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kgarner

Current supply lists in beta..... 1.36

156 posts in this topic

13 hours ago, goreblimey said:

What do you need the second tiger for, carry ammo for the first one?

I thought this tier was supposed to introduce the Tiger in very limited numbers.

So you double the stugs and add 2 Tigers while reducing Brit numbers, fair, balanced , thoughtful,challenging LOL

 

NVM Goreb I miss read your post in a complete different way then you ment it , I apologize. 

 

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22 hours ago, Capco said:

@BMBM You following this thread?  Seems like a few issues have already been spotted.  

No but I am now. Lists are managed by others atm.

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Not a prob dre, I also redid my mattie test. From level ground couldn't repeat the engine hit. Smashed up the mat ties tracks and gun but couldn't flame it. 

 

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Regarding the topic of the thread, and in response to Kgarner's comment about his sortie and the fact that his kills were not infantry, but rather armor, the perception could be that all of those tanks he killed came out of Hastiere.  That would not be the case.  I drew 3 shermans from Dinant to the north and 1 from Flavion.  I know others were spawning from Flavion, too, although I don't know how many.  A lot of the ATGs came out of various depots, and not the main AB supply.  Don't know how that impacts the overall conversation, but I think its good to keep in mind that when players adapt to battleground realities, there may be unexpected decisions that transcend one town's supply lists, etc.

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1 hour ago, BMBM said:

No but I am now. Lists are managed by others atm.

So does that mean all of the good changes you made are going to be thrown to the wayside now? 

 

For example, do I have to talk to someone else about getting Stuarts in the French flags again or was that just a clerical error?

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No, we’re simply badgering he old drum in novel ways. The current list is WIP. FR should of course have Stuarts.

I suppose I need to get more involved.

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42 minutes ago, BMBM said:

No, we’re simply badgering he old drum in novel ways. The current list is WIP. FR should of course have Stuarts.

I suppose I need to get more involved.

Is there a global template for each town template?  4 templates for 4 city size types, x potential countries x tiers?

 

Assuming it's like the screenshot I saved from KFS1 postings, that would still be 16 town templates x 7 tiers for 112 supply columns that have to be right.

 

Then whatever overrides you can put in per town, then another 12 templates x 7 tiers for 84 supply columns of which those have definitely been made custom per some divisions over the years.

 

My eyes would be bleeding after that and doesn't count checking EVERY override point, specific named brigade and town if that can be done and is ever done.

Edited by Kilemall

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4 hours ago, Kilemall said:

Is there a global template for each town template?  4 templates for 4 city size types, x potential countries x tiers?

 

Assuming it's like the screenshot I saved from KFS1 postings, that would still be 16 town templates x 7 tiers for 112 supply columns that have to be right.

 

Then whatever overrides you can put in per town, then another 12 templates x 7 tiers for 84 supply columns of which those have definitely been made custom per some divisions over the years.

 

My eyes would be bleeding after that and doesn't count checking EVERY override point, specific named brigade and town if that can be done and is ever done.

TOE sheets for garrisons are

Army: 4 (1 - 4 ABs)

Navy: 2 (1 - 2 Docks)

Airforce: 1

Airborne: 1

Total: 8

Multiply by country: 32

Multiply by game types (regular, intermission, event): 96

Plus the brigade ones being used

With a row for every equipment type and a column for every tier, basically.

I wrote some scripts so the garrisons could be pulled from base templates and scaled as necessary (maintain 4 base templates for each garrison type for each country for 16 total), but it'd still take some manual work to polish.

People ask "why is supply wrong, why didn't you find it, it should be obvious to spot!" the answer is that it's not obvious by any means.

It's something that could use a lot of refactoring love, but it's also something that technically works and people generally aren't excited to sub when they read patch notes like "Fixed the back-end hellscape so devs can work more efficiently!"

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1 minute ago, Chaoswzkd said:

People ask "why is supply wrong, why didn't you find it, it should be obvious to spot!" the answer is that it's not obvious by any means.

It's something that could use a lot of refactoring love, but it's also something that technically works and people generally aren't excited to sub when they read patch notes like "Fixed the back-end hellscape so devs can work more efficiently!"

Yup great example. Staring at a spreadsheet with numbers as far as your eyes can see can make you crazy.

Its like the time in high school you wrote the essay, checked and re-checked it a dozen times, had a friend read it, yet someone missed the and and typo in the 8th paragraph.

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4 hours ago, Kilemall said:

Is there a global template for each town template?  4 templates for 4 city size types, x potential countries x tiers?

 

Assuming it's like the screenshot I saved from KFS1 postings, that would still be 16 town templates x 7 tiers for 112 supply columns that have to be right.

 

Then whatever overrides you can put in per town, then another 12 templates x 7 tiers for 84 supply columns of which those have definitely been made custom per some divisions over the years.

 

My eyes would be bleeding after that and doesn't count checking EVERY override point, specific named brigade and town if that can be done and is ever done.

I am the one the person that enters the supply numbers into the data base and yes that is exactly what it is like ... But now add in Garrisons .. 4 Amry garrisons for each persona , then add the Parra ,Air and Navy 

 

Yes my eyes do bleed from these . 

The day we moved to 1.36 on the live game server it took me 8 straight  hours of pumping numbers into the database.   

I just counted  one persona templates ... there is 31 .  So times that by 4 .        ... that means 124 template that i am working on just for the Campaign server      :( 

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t-6 

merica

inf

100 M1 garand
64 springfield
26 bar
23 thompson
15 grease gun
12 zook
9 mort
8 sniper
8 sapper
8 engie
8 res thompson
8 res grease gun
8 DLC thompson
8 DLC ammo bearer
3 ATR

armor

18 baby sherm
12 sherm 76
9 m10
8 DLC vick
5 daimler
5 vick
3 stu

French

113 mas36
38 SMG mas38
24 mas40
23 LMG
14 zooks
11 sniper
11 engie
8 mort
8 sapper
8 grenadier
8 srease gun
8 reserve grease gun
8 reserve smg mas38
8 DLC NCO mas38
8 DLC ammo bearer
3 ATR

15 baby sherm
12 stu
9 sherm 76
8 M10
5 s35
4 DLC h39
4 DLC r35
3 pan

brit

139 rifles
35 LMG
23 sten
19 thompson
15 M1 garand
11 engie
10 sapper
9 mort
9 sniper
8 zook
8 res sten
4 res thompson
8 DLC NCO
8 DLC ammo bearer
5 grenadier
4 ATR

12 baby sherm
6 church VII
5 a15III
4 firefly
4 DLC a13
4 DLC vick
3 M10
3 achiles M10
3 church VII CS
3 daimler
3 uber vic
3 vick
2 stu
1 sherm 76
1 a15III CS
1 a13

germs

120 rifles
23 G43
22 LMG
22 MP40
15 FG42
15 grenadier
14 shreks
11 IT rifles
11 morts
11 engie
8 mod 38 
8 G41
8 sniper
8 sapper
8 DLC NCO
8 ammo bearer
4 res mod 38
4 MP34
4 res MP34
4 res MP40
2 ATR

12 4G
9 stug G
4 tiggys
4 3N
4 DLC 3F
4 DLC p2
5 232
3 stuH 
3 stug B
3 3L
1 3H
1 3F
1 38t
1 p2

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Tanks are ludicrous :(

Many flags on map are empty of infantry, 50+ panzers still in them.

 

Let me tell you how many tanks are in the game.......

Right now, if EVERY infantry in spawn list guarded the tanks that are in just 1 flag....... you couldn't even get 6 infantry per tank..........

Pretty sure WWII ratio wasn't 1 tank per 5 infantry...  Needs to be fixed.

Cut in half at least.

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319 infantry (assuming this is AB count only, depots not included?)
55 Tanks

If 0 are left in infantry
And 50 are left in tanks

Mostly what that says is, no one used or at least died in the tanks outside of 5 of them.
I'd go for used, since if you use 55 tanks, more than 5 are going to die on average unless absolutely no opposing player shows up with a tank or atg at all.
And 300+ infantry got used, and died, probably to other infantry since if enemy tanks were killing them, there would not be 50 pristine tanks left in spawn.

If they didnt get used, they didnt get used, that isn't any real reason to get rid of them

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6 hours ago, Merlin51 said:

If they didnt get used, they didnt get used, that isn't any real reason to get rid of them

so...having too much of something isn't a reason to consider getting rid of it?

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8 hours ago, david06 said:

so...having too much of something isn't a reason to consider getting rid of it?

Not without context

All that was shown above was that the tanks did not get put into play very heavily, or there would be a loss of more than 5

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Look, every flag on map that was wiped out - we had 5 on Signy.... all still had many panzers left.

Need to cut all Air and Vehicle supply in half, at least.

Insane to not even have 6 infantry per tank.....

Might have to go look that up, what real world ratio?  1 tank or tank platoon per company of infantry maybe?

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Sheesh it's obvious to everyone here that tanks don't get involved because of all the shreks/zooks/sappers around. Players don't even spawn atgs or fms anymore because unless its a 232 or a DAC/STU you got buckleys chance of killing anything other than a truck.

Armor in city fighting is hard at any time but with the current total lack of coordination, they are just sapper bait.

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I'd go for cutting sappers, ATR and ATS in half, if we cut armor in half.

Edited by delems
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6 hours ago, delems said:

Look, every flag on map that was wiped out - we had 5 on Signy.... all still had many panzers left.

Need to cut all Air and Vehicle supply in half, at least.

Insane to not even have 6 infantry per tank.....

Might have to go look that up, what real world ratio?  1 tank or tank platoon per company of infantry maybe?

That you did not use them is no real basis for removing them.
How many times does a naval equipped town go down with sometimes 0 boats spawned
Lots, especially riverine towns
That is no basis to decide to remove the boats

And you wont like real ratios, it trickles down, you already kind of did not 

Edited by Merlin51

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the balance is starting to grow on me..... I think the numbers of armor and inf are pretty good so far

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14 hours ago, delems said:

I'd go for cutting sappers, ATR and ATS in half, if we cut armor in half.

They already cut sapper charges from 4 HEAT to 2 HEAT actually.

Save the sapper!

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18 hours ago, delems said:

I'd go for cutting sappers, ATR and ATS in half, if we cut armor in half.

Alot less ats and less armor sounds like a plan

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