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Everything posted by dropbear

  1. I think the workload for the skins would be too much for the volunteer devs, and would pull dev time from other projects. The current format for models doesn't appear to be skin friendly..are there any options to export the models exterior layers into another program?
  2. From real examples, and some from recorded samples from the era. Analog tape to wav files.
  3. Is the game able to stop a fru from bring placed behind enemy lines with a RIVER between the two? This is the only problem I have with them. I am not sure whether the code will check for this. No sappers, rpats, etc and I am good with them. ANYTHING to get the gameplay flowing again !!
  4. Simply put..in a real open war environment, there is no way a pattieserie for example would be allowed to stay next door to an army spawn point (any place with a strategic component). There is ZERO reason to place buildings so close that infantry are ALLOWED to jump from the spawn to the cp roof. We have the opportunity to remove this ridiculous practice now.
  5. Great information laid out simply.
  6. Totally agree Potthead...its momentum -the snowball effect of good comms, players willing to do the difficult things (like guarding, getting fms up, covering armor, using atgs ), and most importantly REAL leadership. Real leadership doesn't always have to come from HC..anyone can see a need for something and just DO it. The numbers come when the playerbase feels a part of something bigger than themselves - an army rather than rambo.
  7. OMG.....THIS is what we want! Please CRS can we look into these audio paks? I think everyone can agree that the work Merlin did to change the audio of the trucks in game didn't really have much effect on in game audio cues. We can still hear the truck audio from way too far. Changing from the old sounds to the new sounds and MOST of the returning vets thought W T F. If the current sound engine cannot support high fidelity audio what can? Can we start a thread about the sound engine options?
  8. Thank you @OHM! Hopefully this will make some more epic fights in this campaign and not just cap spawn and flood.
  9. But isn't that the POINT? The tests are invalid if one side doesn't turn up and play.
  10. Hi guys, Upon trying my steam account this morning I came across an error after hitting the Join the battle button. An unknown error occurred. Please try again or try offline mode. When contacting support please provide the following code; 10000000-0000-0000-0000-000500002f05 Game works aok offline. I asked my brother to check and his had the exact same error but with a ***2f19 at the end. steam auth server issues? Worked fine yesterday.
  11. worked fine this morning thank you guys
  12. Rats have said the lmgs are being looked at. I look forward to what they cone with, in particular the issues with deploying in windows and broken rubble without sticking out like dogs balls.
  13. This can be quite simply explained in that the matty spawns into the ab or fb and is immediately available and mobile. The 88 requires a tow, hopefully to a good position, and with infantry support at very least. A properly used 88 can decimate allied armor, but when left in the spawn pool is as useless as tits on a bull.
  14. Yet you still allow the highest kd ratio weapon to flood one side....read what you typed and ask yourself why play allied atm. Vets can normally deal with them..most of the playerbase just log.
  15. Numbers are irrelevant if the playerbase on one side doesn't log in. In Rethel today I logged in to see axis fms setup within plain sight of allied cps and still they managed to swamp the allies. It was simply a grey tsunami. I am noticing mostly f2p allies and lots were dying without ever firing a shot. Very few vets able to spawn atgs, armor or engies to kill the fms. Grats to the axis but in a even pop attack they eould have been decimated, even with the pak38s vs r35s.
  16. I personally like the new setups. Its a challenge! BUT, the tiers are clearly designed with the assumption of even pop. As the current campaign shows, the playerbase has refused to show up, or worse, swap sides. I feel that not enough warning was given to allow the playerbase enough time to change tactics to suit the new reality.
  17. THX for the info Zeke!
  18. yup big tick C:\WINDOWS\system32>tracert secure.wwiionline.com Tracing route to secure.wwiionline.com [] over a maximum of 30 hops: 1 4 ms 1 ms 1 ms mygateway.gateway [] 2 * * * Request timed out. 3 6 ms 6 ms 5 ms 4 6 ms 5 ms 6 ms bundle-ether6.woo-core1.brisbane.telstra.net [] 5 15 ms 18 ms 16 ms bundle-ether20.chw-core10.sydney.telstra.net [] 6 19 ms 19 ms 19 ms bundle-ether1.oxf-gw11.sydney.telstra.net [] 7 19 ms 16 ms 19 ms bundle-ether1.sydo-core03.sydney.reach.com [] 8 206 ms 206 ms 205 ms i-73.paix-core02.telstraglobal.net [] 9 204 ms 205 ms 204 ms i-92.paix02.telstraglobal.net [] 10 205 ms 206 ms 206 ms gtt-peer.paix02.pr.telstraglobal.net [] 11 199 ms 198 ms 199 ms xe-7-2-1.cr0-dal2.ip4.gtt.net [] 12 201 ms 200 ms 200 ms ip4.gtt.net [] 13 200 ms 202 ms 200 ms secure.playnet.com [] Trace complete.
  19. How about pop balancing by giving players who chose the low pop side access to the tier 0 weapon set, with a possible exception of sappers to reduce the tanker anguish?
  20. sorry to report...checked and still have exact same error..Native client works fine.
  21. Many thanks. FAST SERVICE!
  22. Perhaps a ui to show players popping into the queue to spawn in? Gives instant feedback on how many players are available. Nothing worse than capping a co and no-one else comes to support.
  23. Properly placed satchels brought down whole bridges...but I agree with the thoughts on this thread. Bring back those epic combined arms fb attacks/defences. Bring the fight to the countryside to earn the right to attack the town.
  24. I have no problem at all with f2p players having targeted ads in the mission screens. There are many open source projects on github that can provide ideas on html5 designs. Will the updated UI support this?
  25. How about giving the mission leader tools that enable him or her to mark possible positions for assets, such as atgs, aa, inf support, armor, resupply positions. THEN allow the playerbase to fill these positions with the assets..all while giving them rank points for fulfilling orders. It gives attacks/defences a plan and coordination. You should be able at a glance see whats needed.