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About Di11on

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  • Birthday August 27
  1. I don’t like the idea of under pop side getting access to new tier but how about one or both of the following: 1. Temporary access to a single uber brigade similar to an air force or navy unit that can be deployed anywhere. It would have some next tier equipment to be deployed alongside main brigades 2. Special forces unit: - lower ews range - lower ao timer - lower movement timers - faster fru setup
  2. An alternative to spawn delay as a balancing mechanism... The main problem, as I see it, is that the low-pop side has a very small chance of capturing anything or having a meaningful attack... trucks get raped trying to set up and FRUs are insta-camped. This is a real morale crusher. So in my opinion, a balance mechanism should help the low-pop side get a meaningful attack going. How about all of the following: - EWS distance decreases - FRU set up time decreases - AO timers decrease - Cap timers decrease But all by small amounts that can be tweaked. This basically gives the under-pop side a "head start" in getting their attack set up. It's also logical since a smaller force should be more nimble, agile and less easily detected so the above measures do make some sense. Another version of this idea would be to have a special forces brigade that you can deploy in times of low pop that has all the features mentioned above.
  3. Better idea, allow users to change colour of marks. And colour is spelled correctly, regardless of what my spell checker is saying :-) Would be nice if you could free draw on the map.., actually, no it wouldn't, as per the penis rule. It would be great to somehow indicate a direction of movement on the map. When you mark a moving ET, it's not really very useful. A small arrow perhaps?
  4. Ok, I read Merlin's reply again and must try some of that out...
  5. Hi folks, Coming back to this issue, I think the fundamental problem here is that it is not just the change in the mouse position that drives the turret movement, it is the rate of change also. So if I jerk the mouse, the turret turns faster (subject to maximum traverse rate). The problem is when there is noise in the input signal, this will be seen as a very fast change, so you get this "spasm" effect. In short - this is not something you can fix by adjusting the mouse sensitivity. Edit: For example, I am trying just to rotate the turret with no intentional adjustments in the Y axis... but suddenly it jerks up or down at full speed... probably because of noise in the input signal that causes a sudden change in value, which quickly reverts to the correct value, so you get this up and down spasm. I.e. the absolute value of the signals change is small, but instantaneous, so with a very fast rate of change. Edit: I primarily play this game on two different desktop machines - my office PC and my home PC. Both are completely different setups with different mice etc. but I get the very same problem. One mouse is a Logitech G303 and the other is a T7, cheapo gaming mouse (and incidentally, I don't really notice any difference between the two!)
  6. Nice, one, thanks Propa :-)
  7. Hi folks, So I've been playing the game relatively trouble free since 2005. This forced despawn issue has impacted me only a few times, but my God it is very frustrating and I feel it's fundamentally wrong. For example, you spend 30 minutes flanking around town and then just get despawned? Do we have more information about how this works technically that would at least help me feel better about it? For example: - Are there basic checks for once-off lag issues. It would be unfair if this kicks in just because someone in the house decided to open a youtube video, or for doing something else that causes a temporary lag on the network. I presume you wouldn't be despawned for a once off issue and there has to be some repeat or pattern to trigger it... and if so, perhaps this can be tuned down. - Are there checks for the materiality of the lag? For example, if my connection lags and I'm 30 miles from anyone, who cares? - Are there specific situations in which this check is performed. I.e. I can understand if the server is trying to send you a "you're dead" message and it isn't received, then it's totally fair that you get force-despawned. - Are the checks different depending on the vehicle? I.e. if you are an inf, you probably spent less time getting to where you are than if you are in a boat or a tank, and the chances are lag has less of an impact on you because you can't maneuver as quickly Any addition information would be appreciated that would reassure me that getting force despawned from a game I pay to pay and have paid to play continuously for 13 years, is necessary!
  8. I've come back to playing after a while away - I heard over in the One Fix, One Feature thread that CRS are planning to revert to infantry placed FRUs? Is this true? Please no... It's basically the same as allowing you to create a save point in an MMOG. It's ridiculous! I feel that the fortified mobile spawn has been a huge positive development for the game and really allows territory to be held but is more difficult to set up. It creates a need for more infantry-armour cooperation and creates a new role for armour and a greater need for it during an attack.
  9. The FMS has changed the game and ushered in a new ERA of tank-infantry co-dependence. I think this is good... that it is very difficult to hold territory with inf only. Now that the MS has been fortified, instead of being destroyed, it gets camped. So the fundamental problem is that A FMS is deployed but the territory isn't held. Our tactics need to change. P1 when an FMS is deployed must be to hold the ground. ATGs should be amongst the first to spawn. But I agree that green tags dying in their hundreds is EXTREMELY bad for the game and action NEEDS to be taken. Another cause of this is the dynamics of the active battles tab. Players want to spawn into a mission with an FMS.. who wants to walk for miles? So if there are few missions with FMSs, then the ones that have them are propelled to the top of the list. When they start spawning in and dying instantly, it has the effect of keeping that mission at the top of the list and this sustains the vicious cycle. Very often the vets move elsewhere without deleting the FMS leaving the green tags to their fate. So, when an FMS is camped, an FMS is dead and the player base needs to take responsibility for that and delete the FMS. Another phenomenon I've seen is players headed to a town with no AO because there are already players in the mission, it's at the top of the active battles tab. And because it's at the top of the active battles tab, more players spawn in and you have lost more than half the logged in players to some un-AOd town! A simple solution is to give MLs the option to hide their mission from the Active Battles tab. Another thing that will help is to allow the ML to close their mission and prevent further spawning in. I think these are essential. Notwithstanding all that , I like the FMS... it helps create zones of control and a front line... but we have to know when the game is up and the ground is lost.
  10. I would say that it takes some sort of manual action by CRS to remove it during intermission and they just don't bother. I think everyone would prefer not having SL during intermission
  11. I think that much of the solution to this would be to shake up the Armour brigades and have different types. Heavy armour brigades for example. This would definitely help avoid WWI style stagnant warfare. I definitely think that we should have town garrison supply in addition to moveable brigades, but the movement of brigades should be tweaked and move timers should be more realistic and based on type and distance. I.e. light armour faster than heavy armour... mechanized inf faster than regular inf etc. etc. So, you would have fewer Tigers overall (for example) ... but you could concentrate them... and, with realistic move timers, you can't teleport them all over the map... it would be a real strategic decision. Finally, key to this would be no visibility of brigade deployments behind the front line... so you would have some real manoeuvre warfare without the soft caps. Edit: my opinion on garrison supply is that is should be more like a depot supply with no tanks at all... perhaps just armoured cars. After all, you should be penalized for making strategic errors... but you should also be able to put up a fight if there is no HC on. I think we would also need to ramp up efforts to have reserve HCs or even a fallback type arrangement where highest ranking guy online gets HC powers.
  12. That's really cool. I have a lot of Tanker ace ribbons :-)
  13. Some really really easy features that will make us all happier men when we go back to our wives: FEATURE 1: - Make $miss result a clickable link FEATURE 2: - Personal map waypoints
  14. I think this thread has supported my view that the single biggest problem with the game at the moment is the helplessness of the low-pop side with no HC on. It's a really dismal situation... CRS should stay up late and just observe it some day... to see the despair of the players is really something. Anywho... Fix: Hq or depot type garrison supply for towns plus armoured cars (perhaps). Very reduced supply in towns behind. Plus increased, realistic move time for brigades based on distance. Attacking brigades should be able to move in immediately (or close to). Feature: JEEPS
  15. As a tanker - the worst part about losing your commander is you lose audio and it's way more difficult to pick up and track ets