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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

XOOM

RAT Chat question collection thread

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saronin

Can we take a look at bomb damage? 500 lb bombs do not seem to do the damage they should to heavy tanks. Misses within 1 meter of a heavy tank only result in a damage. Players are resorting to suicide attacks in order to obtain direct hits on tanks.

If we look at bomb damage can we limit air movement timers and restrict the number of air brigades one air field can hold at the same time to balance more powerful bombs for the armor game?

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sw25th

IS it possible to spawn infantry from Tanks or ZOC's instead of FRU's or trucks?

Could use a few more infantry spawn options

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czpetr

Let me ask a few questions:

- how about stress limits, various loads for aircraft? Will it ever be implemented?

- how about more strategic and tactical "hard" targets for aircrafts for aircrat which can affect the situation on front (fuel dumps, ammo storages, train stations, hangers, small town factories etc)

- how about visible supply (AI trains, truck and ship convoys)?

- do you plan to improve damage model? More damageable components?

- how about repairing of vehicles? Any plans about it?

- how about improving terrain - greater tree diversity, more real "European" look instead of current uniform sci-fi look?

- how about improving towns "layout" to look more WWII Europeanish style? New buildings, textures, town maps to more reflect real town maps, some difference between French, Holland, Belgian to German buildings to have some better "feel" where you fight?

I think that is enough questions for now :)

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delems

Can't seem to get the mac teamspeak client to download??

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delems

Ok, got it installed, now looking for where to go.

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delems

I'd like to know about naval terrain updates:

Move Kiel to correct location

Make Kiel deep water port

Add AB to Den

Add town link from Staven to Brouwer

Add deep water port Den Helder

Add deep water port Wilhshaven

Add deep water port Bergen

Fix Vliss AI Shore batteries to also fire E

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Capco

Lame. I was late and the server is already full :(

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SNIPER62
Lame. I was late and the server is already full :(

give it a try now

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Capco
give it a try now

success! :D

Edited by capco

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piska250

any recording please?

Thanks in advanced.

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hastien

S! Rats. Could we get an audit on the 88. Here lately it is flipping over and turning upside down alot while towing. Sometimes on flat area and some on small hills and always on big hills. The HT seems to be struggling on pulling the 88 on any hill size, almost always have to be in second or first. Also the HT and the 88 slide (skating) while towing on hills, all sizes which maybe causing the above problem. Also can the HT get a parking break. Constantly rolls. What about removing all fb's and placing Ao for FB to be placed by players for an upcoming attack. Enemy will have to scout and this will give the flyboys another aspect to the game.

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XOOM
I'd like to know about naval terrain updates:

Move Kiel to correct location

Make Kiel deep water port

Add AB to Den

Add town link from Staven to Brouwer

Add deep water port Den Helder

Add deep water port Wilhshaven

Add deep water port Bergen

Fix Vliss AI Shore batteries to also fire E

All terrain edits will have to wait until our new team knows how to work on terrain, it's an area we haven't gone into yet, and it is probably the most risky / tricky according to our predecessors.

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XOOM
Let me ask a few questions:

- how about stress limits, various loads for aircraft? Will it ever be implemented?

- how about more strategic and tactical "hard" targets for aircrafts for aircrat which can affect the situation on front (fuel dumps, ammo storages, train stations, hangers, small town factories etc)

- how about visible supply (AI trains, truck and ship convoys)?

- do you plan to improve damage model? More damageable components?

- how about repairing of vehicles? Any plans about it?

- how about improving terrain - greater tree diversity, more real "European" look instead of current uniform sci-fi look?

- how about improving towns "layout" to look more WWII Europeanish style? New buildings, textures, town maps to more reflect real town maps, some difference between French, Holland, Belgian to German buildings to have some better "feel" where you fight?

I think that is enough questions for now :)

1) I know TGUNR was interested in reviewing the stress limits of Aircraft. He is a real pilot ya know, lots of air time.

2) Interesting, worth consideration, we need to discuss that more and plan for it sometime after we know for sure how to work on terrain.

3) I think ship convoys in particular would add a lot to the naval game. As we discussed today we need to start thinking about the naval game as its own game play element and stop trying to tie it into the ground war.

4) We'll first get the art software then examine what areas on damage components we can improve on. Though we'd rather focus one getting new vehicles out as soon as possible.

5 & 6) Anything to do with Terrain will be on hold until we start digging into it.

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XOOM
IS it possible to spawn infantry from Tanks or ZOC's instead of FRU's or trucks?

Could use a few more infantry spawn options

Not from tanks that seems a bit silly. We did mention today that the mobile spawns for infantry (and infantry placed mobile spawns) isn't yet completed. We don't want to immediately revert back to what was, because that wasn't the better option. Check out the recording from today to hear more about that.

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XOOM
Can we take a look at bomb damage? 500 lb bombs do not seem to do the damage they should to heavy tanks. Misses within 1 meter of a heavy tank only result in a damage. Players are resorting to suicide attacks in order to obtain direct hits on tanks.

If we look at bomb damage can we limit air movement timers and restrict the number of air brigades one air field can hold at the same time to balance more powerful bombs for the armor game?

Sure, we can add this to the list of things to review when we do our armor and ballistics audit for tanks, and test the High Explosive effects, though these were all greatly elevated in 1.34.10.

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XOOM
I would to know if CRS plans to fix heat charges from clipping inside tanks? Its a bad bug.

Also, any plans to fix the mobile site version of battlegroundeurope.net ? Right now its impossible to view the campaign map from the mobile version of the site.

We'll examine our options on the first one (HEAT charges).

As mentioned in the chat today we can add a link to the web map fairly easily, how it will look on the mobile, is a whole other can of worms. I don't think we'll be putting efforts into making it mobile friendly though.

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XOOM
TOEs 2.0 revisited after 2007?

Turtle Tax for overpop?

Raising SD over 31 seconds when it hits more than 2:1

Listen to the chat from today, the TOE's are very incomplete and we're planning other options. The brigade system has set up our high command for failure and has created a drain of great leaders. It is too demanding on our guys and we need to do something differently.

We'd like to avoid any further delays to players getting in to the game for play, but we do want to look at other side balancing mechanisms once 1.35 has been deployed.

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XOOM
What is the vehicle dev plan?

Fill out American kit?

Update flat low res atg/aaa crewmembers to the 21st century?

New tier dev?

We'll be prioritizing our development of new vehicles to provide something new for each demographic that hasn't received something in a long time from us.

So that would be something for the Airman, Tankers and Sailors.

Yes cardboard man needs to be updated, we should be able to do that with this new software, I'll check with SADGUY (lead artist) to verify all of that.

New tier may be a possibility, it's really too early to say and would require a pretty lengthy development cycle.

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XOOM
If the lag and offset are addressed in 1.35 that moves armor/gun performance to the fore for me and a lot of my fellow players. The current belief, that is widespread on the dedicated AXIS side, is that some game equipment substantially either outperforms or underperforms compared to historical and available online calculators.

The Rats have committed to an "audit". Missing from that is whether the results will be made public and what basis corrective action, if any, will be based on.

Are the Rats prepared to make a commitment to model vehicles to historical performance? Balance can be achieved by varying the numbers and mix of the historically accurate armor/guns.

We believe that historically accuracy is essential. That means some weapons will be absolutely feared on the battlefield, and they should, because historically they were. There's a lot to this audit and we're going to spend the time to do it the best we can. Once the audit changes go live we'll then monitor supply and adjust accordingly.

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XOOM
I third the green paint sentiment.

Why would th eAllies be so smarty as to paint their Church's, Matties and a13s, 15s green while the second tier Germans decided to paint the stug and Panzer4Gs "desert" which shows up as burnt orange from 50ft?!?!? Or just GRAY? That wasn't an order until North Africa and even then only for a while to save paint.

http://www.panzerworld.com/german-armor-camouflage

If we wanted S35s we'd go play French. Even R35s blend in better!

Currently only the Stug III G is the old desert camouflage, the guys had a reason for doing this initially but our plan is to adjust this. We haven't yet because the UV's need to be re-worked so a new texture can be applied to it without it looking funky.

We have updated the Pak38, Pak40, Panzer IV G and Tiger to reflect more of a "Western Front" look recognizing they looked a bit "out of place."

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XOOM
What is the first thing on the development list when you get the license?

What is left on the list of things to do for steam launch?

First answer is posted above.

Regarding Steam, 1.35 being stable is an essential first. All along we have said this is absolutely required for us to avoid shooting ourselves in the foot.

1.35's release is estimated to be early this summer (earlier if possible). Once we have ironed it out and fixed any unforeseen / remaining issues with it, we'll go into further detail with the entire community about our next step.

One of the big things gained from 1.35 other than all of the other great stability fixes is the increased server capacity. We want to be able to keep all players from all sources (organic and steam) to be on a single server to maximize fun and population.

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XOOM
Can you guys add flare? and AI bots for underpop side?

Probably not for both (sorry). Our lighting engine isn't very amazing (sadly) and the AI bots would take away from the "real players in real time" part of the game.

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XOOM
I have a few...

Are there any future rule changes planned or being considered that are on the scale of an open capture on front-line towns (similar to the no-linky-no cappy days)?

Or as someone mentioned are there going to be any reduction of cap-timers(back down to 2 minutes) considered?

Are Emotes making a comeback?

HC Uniforms? especially those Sexy French duds, we Axis loved those:P

Visible arm patches eta?

Are we ever revisiting the Lean function?

Keep up the Awesome work RATS!

Thanks in advance!

!S

1) No plans on that yet.

2) We mentioned in today's chat we'll discuss internally the possibility of reducing capture timers, particularly looking at that as a balancing mechanism for the underpopulated side.

3) Emotes are character animations, and yes we're just starting to break into the character "Rig" (which is what controls how the body moves). Adding the .em salute function is the first one on the list.

4) HC uniforms are on hold pending a character artist, we lost the one we had, he got a job and was an intern, so we're happy for him!

5) Arm patches hasn't been examined, hmmm... we'll look at this.

6) Lean function: Like #3 that deals with the character rig, and is definitely on the list of things we want to bring back.

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XOOM
ETA on squad missions?

What is required to change the town layouts, and can you use community members to do this?

How far off are "FRU bunkers" or are they not even being considered?

A lot of existing units like mortarmen and paratroopers see very little use, do you have any plans to make them more viable?

1) Squad missions will be post the Steam release and only if we have plenty of population to not worry about it. Would hate to see many opportunities for players to spawn in be void.

2) We must be able to work on terrain, we've addressed that tonight see the previous postings.

3) "Fortified Mobile Spawns" require this new art software to implement to the game. They will be one of the earlier items we bring into the game. We'll not be calling those "FRUs" because that refers to its ability to be a "Field Resupply Unit," which these FMS (fortified mobile spawns) will not have that ability. The FRU object as you know it will exist with the resupply effect but without the ability to be used as a spawn point.

4) We've allowed starter accounts to create missions, spawn aircraft and use the majority of the paratrooper units. We're open to discussing further with the community ideas on how we can do more.

Edited by XOOM

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