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catfive last won the day on April 22

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  1. Nope, snakes are still very possible as seen overnight. at 2 AOs per side you have 2 unattacked AOs from the underpop and 2 heavy inf attacks from the overpop. Supply is irrelevant, the side being rolled will often lose towns with 'best in tier' tanks still in the list or at best dying the moment it spawns/rolls out of veh. Snakes are still very possible if you're simply underpop down to critical levels. Sure it is a little slower but it is not only still possible but still happening
  2. Almost all HC have lt col before joining HC I think? I know some who were low rank before joining but I think the majority already were as high a rank as the non-hc game allows you to get
  3. NM I see the thread in general discussion that shows you are aware of both my big bugs
  4. Nice and simple yep. The UI is very clunky and needs a lot of work but this garrisons business makes life a lot simpler
  5. Yep that's correct. It required a ton of organisation in allowing the enemy to cap a cp and immediately have 20 guys camp the bunker then issue .fallback and follow up by recapping ofc. Wasn't there a manual in how to type all 9 characters of the command? genius level management... /s
  6. The thing that many, many failed to grasp about snakes as i'm sure you remember is that to stop them you got in front, you only placed cut AOs on it to make them defend it and slow down the advance of their supply through the hole. Attempts at cutting a snake were very rarely successful because the snake was continually funneling new supply through while yours was inevitably still on the original front line. The garrison supplies mean you're already in front of the snake so that's a great thing but then every town they have capped is a new supply point in the chain they can use with no flag moves, hmmm I need to get in game and see all this don't I? Ok, omw
  7. I fully understand where you are coming from but some people actually do use missions for specific goals and thy need to be able to vary target, spawn point etc for operational reasons which is why I suggested a further click for selecting mission. Potentially I could see the 'one big mission' working out fine but some players need to see goals and 'mission parameters' for whatever their reasons are, sometimes we did in squad too and they were indeed useful to have so I gave in and accepted they're a necessity for some. I don't need them, nor do most vets I suspect but if they are still being used by some and they want to keep them I could accept a couple of extra clicks. I am a great supportr of keep it simple as I'm sure you're aware but I can be persuaded to accept very minor interruptions in spawning if it means more mission orientated players get to keep their preferred system. STill it needs to be as 'few clicks as possible!'
  8. There is some value in that comment I believe. Sure it means an overpop TZ3 is definitely capping towns but not walking through 10 of them in a snake any longer most likely (or is this still possible under 1.36?)
  9. silently placed spawn points inside perimeter defences were a bad idea the first time around, I'm not liking the sound of this rearing its head again
  10. Spawning into the gameworld should be the easiest thing in game to do. Click which town and Depot or AB, select unit, spawn. As we go with a mission based solution which occasionally is actually used as such, that needs to be final click. the only delay to this 3-4 click system should be 'create mission' if none already exists and that open a mission panel like the one I saw touted recently (which looked good and reminded me of zebbees old proposal which I always liked). Getting where you want to spawn and what choices exist in the spawnlists are the only thing the average grunt is interested in. Keep it simple.
  11. You saved our shelter, we may be animals at times but we'll not forget that. GJ so far, thanks
  12. Nailed it potthead but I'd expect nothing less.
  13. That sounds awesome for overpop. 20 - 40 minutes camping their only spawnpoint you'd have some great missions. I know your point but in honesty the towns that fall in ultralowpop fall with very few def present, like 5 or less was common last i was in. I still remember matamor posting his screen shots of an attempted TZ3 def which was basically him and briefly another dude throughout the entire 'fight' for the town. The ease or difficulty needs to be the same in all timezones regardless of how many are logged in.
  14. We sussed a long time ago that a minimum good def against any half decent group requires 10 players. I forget the formula we came up with back then but that only included inf. If your def as was evidenced in screen shots many time, if less than that you will only drive off a ninja or two but fail at any group of even equal numbers as you have to guard areas of no action also as def. The lower the numbers involved the less flexibility an underpop player has to respond to depots capped, target swapping etc and this becomes magnified in TZ3 due to the overall diminished pop. If number disparity is 1.5:1 or more against the underpop in TZ3. If the allies are not capping when they have the numbers in TZ2 it is down to lack of vets most likely and the leaders that come with them. I'd expect this to change again for a while and 1.36 will doubtless have decent numbers on in my guesses