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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 goreblimey

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  1. I like rifles , I think semis come in too soon. Bayonet would be nice
  2. This must have been requested a billion times , can't say i've ever seen a CRS reaction to this. How about removing all overdone flash from 1st person view for all weapons, even if this is just done as a test for intermission .PLEASE.
  3. Looking at the diagrams, all things being equal the only variable is the vehicles themselves , quite obviously the morris is behaving strangely
  4. If we're having mines, can we get diamonds?
  5. Title says it. Some sort of .report that allows reporting of good or noteworthy gameplay. Lots of players do small things that go generally unrewarded... make it part of Steam achievements as well.
  6. Bunker/cp guarding first time then time lots ie 1hr 5 hr 20 hr 100 hr and so on. Truck missions by number. Ammo resupplied to mortar teams. Setting missions.
  7. Eyes located on head instead of Middle of body
  8. I'll call bull[censored] on this Just seen a p4D take out my brand new FMS with 15 shots.....
  9. Ef ms took 35 rounds he from m10 Didn't drop. What does it take or is that a bug.
  10. The Brits didn't face an enemy that switched to semis in what is effectively 1941, I'm sure there may have been a rethink, or maybe not cause they still went to Korea with bolt actions. However it's a game and I feel outgunned fighting semis with Brits, I'm not so sure why they get introduced so early.
  11. At what level of inbalance are you trying to give goals to the underpop. To me as an underpop player inextremis with 3 -4 others on. Having the map moved by 15 - 30 guys on the opposition side is annoying at best. What can you possibly achieve in these circumstances? I can take some pleasure in killing the odd arrogant tosser who has attacked . I can try to delay the inevitable. But at some point the camp is just too much. It is no coincidence that the highest LMG killers are all in the OP TZ. With those numbers is it fair to the vast majority of players who have worked hard in other time zones to have their gains so easily wiped. Ways to make it slightly less painfull.... Make the kills count more for underpop ? If I know each kill depletes supply more , I'm more likely to try. Even though the numbers are so low it isn't really affecting supply...and obviously wont when Town supply returns. Set Time to accomplish attack , I like this gives us something to work for, but with the extremes in pop smallish town will go in the least time possible anyway (1/2 hour) ? This still might work just depends how tight the timings are, makes attackers need to be very organised , the 1 hour suggested is way too long in extreme low pop. Whats a fair time the defenders have to delay to gain a victory ? This seems really feasible and should be tested. Regardless of numbers both sides can achieve something. Force attackers to guard captured cp's otherwise they auto reset, This may reduce available numbers, unfortunately 2nd account dummies may negate this. Give defenders death immunity for x seconds so they can clear spawn. Wont work cause I can then run straight to cp/ab and get in. New fru are making it a lot harder to frustrate an attack in low pop, might change when allies get a 75mm tank gun.
  12. Orders are only available on the briefing tab before you spawn in. Can't say I ever look there when I am trying to get into action. Just move that info to the ready room or on the first active mission page , you could replace the mission type line ith the current orders if there were any. Should be half a line of code? This suggestion was made with newbs in mind , but I can't see why the game hides info that is critical in avoiding one of the most irritating aspects of this game, ie spawning into a camped location especially when you've just logged in and are unaware of situation or surrounding terrain. As an experienced player my skins a bit thicker regarding the crappy mechanics I've grown used to them like having a faceful of warts but it doesn't mean they shouldn't be removed.
  13. thanks Xoom, When does that message become available ? This should be displayed when I am choosing a mission from the active missions screen, then its a solution
  14. Can we implement some form of warning mechanism ie colour coded mission that identifies spawning is camped, probably Mission leader setting?