sorella

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Everything posted by sorella

  1. it is already possible, given game mechanics now, if a/the Mission Leader chooses to write Orders describing (say) not only the mission orders, but FMS location. For example for the ? in your image above: > fms for west cp cap / 50m north of west road 750m out / cap in teams / mark everything you see or kill < These mission orders are visible BEFORE YOU SPAWN IN: (i) when you select a mission, in your chat bar in green on the weapons selection screen (Ready Room) (ii) when you select a mission on the right side of the screen, bottom, on the BRIEFING TAB screen And ONCE you spawn in: (iii) top of your hud in yellow assuming default hud and you play with hud on In the visual example above (Ready Room/ Weapon Selection) any orders would be visible in your chat bar. A further enhancement that could help would be for those/any orders to appear on the screen itself in a noticeable colour, say above or below the: Mobile Spawn // available toggle box line - say under CURRENT WEAPON - as MISSION ORDERS: <text>. Or something. Its a workaround. But it does work, if MLs want it to.
  2. +10/ nutshell.
  3. 3:1 plus yes - SD is there and boring but Gore is right - even at 2:1 lowpop if one side does not show up (morale, boredom, disgust) for alamo/slow down defense (as per parasit and pott for example) its a roll for as long as it, the underpop, lasts usually. on the crs side; until/unless some of the suggestions here are tried or tested and/or until/unless an underpop algorithm simply limits the number of towns cappable in a row during underpop or a specific tz or there is some sort of town cap SD (like 1 town an hour during 3-1+ overpop) instead of player/side SD - what is a single player or small squad to do? to wit: not log in during tz3 or a presumed 'regular' overpop time? adjust one's playing time to consider the other side and for the good of the game? switch sides mid campaign when rolls become obvious? not log in (either side) as campaigns grind usually obviously to an end? only, scout's honour, log in if the log in screen says 'balanced'? log in whenever you log in and play to do the best you can for the side you're on for the campaign and make stuff up to have fun dunno. last option is simplest, most natural and seems to make sense until the higher-ups see fit to figure out or test workarounds. once every 3-4 map wins in a row rolls some players and squads, including mine, switch sides for 1 or more maps - not sure if this is better or worse than all the crs mechanics and player attempts to micro-balance tzs. I do like the massive artillery availability to the underpop side as suggested by Jwilly.
  4. thx to Propa for all the great posters - not only for axis but the game as well. beautiful medal and ribbon too. Maximum Shag.
  5. many allied doors kicked down. well-done & well-deserved.
  6. if side balance data reads 51/49 overall but TOM is 20%+ axis (for now) what other logic explains this? "Let's Invade England" says Potthead. 'Stay with me two more towns' says Toderega. "We can ninja cap town x' says Sw1. 'Let's go for the cut' says Augetout. "Let's go for the giant cut' says Dfadd. See it all the time, time after time, both sides. TOM= Commitment = Momentum = Leadership = Fun. Go back and read Parasit's thread sometime before Campaign 170: 'Allies will never win another campaign' - then Allies win 3 in a row. Or stats.
  7. welcome back. try the keymapper (hotkey p when spawned in) and rebind however you want including (I think) mouse clicks and joysticks.
  8. I must eat at different restaurants than you - and don't mind doing dishes. At all. Never thought of myself or other players as masochistic sychophants - or did you mean masquerading psycho-pants?
  9. +10 this. this thread is getting 'air arcane' like the 'barracks arcane sado-masochists' decried above who debate how many misfires in bullets there should be in smgs designed but not produced yet between August 12th 1940 and September 19th 1941 at a specific factory before it was partially bombed and the trains couldn't deliver the wooden stocks anyways cuz a forest was burnt down somewhere by partizans. having played as a useless, non-effective and no opinion ground guy for 20 years I can't even remember the 'old game' but as recently as last campaign - 172 - RDP bombing was massively and easily winning the campaign (ie. moving the map east) for allies for the first two-three weeks to the point that axis ground logging in had basically given up defending or attacking towns because there was no supply or resupply. none. then out of nowhere (I'd like to understand how that happened) tons of axis pilots showed up to counter Allied RDP. Slowly, defenses held, even more slowly, attack supply was there and even more slowly the map moved back west and even eventually, as airfields were flipped, Axis RDP became very effective to help end the map. some earlier campaign within the last 10 - maybe it was during a WBS time - an allied RDP squad lead the way in winning a campaign very very quickly. dkrmouse is right in that still, now, whatever and whyever stuff has changed - RDP can and does make a difference and CAS matters to ground guys particularly as to tanks/panzers - and defensive CAS can stop almost any attack at fbs by killing ets and etrucks and bombing down fbs in combined arms works with e-engineers. so yeah, ground guys love air guys. its makes you win or it makes it hell - but either way its a simulation like no other.
  10. I would also ask Kilswitch and new players: 6. Help Channel ingame Chat: is this used or useful anymore? squad used to monitor if from before Steam Launch till few months ago, but within a few months after Steam it was dead. Anyone, noob or vet still use it or know of activity? Is is a still a Chat Channel default? 7. Help (or Help, Tips & Tricks or New Player Help or There Are No Dumb Questions) Forum: a separate Help Forum for any/all new player questions - useful, useless or in-between? Speaking of which, good comments like Kilswitch's post and the answers thereto get buried in threads like this, sort of like in Off-Topic - which is a disservice to both the OP and Kil.
  11. thx for your post Kilswitch. always eye-opening to hear from new players on either side. hope your experience improves. maybe 'switching' tzs a bit might help in the next while.
  12. thank you for this.
  13. yeah. unfair this thread got so off-topic to side/comms stuff etc when what's required is a mechanic to better balance tz3 pop/rolls.
  14. to all these pilots - well done and well-deserved. Maximum Shag all the time.
  15. Like the unguarded facilities auto-reset with timers matched to pop differential - could happen all the time and be a good thing sort of like the notion of lowpop no spawn cps use of fms only but a bit weird still simplest to me seems longer timer till bunkers hot during tz3 and/or lowpop- 20m (or more maybe scaled to pop differential) instead of 10m as it would auto slowdown town rolls and give underpop defenders more recap options - or some kind of town cap /tz3 limit currently: fastest town cap possible is 22-23 mins > 10+1 to first cap from AO set / + 10 for bunker hot/ +1 for bunker cap if packed (as it often is in tz3) - if some tz3 mechanic could slow this down from a max of almost 3 towns/hr with no defense to 1 town/hr then the tz3 damage (to morale/game/etc) might be less. fake solution to an almost fake problem. also not wrong to consider this a 'night fighting obstacle' - if tz3 were to be considered ' WW2 Night Fighting' - then it should be harder or more confusing and/or take longer to move, cap and move forward again.
  16. yes. this. its also how air guys see target marks in town if the air mission's target is the town. although there are occasional anomalies even with marks from missions all with the exact same target (town, fb, cp) not showing up. hopefully the waypoint fix might also fix this - with all/any marks showing for all players on any missions to a target town, or any facility in or linked to the town - cps, abs, fbs, etc.
  17. fair enough. I did get shot too! last night by the ghost of Monashy. over and over. and - saturday night tz3 till 6am est - no towns flipped. then an axis flood of players. can we somehow narrow the window?
  18. if the campaign stats over last 72 are even and if the issue is tz3 rolls have been 'wholesale theft of territory' AND you credit the wins to only that for both sides (is this really true?) then one must propose solutions like: > close the server in tz3 > limit town caps in tz3 to 1, 2, <pick a number that makes the non tz3 players happy> or increase bunker hot timers in tz3 to 20m 30m, 60m (no worse than SD) > get more tz3 players all round which is a subset of get more players all round, all the time tired of ppl painting as bad guyz players or squads that switch sides to 'balance' the game and/or 'cause' campaign rolls and/or specifically tz3 stuff . every player and most squads play differently and play different tzs that suit them. you want balance but you don't want ringers? you want no tz3 rolls but no side-switchers? then we need more players. of course, in your mythical 'real game' only the 'best' side would cap with 'teamwork' in a perfectly balanced tz. doesn't happen that way. never has. dream on. current campaign is a perfect example - axis capping in all tz's all the time or in prime time, trading cities. few campaigns back - it was allies turn. its simple: game needs more players or at worst a side-balance lock mechanism whilst waiting for the new players.
  19. think augetout won 3 and had to leave mid 4th. good guy, hope he's okay. I'll shut up about monashy (do I have the name wrong?) but its all I remember - and it was way more than 5 years ago - that it stopped what was then the official Axis Breakfast Club. lasted at least 3 campaigns. sw1 was/is awesome to play with/for too in allied tz3. yeah, well, its more of a game issue than a side issue - since its so long lasting? time for crs to try something new/radical/different? what could it be?
  20. its not that fun, you know that. happens with both sides - and I/we've been on both sides both on defending and attacking ends for years. not much to say other than the 'cast of clowns' is players or squads who log in and play tz3 cuz that's when they can or choose to play - and the best one can say is that its good practice and builds momentum/morale in other tzs. specifically this campaign was kind of weird when early on axis actually capped towns like sedan, dinant, flavion in tz1 and prime time with no SD. as a former and sometimes allied squad - remember way back when Monashy formed an ad-hoc squad - 'The Block' - to specifically stop Tz3 axis rolls. worked for 4/5 campaigns. more recently, when Augetout took over allieds it worked too - 3 in a row. we wuz part of both. -but pretty sure everyone's heard this stuff over and over. dunno the answer or even if there is one. been over it a million times for 20 years now. try > ? tz restricted cheap subs or even ftp with all unit / all access? more marketing to asia/oceania or cheaper subs/special ftp there? extreme cap timers and/or 30+minute bunker hot timers in tz3? ask young active players like n8isgr8 what would bring more like him in? what else?
  21. thx for the time and work.
  22. yes it works. not new with 64 but maybe better/different? potthead is a master at it. can also use HE satchels in defense in bunkers from upstairs ; place on upper door sidesills to kill stair ei; , either room floor to kill/damage enemy below; just be in the other room or behind the boxes when charges blow. suicide grenadier in bunker rooms still the best at 100% clearing effectiveness vs multiple guards/cappers/whatever.
  23. I think Karellean's thread was under the topic header something to do with CinCs of various campaigns. I remember it too. It is mentioned in THIS THREAD from Mosizlak >> but the link within the above thread seems inactive. Also in that thread is a list of Axis Cincs. Below is the link up to Campaign 76 with Campaign Lengths from the Wiki which used to be on Battleground Tools. Which is still up but links dead but had a wonderful campaign list plus stop action videos of the campaign map moving in ultrafast time to show the progress of each campaign. Can any one hack/source/find that? http://www.battlegroundtools.com/ https://wiki.wwiionline.com/view/Campaigns
  24. n8 is a new young player. (I think, at least to me). son of a vet. (I think). full of enthusiasm, self-regard, wry humour and great at close-quarter combat and capping bunkers. how do we get 10/50/100/1000 more like him from the twitch generation? maybe we should ask him.
  25. Agree. More bling. Steam prospered in the early days by simply making up achievements and adding them to existing games - eventually designers added them to their own games. So achievements, medals, cards to collect, accomplishments (stats) to boast about,