etc.
  9. Wow, that's what you'd expect to happen but to see these aircraft just fly off after taking 1 - 3x 40mm rounds, doing loops and then making another strafing pass is BS.
  10. Changing it to the Flak 38 via a RoF increase would certainly help and would be a step in the right direction. I fly every now and then and I'll consider myself an a slightly better than average fighter/bomber pilot. I love flying the HE-111 in a CAS role, it's like a stuka but with more bombs! Anyway, my point is, attacking a CA mle 25mm aa gun in a 109, 190, 110, stuka, HE-111 is dangerous. If they know how to use it, you'll be screwed. If there's more than one, you'll be screwed. If there's just one and I feel that they're not super accurate with it, I'll risk strafing it. I have to be smart, come in at extreme angles, flick my guns up at the last second and hope I hit something, use trees for cover etc. Flying directly at one usually involves taking a 25mm round right in the engine, killing it or losing a wing. The flak 30 doesn't feel threatening unless there's 3 or 4 setup. The point of the FMS is to try and set a ZoC. Spawning AA guns is meant to help with that but right now, it's very one sided.
  11. Good spotting, I noticed this last campaign and raised it with Xoom. He explained the difference is due to the french semi auto rifle has only a 5 round clip vs the G41 and M1 which have 10 round magazines. Not sure about Navy differences though.
  12. This comparison is based upon what can be spawned to defend depots and FMS. Bofors/88s cannot be spawned from these places, so not really a point to consider. SPAA is not yet in game but while we're on that subject, you guys get a small green SPAA that can be hidden in bushes. We get a big, loud grey thing that stands out like a sore thumb. Once again, allied get the better equipment in this front. I'm asking for AA that can be spawned from a FMS/Depot that is an actual deterrent. Is that too much to ask? Also, the 2pdr can pretty much kill any axis panzer from the front/side/back and it can be spawned from a depot/FMS. A 88 can only be spawned from an armybase and requires a half track (loudest vehicle in game) to actually get it anywhere. What's the issue here? Do you think the Axis need a better ATG that can be spawned from a depot/FMS that can kill allied tanks from the front?
  13. Great PDF mate.
  14. Well, the HE-111 has the largest bomb load and is certainly very fragile.
  15. I appreciate that the game isn't red vs blue but there is a balancing factor to consider here. The allies have faster bombers which are more durable that seem to absorb 40mm hits, let alone countless 20mm hits. Or when a hurri 2 is camping your FMS, there's little that can be done before it takes it down. The flak30 is not a deterrent and for good reason. If a 110/Stuka/HE-111 was attacking a FMS, all it would take was a CA mle AA to spawn after the 110/Stuka/He-111 makes it's pass, deploys in 2 seconds and would be firing on the axis plane before it even starts lining up the FMS, doing effective hits. Maybe the flak 30 would be more effective if they can shoot the wing off a spit in 1 hit like the CA mle 25mm does to 109s. The air war favours the allies. The spit/hurri/h75 are turn and burn fighters and they are often down low, harassing ground forces. 109/110s if flown right are up at 3k or above making occasional passes on an allied fighter. If LW come down low to harass the allied ground forces, they'll get torn to shreds when the RAF/FAF turn up. The entry level AA gun is effective and dangerous. Having a more effective AA gun that can be spawned from FMS/Depots would help alot.