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About rsix

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  1. It would also be nice to get a status update on the remaining 2017 Roadmap items (.30 cal, M1A1 carbine, US paratroopers, STG44, 1.36, 64bit, and voice comms). Since we are half way into the year (from when @XOOM first presented the plan), CRS probably has clearer visibility into how much work remains for those items.
  2. Yes I am aware of those ditches near some forests. I was hoping for some trenches and foxholes designed around the town. From there, players could setup their defense with PPO barbed wire and sandbags.
  3. @merlin51 is it possible for you to design/edit a town with foxholes and trenches? These would be permanent structures in the terrain, not PPO objects. It would be cool to have foxholes and trenches outside the AB and around the perimeter of the town.
  4. @XOOM is the 6-12 months the current estimation to release 1.36? Is the 6-12 months the time needed to redesign/QA UI and write tutorial, or do the rules for supply need further work? IMO I think it is important to have 1.36 in before Steam Early Access, but not if there is a 12 month delay.
  5. I am a day 1 player as well and the look has definitely changed since 2001. Especially with how the trees/bushes look after speed tree was added. I think CRS has also retextured most objects since 2001. Your point is well taken though. It looks outdated and has not changed much in the last 10 years. I wonder if CRS could easily update bushes/trees with an updated version of speed tree.
  6. Rat Chat is on 5/27:
  7. It was mentioned in one of the recent updates that the road map progress could be seen here: 1.36 is currently sitting at 75%. How often do the percentages get updated? I don't recall anything changing since the new web page came out.
  8. The No. 2 guy would be a great fit for a new player spawning as infantry. They would interact with a vet and have the opportunity to learn infantry basics in live environment (build PPO, resupply ammo, move, shoot rifle, mark targets on the map, etc). "Give me more ammo, greenie!"
  9. I am just glad that the new Rats team genuinely considers player feedback
  10. @XOOM since we are talking about making the LMG more realistic, I wanted to revisit the idea of a LMG crew. See link below. The general concept is to make a few mods to the load outs of existing infantry classes to make the gunner more dependent on someone who supplies ammo.
  11. Can we make some simple changes to existing infantry classes to form a 2-man LMG crew? This can be done by: 1) Taking the current LMG class and reducing his ammo so that it represents a belt/mag that has been loaded into the LMG. 2) Add or modify an existing rifleman class so that he has more ammo to supply to the gunner. When the gunner runs out of ammo, this rifleman would use the existing resupply feature to reload a belt/mag. Since he is the No. 2 in the LMG crew, give him to ability to place a PPO LMG pit. Some other cool stuff would be some spotter tools and the ability to even replace the LMG barrel. By doing this, we are not making LMG crews mandatory, but it would certainly make a LMG more effective when working together. The gunner would be dependent on the No. 2. It would facilitate teamwork and allow a LMG to used more realistically.
  12. @hastien I originally had this problem and I had to fiddle around with the settings to get it to work. There is a thread that talks about this:
  13. I like the development roadmap page with percentages showing the progress on various items. I would recommend using some high res images for the first set of images on the page (Army, Air Force, Navy). This is the first impression people will have on the graphics and those three images look quite fuzzy (at least from a 4K monitor). The newer images toward the bottom of the page (Our Recent Works) do not have this issue. They are nice and sharp.
  14. Per Xoom's Q1 2017 update from 2 weeks ago: Making sure that infantry render each other smoothly and rapidly is a large concern of ours, we want to provide the best experience possible in this respect and reduce any visual "bugginess" and rubber banding as best as we can. There's been some great work done here on Netcode3 and more to be smoothed out. Our testing team is highly focused on this one because we know the value in providing a streamlined experience.