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Capping is messed up


saerdna
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Happens twice in Beatrix i go into CP 20% i try to clear it die 2 secs after cps goes AXIS on 20% either the metter is ****ed up or something else is going on.

Its really messed up you need to look at it.

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Sometimes the capbar is showing in reversed colours and order for me (capping progress then moving from right to left for me). Maybe it was already at 80% due to that error. Did u do a $here?

bb

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Sometimes the capbar is showing in reversed colours and order for me (capping progress then moving from right to left for me). Maybe it was already at 80% due to that error. Did u do a $here?

bb

I have seen the same thing. To the point that yesterday I had a cp capped from beneath me when I thought we were making progress undoing the capture bar.

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Sometimes the capbar is showing in reversed colours and order for me (capping progress then moving from right to left for me). Maybe it was already at 80% due to that error. Did u do a $here?

bb

Yes i did and showed 20%

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Problem is lack of understanding of cap mechanics by players involved. I shall explain it thus:

1) Friendly infantry have ZERO effect on "undoing" the cap bar. It does matter if there is one guy, twenty guys or even zero guys at all in the building. The cap bar simply unwinds itself at a set speed so long as no enemy infantry are in the building. Preventing their presence is the only effect you are having, and that's assuming that you are not AFK and letting them cap it out from under you. Which brings me to...

2) Enemy infantry can certainly capture a building with defenders still in it. As stated above, the presence of defending friendlies has absolutely no direct effect on progress of the capture bar in either direction. If the attacker adds more infantry then they will capture faster, with the bonus increasing up to eight men total. Anything after eight has no extra effect. The presence of defending infantry in any quantity will have zero effect on the capture bar directly. Indirectly, they can affect things by killing the all of the attackers. They have no other effect.

This means that if you are multiboxing twenty-six freebie accounts, all inside of the exact same depot, while going to take a nice relaxing dump & playing "Angry Birds" on the toilet for half an hour it is entirely possible for you to come back and find that the depot that you were supposed to be guarding has been captured by a single enemy infantry soldier whom, just to rub your failure in a little harder, did not bother actually killing any of your trace-state defenders in the process.

(I mention this last part simply because it has become a depressingly common tactic to not only use freebie accounts to spy on the other side, but to park said spy units inside depots under the pretense of guarding them. Naturally said accounts just sit there doing nothing when an enemy infantryman, same player of course, walks right in and captures the "defended" depot without firing a shot.)

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Problem is lack of understanding of cap mechanics by players involved. I shall explain it thus:

1) Friendly infantry have ZERO effect on "undoing" the cap bar. It does matter if there is one guy, twenty guys or even zero guys at all in the building. The cap bar simply unwinds itself at a set speed so long as no enemy infantry are in the building. Preventing their presence is the only effect you are having, and that's assuming that you are not AFK and letting them cap it out from under you. Which brings me to...

2) Enemy infantry can certainly capture a building with defenders still in it. As stated above, the presence of defending friendlies has absolutely no direct effect on progress of the capture bar in either direction. If the attacker adds more infantry then they will capture faster, with the bonus increasing up to eight men total. Anything after eight has no extra effect. The presence of defending infantry in any quantity will have zero effect on the capture bar directly. Indirectly, they can affect things by killing the all of the attackers. They have no other effect.

This means that if you are multiboxing twenty-six freebie accounts, all inside of the exact same depot, while going to take a nice relaxing dump & playing "Angry Birds" on the toilet for half an hour it is entirely possible for you to come back and find that the depot that you were supposed to be guarding has been captured by a single enemy infantry soldier whom, just to rub your failure in a little harder, did not bother actually killing any of your trace-state defenders in the process.

(I mention this last part simply because it has become a depressingly common tactic to not only use freebie accounts to spy on the other side, but to park said spy units inside depots under the pretense of guarding them. Naturally said accounts just sit there doing nothing when an enemy infantryman, same player of course, walks right in and captures the "defended" depot without firing a shot.)

I know how capture is working when i see 20% i die and 3 secs and i see cp has being captured its a problem there is no way even if you max out the people in cp (8) from 20% to capture a cp in 3 secs. And i know last cap had 3 people in.

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