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      Operation Burning Skies   09/17/2019

      All pilots scramble!  Strap yourself in for this months Community event - Operation Burning Skies! This Sunday, September 22, 11 am – 5 pm server time. In honor of XOOM and friends showcasing WWII Online at the Oregon International  Air Show – our forces too will battle for superiority in Operation Burning Skies. High Commands are on high alert to rally their forces to victory! Lift off, and see a whole new world of WWII Online… Fearless bomber pilots make the skies rain down fire – our daring fighter pilots are in pursuit of their prey- as western Europe erupts in war on the ground below! Rally your squads, rally your buddies - Combined arms are back!  …Under Burning Skies! SALUTE!
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OHM

Campaign 164 Started !!!!!

8 posts in this topic

Campaign 164 has started  !

 

Starter sub's will have the use of Engineers and AA 40mm 

Spawn Delay has been changed from 10 sec to 30 sec  

Tier progression will be slower than what we had in Campaign 163 

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30 second spawn delay is ridiculous; especially with cap timers being what they are. 

Edited by hafgan

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53 minutes ago, hafgan said:

30 second spawn delay is ridiculous; especially with cap timers being what they are. 

Cap timers were reduced by 50%. Except for ninja caps

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In a CP even with a longer cap timer at least  you are still playing, you can kill ect… Staring at a page waiting to spawn in you are not.  Even I choose to  run errans rather than wasting time in front of my screen. So are we in the business of losing attendance? I am under the impression the business model includes having more guys playing. 

It is hard enough to bring in new players, then for us to keep them motivated ect…. Hurdles are not welcomed.

 

S!

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29 minutes ago, shagher said:

In a CP even with a longer cap timer at least  you are still playing, you can kill ect… Staring at a page waiting to spawn in you are not.  Even I choose to  run errans rather than wasting time in front of my screen. So are we in the business of losing attendance? I am under the impression the business model includes having more guys playing. 

It is hard enough to bring in new players, then for us to keep them motivated ect…. Hurdles are not welcomed.

 

S!

It's presumably there to encourage people to switch sides to the underpop side.

I think this is fundamentally wrong, since the rest of the game seems designed to keep people playing to win the meta game (the map).

Instead, respawning should be capped relative to "map" unit strengths.

So if a 100% Brigade is attacking a 25% strength Brigade, the attackers should be allowed to respawn (spawnable depots and MSPs) only if the number of players in that AO is under 4X the number of defenders spawned in there. Anyone wishing to continue in that AO would then have to spawn at the FB and truck/tank/walk in.

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<Shrug> this is why I think we need a third, possibly a fourth lever to deal with PN.  People can take small doses of combinations of things, but you don't want to cut off the adrenalin high.

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42 minutes ago, tater said:

It's presumably there to encourage people to switch sides to the underpop side.

It worked here. Finished top allied killers last 2 campaigns. 

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