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piska250 last won the day on June 5

piska250 had the most liked content!

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About piska250

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  1. Agreed. Maybe some of the huge buildings should become huge, impenetrable hill of ruble when destroyed. Saying that, good job and thank you for sharing. It is nice to see there are lots of things in progress. PS Which program are you using for these models? Creative?
  2. So sorry to hear that! From the fundraising I thought he could have a chance if he would go through surgery. My deep and sincere condolences to the family. He will be missed. Ps. Guys. If you can spare a few bucks, please remember that you can help his family and there is also another community member seeking for help. Life or death shouldn't depend on your incomes. At least I'm lucky enough to live in a country with the worst internet connection but universal health.
  3. As I've seen,.one of the biggest problems about artillery is the distance. Why not trick it and instead of an ballistic system we use a coordinates system? You deploy the artillery. So visually you see cannons, Aas, and the command center (we can adapt a PPO) The "operator" in the command center provide coordinates to the artillery system and the gives the Fire order. And then at those coordinates you get an artillery salva with X amount of impacts and a % of deviation. The impacts are calculated at the coordinates you don't calculate the whole trayectory. Of course friendly fire is mandatory. This above as a system to be implemented. Then we are to define how many artillery, who can man it, how many ammo, etc
  4. First of all. Amazing job Rats and thank you because of your dedication! Now. Garrison is going to be implemented. We have new barracks too. Would it be possible to design a destroyed barrack and make them a target for bombers? The idea is that when the barracks get enough damage, one of them is destroyed, we need the rest of them as a spawn and the garrison numbers is slightly decrease up to a maximum of let's say 10%. This way we get: - additional ground target for pilots. - it represents the typical attrition taken place before and attack usually done with artillery or aviation. If garrison has, lets say 100rifles plus 10 lmg. Losing 10% means losing just 10 rifles plus 1 lmg. Garrison is still functional but attackers get a slightly advantage and we get the two points listed above. My two cents. Thank you.
  5. IMO, the main thing is not the arming timers but the fact that we need more ground targets for airplane bombs other than tanks. PPOs, FBs, radar, supply stuff, bridges, trains, whatever.....
  6. Come on Guys! This is just a game. It is always sad to lose players but those willing to unsub or needing a rest are more than free to do it and maybe and hopefully they will be back. Those willing to "fight", please try the game and not the forum. Morale is something you work from the very basis and a starting point is here in the forum. Respect. Please. Something that helps is: make a nice bunch of mates or squaddies and just have fun. Then you don't care about cuts, automatics, Matilda's or whatever.... PS: Lipton, who's gonna ambush us in our bunker rush when u are gone??
  7. I've been playing this game for 14 years now and I've seen all kind of changes, patches, bugs or whatever that would affect one side or the other depending on the situation. If seen winning strikes on both sides, "imbalances" of all sorts or whatever... So I'm not going to discuss about the facts provided in this topic BUT ....in the end I've found just to kind of players. Those who keep on playing no matter what or those who easily gave up or switch sides as soon as their side losing. (Both Allied and Axis). Whining is never an option to me. There have been complains since day one on both sides about nearly any change implemented or nearly any equipment. Saying that, this "pool thing" needed to be addressed and solved but I see no point in blaming Rats (who desperately want this game to survive and evolve) Pointing out problems helps. Providing with alternatives helps. Campaign is NOT over. Have fun and see you in the battlefield.
  8. Good job mate! Anything to make this game more known is welcome.
  9. Their Characteristic "Cuack" identifies them as of American origen. It seems to be a kind of migratory and invasive bird. We urge Axis to protect local fauna. The Hunting season will open Soon TM
  10. Gj mate and congratulations!!!!
  11. Indeed I was thinking more about pool and brigade level. That the speed of pool recovery or the speed of brigade movement would be affected by crossroads or bridges ownership or status (up or destroyed). But I get you point...
  12. Wow!! Thank you for that explanation!
  13. Just recently the RATs have announced that they may be able to increase the map, add new towns or even modify huge ones. So is the time to makes this suggestion/pledge. INTRO: In real War, railroads, roads, crossroad and BRIDGES were essential in the strategic developing of war. Nowadays, in our game, owning those have nearly no impact. Additionally, 99% of the fight always takes place around towns. Suggestion: Would it be possible to make some of the most important bridges as if they were a small village? I mean, you could take a bridge, add a few bunkers and small buildings at both sides as if it was a two depot town. and we are good to go. - You cap town A and before been able to target town B you are first to own bridge - or if you cap bridge from another link or if you destroy it and bridge is between A and B that belongs to the enemy, then the enemy can not move brigades from A to B or viceversa. Those Bridge would have a small garrison. BENEFITS This way you get to combat outside towns. Try to imagine setting FMS both sides of the same bridge.... A new Target for Aerial or paras. Adds a little bit of depth to the strategic game.. This could be valid for Huge crossroads or similar. and thats it.....
  14. +1
  15. First of all Thank you Rats. Every step is more than welcome. Secondly, Come oooooon! We haven't seen it yet and already complaints?! Let's wait and see... BOTH sides get new toys. The opponent will need to deal with them. For those complaining about stug H Reading about it, It is meant for close range. Now, thinks what it means close range in this game, without turret and lmg. Take it easy!!