parallama

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About parallama

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  1. While infantry rendering range is 700m they can be killed at 1km max by rounds/bombs. Thus between 700m-1000m you cannot see enemy infantry but you can still kill them with whatever round you are firing. 1km+ the only way to kill them were if they were in a building which you blew up.
  2. In the below images are the spots whereby you can track 1x side of all French/American Tanks with 1x HE charge if you are very precise (though IMO there is some randomness which effects harder ones like the M4A1 Sherman and B1 Bis). 1. Sherman 76 2. M4A1 Sherman 3. M10 Wolverine 4. M3A3 Stuart 5. Reanult B1 Bis 6. SOMUA S35 7. Hotchkiss H39 8. Reanult R35 9. Panhard AMD 178 10. Units with HE Satchel (as of February 2017) 1. Sherman 76 2. M4A1 Sherman A very hard one to track successfully with one satchel but can be done. However, even with two satchels on a spot close to it they can stay on. 3. M10 Wolverine 4. M3A3 Stuart 5. Reanult B1 Bis A very difficult one to track with one satchel 2nd image of same spot: 6. SOMUA S35 Very hard one to track. In most cases however you can damage the steering/power application which means it can only go round in circles. 2nd image: 3rd image: 7. Hotchkiss H39: 8. Reanult R35 9. Panhard AMD 178 10. Units with HE Satchel (as of February 2017) Riflemen (Bolt Action): 1x HE Satchel Sapper: 2x HE Satchel (and 2x HEAT Satchel) Engineer: 4x HE Satchel
  3. In the below images are the spots whereby you can track 1x side of all British Tanks with 1x HE charge (if you are very precise). 1. Matilda Mk2 2. Churchill Mk7 3. Churchill Mk3 4. A15 Crusader Mk3 5. A15 Crusdader Mk2 6. A13 Cruiser Mk2 7. Daimler Mk2 Scout Car 8. Vickers Mk2 9. Units with HE Satchel (as on February 2017) 1. Matilda Mk2: 2nd Image: 2. Churchill Mk7: Will require 2x Satchels if placement is not precise. 3. Churchill Mk3: Will require 2x Satchels if placement is not precise. 4. A15 Crusader Mk3: 5. A15 Crusader Mk2: 6. A13 Cruiser Mk2: 7. Daimler Mk2 Scout Car: 8. Vickers Mk2: 9. Units with HE Satchel: Riflemen (Bolt Action): 1x HE Satchel Sapper: 2x HE Satchel (and 2x HEAT Satchel) Engineer: 4x HE Satchel
  4. The ranges and setup below were done in May 2016. Accuracy factors: 1) Small random dispersion after every shot (from memory) 2) When you are fully loaded up with 4x projectiles your first shot will be about (at the longer ranges) 10m away from your following 3x shots. Thus the location of your first shot will be different than your first 3x. This might be due to the aim point being jinxed slightly so realigning may fix it. Projectile Speed: 110m/s at launch (real world figure) Ranges: 95m 152m 199m 279m 357m 403m 502m 609m 774m 940m 950m Range projectile disappears (about 1000m) 95m: 152m: 199m: 279m: 357m: 403m: 502m: 609m: 774m: 940m: 950m: Range projectile disappears (about 1000m):
  5. Setup and ranges on how to turn the German Grenadier into an indirect fire weapon. The easiest ones are to do max elevation at prone (100m), crouching (175m) and standing (199m). Maximum range of Grenadier about 200m (I believe maximum elevation is at an angle above 45 degrees). Ranges: 55m 100m 175m 195m 199m 55m: 100m: 175m: 195m: 199m:
  6. I've been sitting on these for about 4.5 years so. You need to get very close to the tanks but not closing (if you are touching then if the tank moves the slightest you die). All of these require the driver viewing slit to be open. B1-bis Riflemen spot: S35 Riflemen spot: Note: The skin has been re-modeled since these photos, I get the impression you need to shoot a bit higher. B1-bis LMG view: Note: I believe you need to be crouching (based off the camera angle). B1-bis ATR front driver spot: S35 ATR driver spot:
  7. The thoughts you have put forward ignores the massive market that steam is. Steam has 100+ million unique users and growing. In terms of active users lets sat it is 50million. If just 0.005% of that number (1 in 50,000 users) became a subscriber to WW2online then based on the 50million figure above that would bring in 2500 new subscribers which would be a very noticeable boost in numbers and revenue. 2500 x $15 x 12 = $450,000 per annum Try counting from 1 to 50,000. It's a minute fraction of people but it has massive impact. Even if you halved it to 0.0025% (1 in 100,000 users) it is still a noticeable increase for the better. Considering 10's of millions play Minecraft which has graphics far far more dated than WW2online then many people are prepared to look beyond that.
  8. Why oh why are there some people who feel the need to put the strongest possible defense of spawnable CP's during intermission when there are no other towns with spawnables caps? The spawnable CP defense during intermission is stronger than during campaign! If you leave the spawnable CP for 6mins to be capped then you will get 10x the action!
  9. My thoughts: 1) Include the game name in all Youtube Video uploads: The majority of videos I see posted by players on the forums have names which do not include the name of this game. The names of videos are things such as: "Lol...." "<Player X> owned" "Squad Night 04/04/16" "<Squad name> attacking Aarchost" Likewise in the video description or 'Tags' there will be 0 mention of Battleground Europe/WW2online. As a result when searching there is less videos. Names of videos should be like the below instead: "<player x> owned - WW2Online" "Squad Night 04/04/16 - Battleground Europe" etc 2) Promote the game on other games videos: On youtube videos of other FPS or MMORPG games e.g. Red Orchestra you can drop comments which make reference to WW2Online in a positive way. "Great game. Used to play this all the time until I found WW2 Online" You could also double team with another person/account and create a conversation. Person X: "Great game. Used to play this all the time until I found WW2 Online" Person Y: "WW2Online still going? Last I played was 2008. Epic game. Anything new? Person X: "Lots. They've introduced Americans, Zookas & Shreks, updated graphics, buildings performance etc" Person Y: Thanks for reminding me, will check it out
  10. Ok so does anyone have a clear step by step 'for dummies' guide to get the beta working? What I have done: 1) Downloaded the 1.35 Beta 2) Installed the game in C: Games/CRS 1.35 (Using Windows 7. 'Games' and 'CRS 1.35' are folders I have created) 3) Installed the Dirext x10 Redistribution files (or whatever it is called) 4) Tried logging on through the 'Playgate.exe' in the new CRS 1.35 folder and the new 'Play Online' shortcut on the start menu but each time I get the error on the loading screen: "Map Error 40108: Session rejected: Internal Error..." (have not written the full text) With the Windows operating system popup error saying "Network Error - Authentication failed" 5) Restarted my computer 6) Tried logging on again multiple times but I still get the "Map Error 40108" error message on the loading screen. What I can do: 1) Load up the 1.35 Offline version and play around with a few infantry clasees (I know it is 1.35 due to the loading screen and changes to the AT weapons) 2) Load up 1.34, spawn in and play
  11. I have exactly the same error message when I try to load up currently. Have not been able to access the beta server yet.
  12. Unless it's a beta stress test a new campaign starting Friday would be swell.
  13. Is there any plans for a fix to stop bushes randomly spawning in front of Gun Emplacements? They're a cool feature but the bushes ruin them :'(
  14. If there would be mines I envisage they should be placed in areas designated as minefields. I can imagine an area which has anti-tank mines meaning that infantry can cross the area but vehicles cannot. However it would make it a bit gamey as I don't think it would be possible to have mine clearing vehicles in the way the game is currently set up.
  15. The game is about teamwork so to get things done the game should make you play as a team and not lone Rambo's. The game mechanics make the game play relatively conservatively. If you want to kick in the barn door you need to: i) Work together ii) Rely on the enemies mistake If you can group 5 people together to go for the spawn CP at the exact same time then in nearly all cases of a small/medium intensity AO the spawnable will be capped. However in practice this level of coordination does not regularly take place (aka happens only 5% of the time). When the lag issues are sorted out playing infantry will no longer be like roulette and IMO will make axis small arms much more effective. MG34, FG42, Gewrhr 41 & 43, Grenadier and even the Panzershrek as the pistol will be a more effective defense from ei trying to root you out. Once that's in place any truck balancing would be more accurate. The game is not red vs blue so perhaps the play style is that in normal circumstances Axis have to place their FRU's say 200m further away from town than allies can but when they get in close the more effective small arms come to bear.