sorella

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Everything posted by sorella

  1. here's the other, longer thread exploring some area capture ideas from 2 months ago:
  2. Seriously, Statsgruppen is serious and real. Ask Marcion5 the XO; he just booted me from STG ("Maximum Kills, Minimum Risk") for capping two cps in Beauraing yesterday instead of camping the depots. I blame dfire though, because it was his idea to put in the '2 caps and out' squad rule.
  3. area capture is one of the best possible solutions. there have been a few threads about it but don't know if the practicalities of coding and/or the difficulty of thinking through the concept and potentials flaws ahead of coding has/have been the roadblocks. someone put forward that a possible way to start thinking about it is to utilize the existing air-only AWS alphabetical grid (or a smaller scale version) as a starting point - i.e. simplistically - turn a grid square red with more than the enemy or a specific number of units (inf/arm/air) and its yours until the other side turns it red (or blue) for themselves to switch ownership. and/or tag a bunch of specific 'nodes' within a gridsquare (existing cps, bunkers, non-depot facilities, xroads, bridges, farmhouses, forest areas, elevations as 'capturable' (by time spent X players/units in near the 'node' like current cp cap mechanic) and then X% of nodes captured (50/75/all) defines 'area capture' and that then a captured or 'owned' area would unlock spawn points, or even the ability to place fms within the gridsquare, and/or fb pop up or ppo fb capability within the area, etc. making the captured area or gridsquare a jump-off point into the next/adjacent 'neutral' or 'enemy' gridsquares/area. like that. not much difference - but maybe more fun and certainly more use of the map/terrain - between having 1/5/12 players crammed in a cp to cap (or defend) than having those players in/near/on a bridge, hill, farmhouse, xroads to cap/defend. this does happen organically, sometimes (own/defend/block a bridge, hill, xroads) but not often enough and its certainly not essential given current gameplay and the singular focus on cp/town caps only. or, conversely, eliminate 'capture' altogether and just give cps, towns, areas, and the whole campaign to the players with the best STATS.
  4. Agree. The top stat should just be TOM - nothing to do with k/d, caps or anything else. Just TOM. Totally the best stat.
  5. make it a DLC. or part of the hero/builder sub. or both. make $$$. $5/mo $50/yr. like that. people who like it will pay for it.
  6. no training required unless you want to practice (you'll need a friend/pilot) para jumps from the plane either on the training server or from a backline AF with practice jumps. if you are asking (as it seems) is there (or why isn't there) a specific Airborne Training Tutorial - I don't know that there is actually. SPAWNING: for a para mission in game you would have to spawn as an AIRBORNE INFANTRYMAN (smg , rifle, etc loadouts available AS A PARA) only from a town with an airfield and a PARA/AIRBORNE GARRISON in that town. go in game and try for yourself. log in. pick side. open map, look for town with airfield of that side (say, Bertrix, Montfaucon, Gilze for Axis or Antwerp South, Brussels for Allies) ; right click on the town name, pick Airborne Garrison from the drop down. Create or join an Airborne Mission (if there is one) Enter world, spawn as a para at the para spawn in the middle of the selected AF. as said above, there may not be an existing airborne mission at that particular AF. if you cannot create one due to rank/subscription status, then either ask on chat/help channel or watch chat channel in game for your side for ppl talking/typing (usually in caps) about ; LOADING PARAS NOW <mission/origin details> and go for it.
  7. or what Kile said.
  8. lone: basically you can't ' play' para on your own if you mean spawn in, get a chute. hop on a plane and jump into enemy territory. how it works in game: 1. you spawn as a PARACHUTE inf (choice of weapons /load out in that list) from a Parachute Garrison brigade. Para Garrisons are always but only at frontline/close to frontline towns with AIRFIELDS. Para Inf only spawn at the Para Depot in the middle of these airfields. the Para Inf load out includes the CHUTE. The chute auto-deploys (like a jumpline) when you jump ( f key) out of the plane. once deployed and floating you can minimally steer the chute with q/e keys. BUT 2. you need a plane to get on, and a pilot for that plane. so a friendly player pilot will spawn a para carrying plane (usually a transport or a junkers) and usually pull up from the plane spawning hangar on your AF close to the Para Spawn. You walk up close the plane and hit 'f' to get on. (same for tank/truck/ht). You are now seated on the plane 3. the pilot/mission leader will yell and scream on game chat for more paras for the mission; they will get on the plane one or more will be seated across from you and you'll be staring at their faces while the pilot finally takes off, flies from the origin AF to the target destination (close or far, 3 minutes or 10 minutes or more, high altitude or low) and someone (usually Pilot or ML) will call JUMP! You jump (f) and float down (if your plane hasn't been shot down by enemy fighters) and i) land, pull out weapon and fight/cap/run to target if away from it or ii) get shot while floating by enemy plane, inf on the ground or AI fire >. this is why as stated in the above answers Para Jumps require multiple players and some organization so the mission has a purpose: > an objective to attack, someone to set the Para Inf Mission (can be pilot or ground) ; a Pilot to fly the plane, and multiple Paras else, you would be jumping as a solo para with a solo pilot (it happens, in fact, you can do it yourself with two accounts as pilot and para). BUT > usually a PARA MISSION is called for by an HC, Map/Battle OIC, squad leader or player leader and includes mission creation, origin airfield/target objective (often a spawnable, a bunker or a fb bust) and a call (and wait) for multiple Paras to make the jump effective there may be details I left out, better ways to do it and many other players could tell you more/better than the above, but that's the general idea - you don't need to train for it, you just do it in game. if you're totally ambitious you can/will set the para mission yourself and call on chat for more paras and a plane.
  9. that's not a stat, matamor, that's a game winning basket for the team. being from Toronto, no one is going to remember Kawhi's stats for that game - just the shot and the win, and the look of joy on his face. if you really want to play the stats game ask CRS to change how the game works: say 10 kills autocaps a CP. 100 kills autocaps a bunker. the side with the highest K/D wins the game. until then, stats are just a sideshow for those who like pulling down their pants. as an historical lesson, and as we've all boringly learned from the games Did You Know stats, the side with the worst K/D actually won WW2. and as has been shown over 18 years - its usually the side with the highest TOM that wins the campaign (except for the last couple years where axis won 1 or 2 campaigns with lower TOM than allies). to accomplish that, all the stats guys should just go hide in bushes and go AFK for the campaign = guaranteed win.
  10. these are the STATS that matter. the awards should be mini-catapults and espresso machines. with an extra large espresso machine for Choad who put together these STATS. maybe with some cognac to go in the caffe corretto.
  11. two axis just spent 90 minutes resupplying/overstocking engineers and smgs to Tienen from St Truiden this morning. blunted the first two (sure more to come) allied attacks. some people do it when its needed - especially for defence. oddly, allied air was over Tienen but not scanning the back roads.
  12. I'm an old fooker too, and thats exactly why I don't bother keeping up the lawn.
  13. I don't often agree with Moz, except about the rain, but yeah, used to be in 'the olde days' squad rules of rotating 15min guard time at fbs and cps. Shares the load. Teaches new players something. Like that.
  14. Unless you're writing a high-school history research report on 'WW2 Simulations'. Or maybe you work for the NSA?
  15. difficult paradox since many 'not borderline' players have connection issues due to ISPs, distant servers, lousy equipment etc. and for as many who may seem to take advantage of lag (though they would never know how much lag exactly, really) there are a number of 'regular' players who take issue with autodespawns, often at very inconvenient times. not being tech-minded, have no clue what an actual solution could be, or even if there is one : new CRS servers? stricter specs on viability to play the game? higher sensitivity to players/connections with lag? more/quicker autodespawns? if there was something I could do on my end (or any player) to fix lag/have a better connection/avoid autodespawns and it was clearly stated (ie. something like: min specs for player/computer, min specs for player isp?) I would do it just to avoid ADs/disconnects while on the back of trucks, running AFK, whatever.
  16. this is always a interesting FB Bust quandry - usually situational - but yes, sometimes blowing a fb on an enemy attack simply shifts the attacking players to a DO which can then bog down or fail. generally, however, given the predilection of both sides for defense or turtling, noticeably more over the last 2/3/4 years, blowing the FB on a DO is the cynic's way to get more of one's own side attacking.
  17. totally fair and correct points. but it (camping for stats) breaks down at certain critical points, mostly to do with timing, for example: camping /chasing out of town EFMS while spawns and cps are being capped or worse, are already capped in town camping a spawn depot from a sweet spot while bunkers and other cps are being capped spawning tanks to camp out of town EFMS for stats as the town falls camping a fb bust EFMS while the sappers blow the tents anyway using an ammobox see this all the time, and especially unhelpful in low pop or when underpop in a certain area/town. no question top killers are one of the assets that both sides need and who is going to stop players chasing stats anyways? mostly about broader situational awareness and as always what combination of players/units/stuff gets the job at hand done. but more, deeper and varied stats might be fun for a lot of players and yeah, gambling/prizes for those stats would be a great motivator. and CRS makes money from their house cut of the pots. I'd throw extra money in a pool for a shot at winning cash or subs or DLCs for top truckers, top haulers, top cappers, top solo cappers, top fb busters, most EFMS blowed up, top bridge blowers, top bunker cappists and I'm sure others would for top knife kills, RDP bombing, most kills on smgs, lmgs, engineers, sappers, rpats, tank types, plane models, and most use of ALL CAPS in game chat. Like that.
  18. +10/ Gambling for Stats FTW.
  19. "certainly not..."? you sure? ask around. think about why AoMercy one of the most dedicated Allied vets left. Gotta do a lot to [censored] her off. Stats'R'U. UBStats. IamStats. Childish, sophomoric and tiresome and ultimately side and morale defeating. We be bed a lot us.
  20. squad left allied 3 years ago, after 12+ years with 23rd, BTZ, AEF, etc. Now a small axis squad called QoR. No need to go into the reasons, but not much different than why other players like Kilemall also switched. I do remember a long card-game with bud4u, okiemoe and you in the Hellevoetius bunker though. I'm disappointed you haven't noticed the switch, because you kill me a lot.
  21. umm, chaps, the MISSION ORDERS for a MISSION including missions with FMS are visible BEFORE YOU SPAWN IN now. not very prominent, not big green type top of one's screen- and could certainly use a tweak, but you see them bottom right of mission screen on BRIEFING tab where it says: MISSION ORDERS with an underline. but only if the ML puts orders in (including CAMPED DO NOT SPAWN - FB BUST PRECAMP DO NOT SPAWN - EWS FMS/COME BACK LATER) and so on. I try to do this for each mission when ML. Wish more did.
  22. lmao. I solocap afk matamor; I'm easy kills > the whole point of me being in buzancy (with 1 other ewser) is that 5 or 6 players like you weren't in antwerp north, which we capped. so thanks for that. the points aren't obsolete, just different > I say many times it takes all kinds of players for a side to capture a town/win a campaign - drivers, stats ppl, tankers, fb busters, cappers and guarders. you are good player and bon chum, but given your side's record over the last few years, one has to say that whatever you bring to your side isn't nearly enough. most stats players, not all, just aren't great team players.
  23. 1. Assume driving armour or driving inf units from one garrison to another linked garrison town and despawning resupplies or overstocks these units to the target garrison? 2. HQ Resupply Mission: example > 4 Div HQ in PAAL 4.1 in DIEST 4.2/4.3 in Schilde (say): make a HQ mission in Paal to drive armour to resupply /overstock Diest >>> make the HQ Mission from 4.1 Diest (target) or not? or must be from 4.2 or 4.3 (not in target town) or does it not matter? 2A. Could one overstock an actual HQ unit (in the above example, in PAAL) by driving armour/inf from 4.2 Diest to Paal or even from 4.1/4.3 from Schilde? and if Schilde (or not) do the resupply units (origin and target) have to be within 1 link? 3. Does any resupply /overstock mission (garrison or moveable bde) have to be within 1 link origin to target? 4. Does one have to click the 'resupply mission' toggle left side to actually do a resupply mission? 5. When creating missions sometimes or not (seems random to me) the choice of 'mission type' includes Resupply. What are the rules/parameters for this or is this just leftover UI stuff that doesn't matter?