XOOM

Your opinion: 1 Feature, 1 Fix (ONLY)

127 posts in this topic

1 hour ago, rodsantos said:

A form of area capture should be the way forward

That is exactly what we have now, area capture, its just that the area boundaries are the size of the CP building.
You want a bigger area boundry that encompasses not just the CP but surrounding buildings and area.

This would be super cool, but would require extensive terrain editing so that the cities properly facilitate these areas.
I am guessing that capture time would also understandably need to be increased as you would now need to check lots of buildings alleys etc  to clear the area.

Would be an awesome long term goal though
I can imagine it would generate some interesting fights and PPO use.

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On ‎11‎/‎3‎/‎2017 at 11:26 PM, lipton said:

Why? Do you think you're Bill? That would explain a lot. 

Don't make me pull out a BOX of cigars on you.

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7 minutes ago, stankyus said:

Don't make me pull out a BOX of cigars on you.

Exactly where might you be inserting the cigars on lipton before tasting them?
I know where they went on monica but yea i think lipton may be missing that part?

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13 minutes ago, merlin51 said:

Exactly where might you be inserting the cigars on lipton before tasting them?
I know where they went on monica but yea i think lipton may be missing that part?

Looking for some fwap material Merlin?

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Since removing TOE's is probably not going to happen any time soon i'd like to update my initial post

If you had only 1 Feature, and 1 Fix for the game, what would they be and why?

1 Feature- Make it a requirement for new players to join a squad based on their Time Zone.

1 Fix- Simplify the User Interface. It's a horrendous, time consuming click fest

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2 hours ago, XOOM said:

Some great ideas are brewing here, keep it up!

I think all cigar boxes should come with an oversized cigar snip..

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2 hours ago, XOOM said:

Some great ideas are brewing here, keep it up!

 

10 minutes ago, stankyus said:

I think all cigar boxes should come with an oversized cigar snip..

 

I HOPE Xoom isn't referring to the cigar conversation going on in here, although the ingame animation -would- have me laughing WAY too hard and likely falling out of my chair.

 

 

 

-Irish

 

 

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2 hours ago, stankyus said:

Looking for some fwap material Merlin?

Nah i got plenty from the links you gave me to rosie o'donnell's facebook pics

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1 hour ago, merlin51 said:

Nah i got plenty from the links you gave me to rosie o'donnell's facebook pics

Easy fiddy dollah.

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7 hours ago, odonovan1 said:

I HOPE Xoom isn't referring to the cigar conversation going on in here, although the ingame animation -would- have me laughing WAY too hard and likely falling out of my chair.

Nope, only generalizing that there's been some good topics brought up.

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Fix:  laser beam MG AI

Feature: destroyable Airfields making them not operative by air bombing.  No more air quake next to a target city near an AF.  Could be reparable by engies too. Add more strategic gameplay, new use for medium bombers,  an attack will require more coordination between forces.

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Fix:  Allow an FMS to be moved by a ML as an infantryman once it has been originally set up via a truck. Being allowed to only place the FMS once with a truck is hurting infantry attacks (and decreasing overall player participation), because there are fewer FMS locations for people to spawn into, and once one is lost then it takes quite a bit of effort to replace it (if at all). I understand the theory that we are looking for the use of combined arms with a more persistent FMS set up only once with a truck, but that is simply not happening in reality. Most FMS setups are eliminated before armor arrives, and in many cases armor never arrives at all (even if the FMS survives for a bit), or the armor sets up elsewhere away from the FMS. The persistent non-movable FMS also leads to egregious camping. If the FMS could be moved by the ML then you will keep more infantry on the attack which will increase player participation by keeping the game interesting and reducing waiting times for players to spawn in on a good attack. It will also allow for much better placement of an FMS which will likewise enhance player participation because it will allow infantry to get into town much more quickly rather than spawning far out in the countryside where they are picked off easily (which is frustrating and causes players to lose interest). Again, I understand the combined arms theory, and the reason this feature was eliminated. But it is not working, and has made the game less fun. After not playing for a few years this was by far the most negative change in the game from when I left. I enjoy setting up an FMS for other players to use, but it is no fun when you finally get one set only to find that it is camped within minutes and now you can do notthing but delete it and go bring out another truck. That delay then causes players to lose interest and leave the game. Please reimplement this ability and at least give it a shot. We have already seen peak player participation numbers and the combined arms thing is not going to happen. At least with moveable FMS we can players happy and engaged, and try to keep the numbers from going back down to where they were.

Feature: Proximity voice. So many new players have no idea what to do. This would really help.

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kick people out of the game with a ping of 500 playing from taco bells free WiFi, im tired of hitting someone then them turning around killing me THEN dying or them capping an AB or cp because they are unkillable 

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13 minutes ago, Ltarflak said:

kick people out of the game with a ping of 500 playing from taco bells free WiFi, im tired of hitting someone then them turning around killing me THEN dying or them capping an AB or cp because they are unkillable 

Can't do that.
You want to kick out people from australia and other countries? or Hawaii even which is in the USA? 
You want to kick out people whose internet is provided via LEO sat etc?

500ms is only 1/2 of a second

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6 minutes ago, merlin51 said:

Can't do that.
You want to kick out people from australia and other countries? or Hawaii even which is in the USA? 
You want to kick out people whose internet is provided via LEO sat etc?

500ms is only 1/2 of a second

a lot of companies do this, if your ping is over 300 you shouldn't be aloud to play, because you got the unfair advantage. its not fair to the players with good connection and are paying customers to get bull[censored]ted over SOMEONES ELSE'S [censored] connection     

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6 minutes ago, Ltarflak said:

a lot of companies do this, if your ping is over 300 you shouldn't be aloud to play, because you got the unfair advantage. its not fair to the players with good connection and are paying customers to get bull[censored]ted over SOMEONES ELSE'S [censored] connection

What MMO does ping kicking?
WOW does not, EQ does not PS2 does not UO does not EO does not.

Especially for 500ms?
Not to mention i dont think you understand what is actually going on.
The guy you just traded with, that you think you shot and then her turned around and shot you, that ain't what happened, he didn't hear you run up and shoot after the fact and then turn around to shoot you,  you were already dead, he turned and popped you as he heard you running up the stairs, it just took him a moment to send the message to you, during which time you got a free kill out of the deal.
If we go by the numbers, you got shot at 13:35:31 before you ever pulled the trigger at 13:35:35 and were actually dead by 13:35:32

This game was designed as an MMO, it was designed to be as ping independant as possible, it was designed so people could play it globally.
You're idea is an adventure in how to kill the game off of its global subscriber base.

I've played with many players from places like australia or alaska or hawaii or the UK over the years where they might have a latency between 400 and 800ms
It made less than 1 second of difference in me seeing something and they seeing it.

And none of that has anything to do with a bugged unit that doesn't die

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Just fyi..Australian east coast players typically get around 220msec pings..limited only by physics.

Its the packet loss some people have globally which is an issue.

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3 hours ago, pickaway said:

Fix:  Allow an FMS to be moved by a ML as an infantryman once it has been originally set up via a truck. Being allowed to only place the FMS once with a truck is hurting infantry attacks (and decreasing overall player participation), because there are fewer FMS locations for people to spawn into, and once one is lost then it takes quite a bit of effort to replace it (if at all). I understand the theory that we are looking for the use of combined arms with a more persistent FMS set up only once with a truck, but that is simply not happening in reality. Most FMS setups are eliminated before armor arrives, and in many cases armor never arrives at all (even if the FMS survives for a bit), or the armor sets up elsewhere away from the FMS. The persistent non-movable FMS also leads to egregious camping. If the FMS could be moved by the ML then you will keep more infantry on the attack which will increase player participation by keeping the game interesting and reducing waiting times for players to spawn in on a good attack. It will also allow for much better placement of an FMS which will likewise enhance player participation because it will allow infantry to get into town much more quickly rather than spawning far out in the countryside where they are picked off easily (which is frustrating and causes players to lose interest). Again, I understand the combined arms theory, and the reason this feature was eliminated. But it is not working, and has made the game less fun. After not playing for a few years this was by far the most negative change in the game from when I left. I enjoy setting up an FMS for other players to use, but it is no fun when you finally get one set only to find that it is camped within minutes and now you can do notthing but delete it and go bring out another truck. That delay then causes players to lose interest and leave the game. Please reimplement this ability and at least give it a shot. We have already seen peak player participation numbers and the combined arms thing is not going to happen. At least with moveable FMS we can players happy and engaged, and try to keep the numbers from going back down to where they were.

 

Sure, set FMS inside the AB and run your MLs out to ninja behind the ZOC and spawn the brigades worth of infantry and light ATGs to boot.

Um.. no

 

TBH, I see more player participation in attacks with the FMS than before with the MS that could be dropped with a single grenade hit or string of LMG fire.

 

No more infantry placed spawn points, they did more damage to the game then they did good.

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Fix- firing through walls, clip kills, wheir players put thier weapons through a wall and kill players inside 

feature- bi pod only fire for lmg's

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On 11/6/2017 at 1:54 PM, stankyus said:

Don't make me put  a BOX of cigars in you.

hahaha FIFY

Edited by vasduten1

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18 hours ago, pickaway said:

Fix:  Allow an FMS to be moved by a ML as an infantryman once it has been originally set up via a truck. Being allowed to only place the FMS once with a truck is hurting infantry attacks (and decreasing overall player participation), because there are fewer FMS locations for people to spawn into, and once one is lost then it takes quite a bit of effort to replace it (if at all). I understand the theory that we are looking for the use of combined arms with a more persistent FMS set up only once with a truck, but that is simply not happening in reality. Most FMS setups are eliminated before armor arrives, and in many cases armor never arrives at all (even if the FMS survives for a bit), or the armor sets up elsewhere away from the FMS. The persistent non-movable FMS also leads to egregious camping. If the FMS could be moved by the ML then you will keep more infantry on the attack which will increase player participation by keeping the game interesting and reducing waiting times for players to spawn in on a good attack. It will also allow for much better placement of an FMS which will likewise enhance player participation because it will allow infantry to get into town much more quickly rather than spawning far out in the countryside where they are picked off easily (which is frustrating and causes players to lose interest). Again, I understand the combined arms theory, and the reason this feature was eliminated. But it is not working, and has made the game less fun. After not playing for a few years this was by far the most negative change in the game from when I left. I enjoy setting up an FMS for other players to use, but it is no fun when you finally get one set only to find that it is camped within minutes and now you can do notthing but delete it and go bring out another truck. That delay then causes players to lose interest and leave the game. Please reimplement this ability and at least give it a shot. We have already seen peak player participation numbers and the combined arms thing is not going to happen. At least with moveable FMS we can players happy and engaged, and try to keep the numbers from going back down to where they were.

Feature: Proximity voice. So many new players have no idea what to do. This would really help.

Hi pickaway,

1) For many but not all the change has been a positive one. Allowing the FMS to be reset by the ML leads us back to the wack-a-mole spawn point days. I do see a good bit of combined arms play when I do log in. Like you, I stopped playing a good bit but that was way back and because of the ML placed FRU of the old days. I still do fund the game though. I'm much more apt to log in today than back in those days. I think that if we reverted back to infantry placed FMS or FRU we would actually lose more players than we would gain, especially over the long run. The issue is placing the FMS in the old way, FMS/FRU first then expect armor. It is the idea that one player alone should be responsible for player content creation with spawn points. Since the truck is so loud it would be wise to get Armor moving first and follow with a truck. It has to be a team effort (combined arms) mostly these days.

Let me put it to you this way. If the FMS where so ineffective campaigns would never end with 95% map gain. Simply would not happen. The main issue with the FMS these days is how a player places them and the expectation that the battles should all be very proximity based to towns. The old close sexy FRU. There are players that liked that, but time showed that it was not a sustainable player base. There are things that can be done to make the current FMS less camp-able. I think, and correct me if I am wrong, you are used to setting up a spawn point, spawning in yourself and making some kind of impact in the game. Sneaky stuff. Along with once you get a close and silent spawn point, calling it out on channel and having a ton of players overwhelming (I think it has been referred to as vomiting on the town) from a close proximity.

In the limited time I have been in game I've seen tanks and infantry and planes work more together more than ever before. I've seen players place the FMS, stay in the truck and move back and around and yes waiting in the truck in order to replace if no foothold is made. I've seen armor escorting trucks. I'll say it again, I've seen more combined arms play than ever before in the very limited time I've logged in lately. Players log out for many reasons. I think one of the main ones is the ability for a defender to move in more supply and not allowing attrition to take place. Of course an attacking town should not be able to swap brigades or move in a new stack as well. When an AO is placed the supply you started with is the supply you live with. Stack all around the defending or attacking town all you want. Stack before you attack (although I think there should be town size stacking limits}. The attacking town gets to spawn in when the spawnabe is captured so the defending town should only be able to spawn in supply through the lining cp just like the attacking town but not move supply in. But I digress.

I just believe there are better solutions to upgrade the current FMS spawn sceme and none of them include replacing the FMS with an infantry placed one. I would meet you half way and allow trucks to be spawned at the FMS. That way an aware ML at least can spawn a new truck and move the FMS if they sense that the FMS is about to be camped.

2) I think proximity voice is on the list and would go a long way (so long as we can mute it) towards better combined arms play and FMS set up.

S!

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Compromise on infantry-placed FMSes: takes much longer to set up, and can only be done from the crouched position with a shovel animation and accompanying sound. This way you can only advance placement of an FMS into territory that is either controlled or is empty, and will significantly reduce the issue of whack-a-moles.

Could also possibly restrict infantry-placed FMSes to the urban boxes which can be killed with grenades. That might be too much though.

 

@XOOM It may be worth cataloguing very good or very popular changes that have been suggested on the front page/original post of this thread so the amount of same-idea spam is lessened, and would show that CRS is indeed paying attention. No guarantees that stuff would be worked, of course, just that it's been brought up and pitched well and it has been noticed.

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simply experimenting with the FMS settings won't cause a mass unsubbing wave and class action lawsuits bankrupting them..

i swear, you guys defending the FMS act like any change is admission of a attack on human rights... like [COUNTRY] vs [COUNTRY]: deny any problem and treat problem solving discussions as random wild entitlements made by whiny babies...

 

there's no need to defend the FMS soo much, changing anything about it can be reverted and anything about it can be changed.

the FMS itself is just a truck-spawn that has been changed a lot, the new FB's are the old FB's with tweaked health, the old floopy-09 is still the 09 just without the flop, and the upcoming KE/HE audit is a better KE/HE.

 

everything can be improved upon. agreeing to that isn't something to be ashamed of, and practicing it should be embraced not feared.

Edited by major0noob

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1 hour ago, chaoswzkd said:

Compromise on infantry-placed FMSes

One reason infantry do not deploy FM's anymore is when you cut a bridge, to try and hold onto your position, that bridge is cut, no one should be able to come across it without
repairing it, and you will see that happening, it wont just go poof.
But the bridge down does not stop one infantry from running up river just a wee bit out of the area where anyone is looking, swimming over and plopping down an FM
that then portals troops over a blown bridge into a flank that you should have otherwise been able to have considered secure.

That's also the reason why all of our riverbanks got attacked with a dredging bucket and given vertical sides

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