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stankyus last won the day on September 23

stankyus had the most liked content!

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About stankyus

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  • Birthday 10/25/1971
  1. The traditional sniper of ww2 wore standard uniforms. Yes they did use camouflage, in field situations but In game we have a avatar. That aviator cannot say, hey I’m in the bushes or in a building. Can you imagine a bush figure in a building? Talk about painting a red flag on them. So.... while I have seen guille suits from ww2, they are far far from the norm. TBH. I have seen two examples of guille suit like camp, US sniper in the PTO from late 43 and a Japanese guille suit like contraption from 42 used IIRC in Burma. I have never seen a ETO sniper camouflage uniform including guille suite. British, US, and German sniper kits I have seen were always standard combat uniforms. Camo was usually garnered from natural surroundings but zero special camo uniforms.
  2. Im sure you guys will do a great job in the town. Several of my fun infantry fight memories is in Verdun. EAB has always needed a rework. It is sitting in a fish bowl pretty much isolated, kinda like Longwy EAB, but at least Longwy EAB hills are pretty much in lethal range for the defense. Its not a easy hill camp without serious effort , numbers and coordination to keep it. My immediate reaction to Verdun EAB dropping the walls widened my eyes a bit. When the Allies are taking the town, the AB is a pretty easy camp from the RR station IF you can get across.. When the Axis are taking it, with 88 gun cover or similar, the East side is almost impossible to get armor out. Bottom line ATM it is MUCH easier to take Verdun from the East, than from the West. Not saying its a easy town for anyone mind you. Sounds like Verdun is going to go from a fun town to a Epic town to fight in. BTW Have you all ever thought of adding roads that dead end at locations that are not links? I can see several areas where road tiles to location like ruins etc or Verdun Abby.. hint hint. MB even cart paths.. dirt or gravel?
  3. If I am invisioning correctly the changes already look to have hardened the area. As long as EAB has reasonable protections from the current long distance camp issue. The hill spawn brings that area into a battle royal. I’m interested to which spawn link it is going to be connected to. It is a fun city to defend in a infantry fight.
  4. This sounds very appealing and interesting... with one mmm not so sure.. If you are removing the walls of the AB are you or have you placed buildings on the E side of the VEH? Even with walls its difficult to spawn armor with 88s in the hills. There is very little manuevering room. Likewise adding the buildings near the inf spawns adds the protection needed not just for the inf, but to the VEH when the Allies get tanks across to the RR station. TBH, the EAB should get a series of buildings on the E/W and S sides if we are looking for a more interesting E side fight then what we have already.
  5. Excellent, let me put on my Wizard hat....
  6. The only thing they need to put back into the game is the Brit HEAT grenadier. For those unfamiliar, the walkable fru literally single handily destroyed the ZOC and everything associated with it. Having a inf walk out, sneak into the ZOC with a insta-inf brigade, sapping tanks, killing the aa and atg and dropping our FRUs. Just took one guy and it ruined all efforts to try and set up an attack.
  7. I didn’t mind the rifle so much, but I would not have put the walkable FMS back anyway. Still have had issues of them popping up behind our ATG line and picking them off.
  8. He admitted it because a RAT pulled the FMS... thats not admitting to anything. Thats a "oh it was accidental" after the fact. Second the guys defending the FB and getting killed had the names of the ppl spawning inside the inf spawn.. hardly a secret. Third, 28 SD gives the ML plenty of time to delete the FMS.
  9. No, it still doesn’t make sense as to how you thought you were next to the inf spawn without the map being open. All preset fb runs, even to ones I am very familiar with I have my map open to make sure I’m close. Part of that especially ones I’m familiar with is to make sure I don’t set inside the spawn. Matter of fact I don’t want to be so close that any defense is immediately on the FMS or that the guys spawning in don’t use it to jump the boxes and sit on the tents inside the spawn for double damage and kill guys leaving the center tent. I don’t like that when it happens to me, I don’t want my guys doing it.
  10. This makes zero sense. How did you know you where right next to the infantry spawn if you where not looking at the map? I have preset many FMS to Axis FBs and to get as close to the FB. Im pulling up to the FB with my map open to make sure Im as close to the fb as possible for a fast precamp. Secondly, why did Heavy have to pull it instead of you... needed to make sure you got guys out first to start sapping? You should have pulled it right away once you knew it was in the inf spawn if it was truly a mistake. No, I don't believe you for a second, nothing of what you said adds up and I bet if Heavy had not of pulled it, you would not have and you would not have admitted to it either.
  11. What he is saying and I can confirm, that when a vehicle is parked in the spawn area. You go black instantly and in spiral death came the vehicle does not render so you have no idea what killed you. When you die by bullet, you get sound audio and a indication you are camped. Not so when you insta-die to a parked vehicle. Therefore some ppl might think thier connection is bad or the game is bugged. I know you have done this in the past, I know because you were one of the stugG drivers I have killed spawning a AA gun to clear you. Matter of fact you were "stuck" on my AA gun and could not back out. That being said, the RATS have clarified the legality of the maneuver. I have not complained about the maneuver because it's rare, and because it's is usually easy to clear. The aa and atgs do not die and when you spawn, you are completely clipped inside the vehicle. You can see the crew so you shoot them. Sometimes you hit the ammo and they explode. Don't do that lol. At times the hulk stays and you spawn in and get stuck in the hulk.
  12. Ill report it when I see it as requested, however I rather the tank try and sit on the spawn point then camp it 99 out of 100 times because you can spawn in a AA or atg and lay waste to their crew and kill the tank and they cant do a damn thing about it. Sure they might get a few EI kills trying to spawn in by squishing them but not nearly as much if they sat back and suppressed the FMS from a distance plus they signed their death warrant. That being said its rare for a tank to do it. That 4G was a rarity.. out of mb 10 tanks if that since the FMS I have seen do this personally 80% where stugBs or Gs.
  13. 99% of the time it's a truck/251/ht that pulls this. However it is very easily removed by spawning an atg or aa gun. The last time I had a tank sit on my FMS spawn point was simply because he was crafty. He was in a good area to engage our shermans but he could not camp our FMS or ignore it and fight the shermans so he parked over the spawn point. So instead of respawning infantry I spawned a mle34 inside his tank and shot the crew. Handled in about 30 seconds with a easy mle34 kill on a p4g. That was mb six maps ago.
  14. Sometimes it just means a Opel/Betty saw your FMS and decided to park were you spawn to kill you as y spawn in. No camping going on, no overrun.
  15. Not so long ago I spawned into a 251 semi camped FMS. Got word the mg gunner was killed so I spawned in and found a mg34 inside the spawn camping. I tend to like trying to clear them, couldn’t so I figured I would spawn at another one mb 600m away and clear the lmg. By the time I got within vis range I watched the 251 pull up over the spawn in point. There where 2 more ei standing around camping. I killed those guys but got killed. So I spawned a mle38 at the camped and 251 covered fms. I entered just inside the 251 and deployed. The lmg opened up on me but the 251 stopped him from being able to kill me. At that moment a engineer ran in front to place a charge. I blasted him, then exploded the 251 and traded with the lmg inside the FMS who was able to kill me when the 251 exploded. I cleared the FMS. That FMS stayed up and we managed to cap 2 spawns from it. It stayed up till we pulled the AO an hour or so later.