• Announcements

    • XOOM Released (August 18th - 2017)   08/18/2017 is our pre-release game update. It is currently being released to our organic (current) player base only to verify everything is working as intended. Please review all normal game play elements and conduct basic testing. Above all, we need your feed back. If there are any issues that are NEW and broken, please use the .bug report with details. In depth issues, including how to reproduce the problem, should go to our Testing & Bug Reporting forums with screenshots and text based procedure / expected out comes. If you have the latest version you can patch automatically, or go to the downloads page and download the full update if you have an old version or need a full new install.


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sorella last won the day on July 16

sorella had the most liked content!

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About sorella

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  1. DID YOU KNOW? The new special intermission squad leadership tools also allow the new graphics for parachuting dogs, trains, civilians, girls on trains and ammo bears.
  2. I believe those vinegar-soaked cards were beginning of the space program.
  3. excellent story. as a backer of the mosquito wwii online classic Rats vs Aliens I recommend you visit his site and support him. you might get your name in his next film.
  4. /+10 sideswitchers make a minuscule difference except/unless many or big squads switch
  5. So young. Man. He was a great player and friend. RIP from a fellow Canuck.
  6. wonderfully well done. goodbye Exlax
  7. same for last 2 hours or so 2-4 am est 26.07.
  8. blacklisted by german providers: but only once the allies reach Eindhoven.
  9. I'm waiting for your war novel Lost Threads, mate.
  10. thx u.
  11. understand the points and the paradox. however some of the recent threads speculating on the F2P/Subscription model and subscription variations have to do with the opportunity for new/younger/different players via Steam. surely the cost per player (and to what point on the sliding scale is that a viable way calculate costs/revenue? ie. there must be a point or number at which CRS doesn't actually NEED $17/14 per player to survive depending on the actual discrete number of player/subscriptions) goes down dramatically if there are more players, no? so the opportunity (or dream or wish or possibility or potential) of having say 1000 new subs at $4/mo is equal to or better than 250 players at say, $16/mo - given two opposite considerations: > more players is good for the game and gameplay (thus obviating, hopefully, some of the low pop/tz3/no pop issues) and > assuming that the 1000 new players at $4/mo stick around and of course assuming that somewhere there is a magic number of players/subscription cost that is a break even point - given the current givens of the game. (staff/monthly costs/hardline survival of the game number - beyond which incremental subs/revenue is profit and can be put back into game dev)
  12. because so many other pvp games have player driven campaigns, highlight videos, cool reddit posts and intermissions.