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Has anyone else noticed??


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The lack of killing axis. Meaning you have unkillable Axis, or extremely difficult to do it? I personally have put a whole magazine into a axis player and suddenly NOTHING happens.

Or how about that when allies are underpop the cap timers are extremely SLOW. But the Axis can cap a CP with only one and it happens within a minute of two?

You get killed in a cp and respawn at the depot beside it which takes 15-25 seconds and by the time you get out of the building, the cp is capped and you find only one ei in it.

Aaaaaargh!

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*** Or how about that when allies are underpop the cap timers are extremely SLOW. But the Axis can cap a CP with only one and it happens within a minute of two?

Eh, this happens on axis side to;  their explanation is the SD/cap timers are buffered.. so, even if you just lost all your pop - you still have high SD/capture timers for a while as the system catches up to the new population numbers.

 

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13 minutes ago, delems said:

*** Or how about that when allies are underpop the cap timers are extremely SLOW. But the Axis can cap a CP with only one and it happens within a minute of two?

Eh, this happens on axis side to;  their explanation is the SD/cap timers are buffered.. so, even if you just lost all your pop - you still have high SD/capture timers for a while as the system catches up to the new population numbers.

I'd like to know why we have both SD AND dynamic cap timers myself.

 

Having both ends up leading to those doubly-whammies that delems talks about here, where the "underpop" side starts to run amok with lower cap timers, no SD, and equal (or worse) population.  

 

I'd like to see a campaign (or at least a poll on such an idea) where we remove SD and try out the dynamic timers as the chief balancing mechanism.  

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I have noticed twice that I should have died and didn't. In that an Allied player nearly emptied a clip at me while I was trying to aim at them with my rifle, and they don't even hit me.

 

The first time it happened, I thought "[censored], am I unkillable?" and while I was trying to decide on what do to (should I leave the cp if I'm the only one on my team that's capping it but I'm not sure I'm unkillable??), another Allied player walked in. I decided "okay, I won't fight". The guy panicked, missed like 3 shots before he realized I wasn't moving or shooting at him, then shot and killed me.

Okay, so, I wasn't unkillable, they just suck.

Second time was similar, but less dramatic. EI appears to unload LMG all around me and I rifle them to death. I die to the next guy that comes in.

 

However, I've also seen what appeared to be an unkillable EI but it wasn't.

Happened in Rips recently. I have MP40, check Grav cp, EI prone at the top of the stairs. I unload at him, see multiple shots hit with blood spatter. He shoots and kills me after multiple such hits, doesn't die after so it's not a lag kill. That's concerning. Respawn, he's not there, go upstairs and see him prone facing the stairs. I shoot and kill him before he can fire, no problem.

 

It makes me wonder if the infantry damage model is also screwing with the new KE data for small arms, where blood spatter if it registers contact but the KE or the hit location isn't enough to actually damage the infantry, giving a perception that the EI is unkillable.

 

@scotsman Thoughts?

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SD is there i'd say to let players who're logging in which side is underpop

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1 hour ago, Pittpete said:

SD is there i'd say to let players who're logging in which side is underpop

 

I thought that's what the "Balanced" and "Needs Reinforcements" lines on the screen are for.  SD is to keep the overpop side from flooding a location, with their players dying and coming right back to the same spot (CP or whatever) within a few seconds, so the underpop side never has a chance to clear them out, no matter how well they play.

 

 

 

-Irish

 

 

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Is a bit risky, but I agree; dump SD since we have such severely slow cap timers now.

 

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  • 2 weeks later...

Again the spawn timers are dependent on the number of players in the cp capturing. This is to promote teamwork and coordination on attacks and defense.

You can cap a couple in 60 seconds being OP with enough players in there. 

The spawn delay timer itself I will bring up at next leadership meeting to see if we can tweak but I doubt they will be removed.

I was on Saturday night playing allied and the spawn delay and timers was a factor in the acis holding reims. The axis players there were outnumbered and they never gave up which led to holding that town.

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On 6/15/2018 at 2:17 PM, Capco said:

I'd like to know why we have both SD AND dynamic cap timers myself.

 

Having both ends up leading to those doubly-whammies that delems talks about here, where the "underpop" side starts to run amok with lower cap timers, no SD, and equal (or worse) population.  

 

I'd like to see a campaign (or at least a poll on such an idea) where we remove SD and try out the dynamic timers as the chief balancing mechanism.  

Yup, I'd love to see this. 

You can tweek the cap timers when you see some results. Gotta be better than making people wait at the spawn in screen. 

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4 hours ago, BLKHWK8 said:

Again the spawn timers are dependent on the number of players in the cp capturing. This is to promote teamwork and coordination on attacks and defense.

You can cap a couple in 60 seconds being OP with enough players in there. 

The spawn delay timer itself I will bring up at next leadership meeting to see if we can tweak but I doubt they will be removed.

I was on Saturday night playing allied and the spawn delay and timers was a factor in the acis holding reims. The axis players there were outnumbered and they never gave up which led to holding that town.

I'm just curious where the methodology of this approach lies.  

 

Was the addition of dynamic cap timers meant as a supplement to SD, or as an eventual replacement for it?  

 

With the almost universal disdain for SD, I assumed such an addition was meant to either remove or mitigate SD.  

 

Granted, I would not want a game where the OP side is always dominant, so if SD is still a necessary evil that's fine.  I'm just wondering whether the two mechanisms combined have neutered the OP side too much (unlikely, but possible).  

 

OVERSIMPLIFIED EXAMPLE:  Let's say you need 100 "balance points" to achieve relative balance between two differently sized populations.  Let's say SD capped at 30 seconds was itself worth 100 balance points.  Meaning, on its own, 30sec SD is able to function as the sole balancing mechanism.  But what if dynamic cap timers are worth 50 balance points?  Having both at the same time would equal 150 balance points, and since we only need 100 balance points we can afford to drop the SD max from 30 seconds to 15 seconds. 

 

OR, was it a case where CRS felt like 30sec SD wasn't enough to balance pop differences (only 50 points of the needed 100), but raising SD to 1min was out of the question, and so dynamic cap timers were introduced to make up the needed 50 points to achieve relative balance?

 

TL;DR -  I'm curious to see how CRS views these individual mechanisms (SD and dynamic timers) in their entire approach to game balance.  

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Honeslty the spwan delay was bad enough but the cap timers have destroyed any usefulness paratroops use to have in a town that can defend itself and well have made capping in this game rather boring.

boring is not good in a war game. 

just saying. 

 

and yeah i see what youre sayin about teamwork and this idea would have appiled and worked when the game had a population that played it. but now that populous has dropped so low that the cap timers dont really work. they just suck. 

Edited by redst0rm
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  • 2 weeks later...

It should be a re-spawn delay. It should start when you spawn out or get killed and only run down once. That keeps someone from rushing a cp rambo style over and over which is a good thing.  It should not be every time you switch missions or units, etc.

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