Registered Users
  • Content count

  • Joined

  • Last visited

  • Days Won


hateract last won the day on April 22

hateract had the most liked content!

Community Reputation

45 FNG

About hateract

  • Rank
  • Birthday

Recent Profile Visitors

113 profile views
  1. On April 19th Hirson fell to the Axis, in the subsequent days I have seen some of the most heroic, spine tingling epic fights in wwiionline that I have ever seen in in my time as AHC. Never have the odds been so great or the consequences so dire. On the day of April 19th, Axis conquered the city of Hirson, our fallbacks we bad and our lines in shambles. No less than 3 divisions and the fate of Laon and the map were at stake. The Axis had an entire divisions worth of bdes, in their way was a single allied armoured bde and its HQ. For many hours the defenders in Verviers held on, with whatever equipment they had left. Yet, somehow...somehow they held the line, not only in time for reinforcements, but for us to properly withdraw and create a new line of defense. These actions were exemplary!. And yet again, on April 21st, again you guys went above and beyond. In the morning you surprised the Axis with the captures of Leuven and Tienen, yet by that late afternoon we were yet again in a desperate gamble for our lives. Brussels was down to a single AB and CP, and yet, through determination and herculean effort, the city was liberated, no units were pocketed and we lived to fight another day. We have had a rough run of things this campaign guys; between lopsided spawn lists, AHC mistakes and even the general little things that cost us campaigns, you have stood through it. There has been much talk about losing vets, and about being able to cover "the basics" and as a whole struggling to work together as a faction. These battles Prove we have it within ourselves to overcome impossible odds, work together and snatch victory against all odds. Its within us allies, to win. And maybe it wont be this campaign, or the next, but the dedication, and the actions of our players show me its there, we only have to use it. These past few days have tested me to the limit as AHC, and yet I have never been more proud to serve the player base. It was today, as I was writing up the citations for awards for these battles that I had a dilemma, and I was at a loss of what to do. Several names came out for awards, but in the end, I think from the fall of Hirson to the Battle of Brussels, I don't think there is an allied player lacking a story of going above and beyond, and deserving of recognition, whether it be a f2p player or a squad leader or senior AHC. We worked together, and we survived! We have it in us allies, to succeed, to win. Maybe not this campaign, hell maybe not even the next, but damnit if these past few days have proven anything, its that we can! And if we work together we will! I wish to thank all of you for your actions these past few day, they are nothing short of exemplary, lets keep it up so one day we can toast again in the fires of Frankfurt. Allies, and keep up the fight! -Hateract, Commander, Corps De Cavalrie
  2. I'm putting this in general so our f2p users can see it as well, and if I left it in allied unsecure it's still... well unsecure, just I cant reach our free to play guys. We did a great job this morning taking Leuven, securing it and then taking Tienen, behind that was a big beautiful hole. I know there were questions as to why I did not push that hole or even move a flag into Leuven. Long story short we had too few bdes to attempt to hold a snake. Not only that but snakes are inherently dangerous even with a lot of bdes. I made the call that the risk was too great without securing some other key towns. It would be unfair to you guys to leave Brussels in a bad spot and even now holding Leuven is risky, albeit, some calculated risks are needed if we want to make progress. I know this may not satisfy some of you bc when we see big holes in the line we taste blood and its a lot of fun raising hell. But in the end its not worth it if it causes us hours of heartache after and leaves us in a place worse off than before. Keep up the good fight and hold the line.
  3. Allies, I have tried this before, I will try it again, I'm hoping the thread name now lends clarification. This is a thread to give you the PB an open forum to write down your gripes, praises and Ideas to AHC so we may better meet your needs and work together as a team. No subject is sacred, the only rules are that we discuss objectively, constructively and civilly. That being said passions are expected to run high, this is fine, passion means you and we care! Lets keep this thread up and going; and lets work together to doing what we can as a team!
  4. Big supporter of this, ensures clearing and capping bunkers isn't a basic routine where players find the exact spot to hide or attack from.
  5. FMS still creating a bottle neck for attackers. Will need to find more ways to incentivize more players driving them out there and setting them up. Recent changes have helped with the setup of an AO for sure, but once the word is out, it becomes very difficult to bring in further FMS/trucks, for both sides. Seems players have some good ideas that I am aboard with that should help, the 2 main being. 1. Allow ML to lock/unlock spawning from the FMS until time dictates. This is a simple feature, I understand squad only is a bad idea, and kicking players is a rough grey area. Just a lock/unlock spawn though will allow MLs to ensure EWS isn't lit early or players coming in at the wrong time. It will mainly help the setup of attacks, but might actually help sustain as well. Lock FMS if enemy is close or following the "ant trail". Should allow FMS to stay up longer. Also if commo is good can direct spawn traffic to the needed parts of the battle field better. 2. Different styles of FMS/MSPs. Variables certainly help. Rather than an all in one solution, it seems a lot of us are happy with the idea of having a variety of spawnables. Maybe a limited inf only MSP deployable from an engineer a certain distance from a standard FMS. Will allow support of the main FMS and help combat camping. Let trucks deploy larger style FMS for additional heavy equipment, make sure the distance is decent (has to be like 1km out), but will allow for easier ATG deployment as mid battle towing isn't easy. 3. More PPO would be great, just some different styles, heck even deployable AI or some crap. Any ideas out is an improvement, its a big throttle. Long story short lets find out how we can get more people driving them out there. If that doesn't work we need to find a way to create satellite spawns, or some way that the few who do run FMS can maximize effectiveness to keep a battle going.
  6. Having run more FMS then I can count, warping is a huge mechanic that can either make or break an attack. However those of us know its VERY hard to teach new guys how to warp, especially when you're in the fight, is there a way to simplify warping, or without rage... remove it? One or the other is fine, but right now the mechanic is not favorable to newer players.
  7. Gotta say I'm with rotsechs on this one. The problems your claiming mean the enemy tanker/atg/sapper is doing their job. I will tell you right now as an allied tanker I get de-gunned quite often, specifically when driving heavier tanks such as the Matty, S-35 and the M4A3. You see a big tank like a Tiger or a StugIII or one of the ones I mentioned. You do your best to get it out of the fight, mobility kills and de-gunning allow for smaller tanks to fight back while they push the flank. Random dispersion isn't that random if you pay attention to the slope and type of terrain you're on. These are big guns firing before the use of gyro-stabilizers, be patient, compensate for the ground and out-aim your enemy. As far as repair or crew replenishment, not sure how that could work out, but possibly an FMS feature would work, and even then that would be dependent on the type of damage.
  8. Same topic, different thread, when you state numbers if light atgs are low, it' bc players use em up faster than they can be replenished, lots of heavy and medium guns, but lo and behold they require being towed by a truck, WHICH TOO FEW PEOPLE DO, hence they are often left to rot in an attacker stockpile. Lots of tanks seen on the battlefield bc once again 1 person can go crazy with it, unless you know, it takes more than 5 minutes to drive to the AO. Once again, problem lies with people wanting to do the easy or lazy thing and lay on a core group of players doing the hard thing, no coding will fix that.
  9. As it has been stated, armor and air support are needed. Another BIG issue is not enough FMS are being built, players are all to happy to have some one else do the work and complain when camped. If your FMS is camped drive in a new one. If an AO only has 1-2 FMS, IT WILL BE FOUND, drive in more. Seriously, too few players willing to do it, and that's what costs AOS and momentum. No amount of game tweaking will fix the problem of players not wanting to do the right thing.
  10. The same happens with the allies, need to either find a way to let PB get AO's going or really work on filling out HC on both sides for proper coverage. Even when lots of HC on, will have trouble finding an MOIC, need to find players willing to step up till works are in the mix