Saturday, December 31, 2005
GHC operations officer bemoans the failure
Battleground Europe Forums - German 33 Infantry division / About to be destroyed
chiapetABC
Member
Join Date: Jun 2001
Location: Hidden behind enemy lines
Posts: 5,669
Re: German 33 Infantry division / About to be destroyed
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I just...How do you put 3 freaking brigades in one town? for god sakes, when they took huy, move the briageds there to ramet...not into a freaking hole.
ugh.
and for the love of god, why on EARTH didnt they move the 27th up to ciney, havelange/huy to cover the 33rds movement up?
and why was the 33/2 sitting in freaking liege of all places, it shoulda been ramet, as the brigade moved up.
God take a perfect opportunity and completely grasp failure out of the hands of victory why dont cha?
...
actually its my fault, about hmmm 14 hours ago i saw the situatiion and told the GHC to make the move.
granted they didnt take all my advice, heck you can read about it in the GHC forums where i posted 6 hours after my original plan was told to them.
I mistakenly thought we had people who could see the problems if they didnt run the op right.
i leave to go party, come back 5 hours latewr, and watch the death of 3 divisions all from a plan i formulated 14 hours previously.
OUCH.
....
I did, when they saw what was going to happen, i knew theyd go for huy, which is why i suggested that prior to the attack you move the 27th up.
by doing that even if huy got taken, youd have havelange and rmaet as 2 towns to huy to take it back iof need be.
by not doing that, The fate was sealed.
the key to that whole move was the 27th falling back, giving some ground, to cover the op.
the 27th is still sitting where it was 14 hours ago.
As of 20 minutes ago, the German 27th Infantry divison is busy attacking Namur from Profensdvillle...I guess they don't want to worry about thier rear...
Green tag singlehandly routes German Divison!
Battleground Europe Forums - GREAT time with a New Player
rsix
Join Date: Jun 2001
Location: Nor Cal
Posts: 137
GREAT time with a New Player
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I spawned as a Brit rifleman into St. Truiden as the German attack was beginning and ran into the spawnable cp for flag defense. A greentag makes his way into this cp, so I asked him if he wanted to help me defend this flag, because it was important. He agreed, and as we were defending the flag, I answered any questions he had (there were quite a few).
He kept on saying how awesome this game was, after just playing 10 minutes. I started to worry that he would become bored defending a flag, but I was pleasantly surprised when he said that this game was really intense (there were alot of explosions and mg fire all around us).
Flags were beginning to fall in St. Truiden, so I explained to him the spawning mechanics and how important this spawnable cp was. Germans began to surround the cp and after I killed an ei, a german appeared in a window across the street. Before I could do anything, the greentag shoots the german dead. I was as stoked as he was!
We were able to repel the Germans and we had a blast. Not only did he help defend a very important flag, but he got a kill on his very first mission. He really enjoyed the experience and I encouraged him to join a squad.
It turns out that he is a SWG player trying this game out and will tell his guild about it. So I just wanted to share this story with you guys. We both had an awesome time. There are a TON of greentags out there, so grab one and show him around. Introduce him to a squad and help him learn and enjoy this game!
I saluted him, he was defending the flag right up to the point the GHC lifted the AO.
German 33 Infantry division and 2 brigades destroyed
Battleground Europe Forums - German 33 Infantry division / About to be destroyed
It call came down to 1 green tag. A new player, who started TODAY, held the St Truidien-Hasselt depot. IF the BEF had lost that flag, St trudien would have fallen, and instead of a german divison and 2 briagdes wiped off the map, the BEF brigade in Waremme would have been destroyed instead.
Friday, December 30, 2005
Axis whine away thier loss
Bascialy the AHC was better able to adapt, the GHC was not. But theres no excsuse for making mistakes now.
OKW - Official Forums of the Oberkommando der Wehrmacht
We have lost many officers since this patch has come out because of its new rules and game style.
I would like say to that I have personally deamed this map as a training map and not a true full fledged campaign. This is our learning campaign for us to make as many mistakes as we want We were never given the opportunity to learn this system before the campaign went live.
So be it if the allies win. I say LEARN LEARN LEARN,, as much as possible from our mistakes
On a side note, if everybody remembers, the way brigade spawning is set up at the moment will benefit the allies since this has been there style of play for sometime now.
The axis side has always tried to stick with there brigade/KG while the allies have learned to mass a huge number of people into 1 or 2 specific brigades. Once we get brigade lockup and TO&E, this will change the style of play and hopefully benefit the axis side.
I am asking for patience form the community and allow us (the HC) to learn this system and make our mistakes without having to worry about any backlash from the community.
_________________
General Raftrey
IV Armeekorp CO
6.Armee
The allies have always stayed in thier briagdes more than the axis do.
Start the Cheap Suits posts. Whats surpising to me is the axis got the IIIH and are still falling back in front of the allies. The French are holding the line, and counter attacking german penertrations (the axis had got Flavion/Anhee/Dinent/Profendiville and were attacking Namur...the French struck back and bounced the unit in Anhee to FLAVION where it was almost destroyed.
IF the BEF gets the Churchill III before the 75mm axis tanks, we'll be fighting across the FORTRESS GERMANY river line.
ww2onlineofftherecord
ww2onlineofftherecord :: View topic - SPREADING THE WORD OF OTR>
Sres gave me the link, and I'm hopping eggesrun gives me access if I blog his address. I feel like I'm walking to Los Eisley for the first time...from the stories horse (and kamal?) have told, this place is the most...interesting but...dangerous WW2OL fourm there is.
Battleground Europe Forums - The Official Thank You Thread
Battleground Europe Forums - The Official Thank You Thread

I think the patch that added Paratroops was larger, but this patch was worth the wait. Thank you, CRS.
Thursday, December 29, 2005
Nomini for the Troll of the Year Award
I need to start keeping these threads for posterity
Battleground Europe Forums - The Official You Did Your
Best; Try Better Next Time Thread
sidmo
Member
Join Date: Oct 2001
Location: Calgary, Alberta
Posts: 4,578
The Official You Did Your Best; Try Better Next Time Thread
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With the introduction of the new brigade system, the rats have pretty much killed the game. Fights for towns and full sized cities consist of 2 infantry vs 1 or 2 infantry defenders. Towns are litterally falling to 1 person, even during prime time hours.
The Brigade system is so confusing, nooblits are going to throw their computer monitor through their bedroom window in frustration. (This is after CRS has got their money)
Snipers have killed the Infantry game completely. 10 Snipers per AB!? Are you crazy!
None of the old bugs and problems which have plauged the game from Day 1 have even been looked at, let alone addressed.
The HC's control all of the major aspects of the game now. The game is nothing more than High Command chess Online.
/rant
advan
Member
Join Date: Jan 2004
Location: Vnkruger Jun 06 2001
Posts: 1,045
Re: The Official You Did Your Best; Try Better Next Time Thread
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Player : sidmo
German Army 2nd Lt 3 0.00 Jul 19 2003
British Air Force Rec 0 0.00 Nov 20 2004
British Army Sgt 0 0.00 Jul 20 2003
French Navy Rec 0 0.00 Nov 20 2004
French Army Lnc Corp 0 0.00 Jul 19 2003
German Air Force Sgt 0 0.00 Jul 19 2003
French Air Force Rec 0 0.00 Apr 14 2005
German Navy Pvt 0 0.00 Jul 19 2003
British Navy Rec 0 0.00 Nov 29 2004
BWAHAHAHAH!
OMG!
he DID play less then 10 minutes!! OMFG! this is great!
'Welcome Back Soldier' Returns (Again)
Battleground Europe Forums - 'Welcome Back Soldier' Returns
RAFTER
CORNERED RAT
Join Date: Oct 2001
Location: Don't ask about combat all I did was brain an npc with a butt where his mouth's supposed to be
Posts: 8,118
Starting today, all accounts that became inactive any time between December '04 and today will be eligible for free play through the return of our 'Welcome Back Soldier' program.
ELIGIBLE PLAYERS WILL BE CONTACTED VIA E-MAIL
Here are some important details about the program:
- Free play starts December 28th and ends January 2nd
- Effective January 1st, 2006, ALL accounts inactive/unsubscribed for more than 180 consecutive days become eligible for gamename transfer to an active/new subscriber.
- All accounts inactive/unsubscribed for more than 90 consecutive days become eligible for rank rollback.
Q & A
Q. What time today will accounts be re-activated?
A. Eligible accounts will be activated at approx 2pmCT today.
Q. What do you mean, "All accounts inactive/unsubscribed for more than 180 consecutive days become eligible for gamename transfer to an active/new subscriber."?
A. With the rise in new subscribers from the retail release, we need to free up gamenames from inactive accounts. If your account is inactive for more than 180 consecutive days, your gamename gets flagged as available. If an existing or new subscriber requests that gamename it will be assigned to that player. As long as nobody requests your gamename it will remain with your account. We pre-announced this change back in the summer.
Q. How will I log in if my gamename gets changed?
A. Your Playnet login (Member Name) will not change. Accounts with names re-assigned will be auto-assigned a new gamename which can be changed.
Q. What do you mean, "All accounts inactive/unsubscribed for more than 90 consecutive days become eligible for rank rollback."?
A. We want to be sure that the population of any given rank in the game is not skewed by players with accounts inactive for more than 90 consecutive days. As we make changes to the rank system, it's important for us to be able to predict population and allow us to roll back ranks on accounts not used. In addition, changes to the game and in-game organizations mean no player gone for more than 90 days should be jumping back into the game and leading missions.
Q. What about members of the military who get assigned to duty that can take them away for more than 90 or 180 days?
A. We always make special arrangements for individuals in our community. If you are a member of the military or have a need for special consideration, we will go out of our way to make something work for you. Contact bable@playnet.com for details.
Q. If the e-mail address bounces the message CRS sends out will the player still be eligible?
A. All eligible players will be able to log in after 2pmCT today even if the e-mail message is not delivered.
We will be sending out an e-mail to eligible players to let them know about the free play time but please contact members of your squad or game buddies who have unsubscribed to let them know about the free play.
Some nice pictures I've taken latly
Thought it's about time to post some pics I've taken.
Some town I can't rembember from 2 maps ago (when we won), mabye Wurstwesl attacking from the west. A Matilda II with a rifleman overlooks a Vickers Light tank as it advances towards enemy infantry (who are laying smoke to cover an advance). The Light tank was shortly there after destroyed by the strong german defence. The Matilda II returned to base after the asssult was called of. I don't know what happened to the rifleman (probably KIA).

This is a Vicky overlooking a town we couldn't take 2 maps ago due to a bug KFS1 later fixed (bascialy, units were resupplied as quickly as they died. I apologise for yelling at him when he came into game to fix the problem, I should never have doubted him. Fortunatly the bug was squashed, and the map was already won by then. Possibly the last tank camp I'll see now we have Deployment).
Same town, a Crusader III and Churchill VII overlook the town from the left of where the Vicky is. This was the first map to have the Churchill.
A closer view of the Churchill VII as it overlooks the enemy army base. The battle went on for about 3 hours before allied forces fell back. The town later fell some days later.
Current map, now with deployment. Paradrop over Eindhoven (the city is under my feet, so you can't see it), looking west towards Eindhoven Airfield and Army base (slightly to the north of the airfield. We bounced the 2 Luftwaffe units from the airfield, but couldn't take the city because of an AI guard tower that covered an AI gun pit that covered the bunker entrance. At this moment, despite firece and constant moling and full on attacks, Eindhoven remains in german hands.The Brain Fart
The Brain Fart
Another WW2OL players blog, I'll need to add it to the list later (and move poor Totos down).
Tuesday, December 27, 2005
A review of SWG thats more damming than an original WW2OL release!
f13.net forums - Star Wars Galaxies Revamp: Did someone say twitch?
Page 1 of a magazine review and page 2
Two page spread in PCGamer, including captions saying the population is collapsing, and a final review score of 27% and one word summary: "Disastrous"
Monday, December 26, 2005
Lost LIEGE?
Battleground Europe Forums - Lost LIEGE?
cavalier
Member
Join Date: Feb 2002
Location: Russell Lea, NSW
Posts: 2,511
Re: Lost LIEGE?
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Decision paralyse can occur where the HC members debate what to do but do not make a decision because they cannot reach a concensus in time (ie no one makes a decision). Being decisive is important now and the committee decision making process can often fail if there are different points of view (as there often are).
Many players are unwilling to give up towns to protect more important ones or re-organise their line. Having to make choices that effect your side and your players can be very difficult and many of the HC people are not used to having to do so. Hence it is easier to make no decision (ie which is a decision in itself).
The map movements are very interesting.
cheers
Cavalier
Ok, Another night of 1.21...
Battleground Europe Forums - Ok, Another night of 1.21...
Quote:
Originally Posted by KFS1
I want to extend my extreme grattitude to those who are having to grit their teeth, because you can't decide whether you hate this or not.
I grit my teeth and hated part of it...but love the rest.
I also grit my teeth and admit you were right and I was wrong.
06 baraks wish list
Battleground Europe Forums - 06 baraks wish list
LOAD OUTS.
Man portable AT units.
Tripod Heavy Machine Guns.
Abililty to change your own looks and uniform.
More sounds (coming I think in 1.22 eh MIKE?).
Voice sounds (aka you hear someone say "Enemy ahead, 500m!", "SNIPER!" etc.
Brigade OiC.
Objective OiC.
Corps and factory level supply to the front line.
Recon missons.
WW2OL the Flamethrower (the kids love it)
Morters, both small and medium (30-60-81mm)
More and varied map icons, with the option to use real militry symbols (mabye even hexes!).
Topography map. Also a map showing vegintation (I want to know where small forests are).
Minefields.
Fire and Forget Mobile Spawns.
Hell, Server Tracked Objects in general.
Sunday, December 25, 2005
My Comments on KFS1s blog
Blogger: Post a Comment
Well , I had a lot of fun yesterday. From about an hour before the Axis panzer divison was destroyed in the battle of rossendale, to it's reapperence in Geel 6 hours later.
During that time, the BEF advanced from the Kalmthough-Antwerp FB...up to an attempted cap on Dodcret....NORTH of Breda.
Now, some of those caps WERE the 2-guys-and-a-Fairmile (nice to tour Willimsead castle in peace and quiet), and those caps were dodgy :). If the axis HC HAD moved a naval unit to stop it, they could have. They learnt THAT lesson after losing Cromjikien, and stopped some simular exploits around the islands and Mordjirk.
MEANWHILE...there was some continue and heavy attacks elsewhere, and THEY werre a lot of fun. Attacking Osstmale to destory the 2nd German divison up north...and seeing it escape to Hoogsatraton 15 seconds before they were lost...that was a lot of fun.
Note I'm in with a HC squad, with a good knowlage of the BEF HC, and able to commincate easily with HC players and units. That helped me a lot in my understanding of what we were doing...I doubt a lot of the guys attacking or defending Osstmale understood what happened.
I saw the posts about fixing the bugs in 1.21, and how the Rats *are* planning on fixed the 1guyandatruckcaps. With that fixed, the *game* *is* *better*, In My Humble Opinion.
Battleground Europe Forums - Garrison Spawn Lists
KFS1 agrees with me, though Gopher and Doc and probably every othe rat has a different idea.
My concerns have been justfied, but th rats are on the case after 1 day. Woot.
Battleground Europe Forums - Garrison Spawn Lists
KFS1
CORNERED RAT
Join Date: Jun 2001
Location: Bedford, Texas
Posts: 2,930
Re: Garrison Spawn Lists
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Heh, that's been one of my suggestions
But 10 men in military uniforms toting rifles and smgs aren't going to be disuaded by a local constabulary in 1940s Europe. That's just "silly". (I call that even and will return to slightly more professional conduct in the rest of this post).
I'm losing track of whats been said in which thread, but I've said a few times that I - personally - would like to see a minimum number of infantry present (ews level) to activate the table timers - in addition to the AO stuff - if the town is not adjacent to a brigade. Killer would like it to be that until you have 1-linked a town to a brigade, it will revert to its prior ownership states as soon as EWS drops below a certain level. I wouldn't mind making it so that to "own" a town you must have all the facilities AND an adjacent brigade. You can go in and cap everything but if you don't have a brigade next door your troopers will have to stay at the tables to stop it reverting. Gophur hates that tho
1.21.1 Known issues with upcoming fixes
Battleground Europe Forums - 1.21.1 Known issues with upcoming fixes
KFS1 KFS1 is offline
CORNERED RAT
Join Date: Jun 2001
Location: Bedford, Texas
Posts: 2,930
Default 1.21.1 Known issues with upcoming fixes
In testing:
- CTD for some clients
- Server stability issue (meanwhile we are watching the servers closely)
- Newly assigned mission leader unable to manage waypoints until they respawn
- Unable to spawn at brigade-rules-spawnable (valid supply link to your brigade) in an enemy town in some instances
- Naval players unable to spawn fairmiles at towns with ground brigades
- Unable to click on the text field to set mission origin/objective (you *can* click the little white 'edit' icon above it)
With regards to rapid capture of multiple empty towns with no supporting brigade movements:
The TOE rules state that you may only attack a town one link from your brigade, and it seems we did not emphasize strongly enough that we were not introducing TOE rules with this patch cycle. Many of you have therefore been taken aback at the apparent re-introduction of "truck rushes".
Leaving this rule until TOEs was a decision for us very early in this process. It has been brought up in several discussions since. For the "shock" factor I apologize, and I'd like to explain briefly some of our thinking behind it, and "what [we] are planning to do about it".
There are a number of valid reasons for a non-linked capture, including paratroopers and locking an enemy brigade to a position or a fight.
A lot has changed since the old day of "truck rushes", including the addition of AOs and AO-linked table timers, transport planes, and no-brigade-no-supply, etc. It is also possible to move a brigade into the area faster than the attacker can capture and advance.
What hasn't changed is the absence of fun for most people in mole hunting.
The most obvious solution to many of you is to require the movement of a brigade. However since brigades move more quickly than towns fall, this does not slow the enemy down and a group of players willing to expend AOs on "1 man and a transport plane" may not have reservations about similarly wasting a couple of brigades. Nor does it eliminate the absence-of-fight aspect.
So we are intently reviewing a short-list of alternative options. During many of the player discussions of this issue players who initially feared the "return of truck rushes" have, in discussing the problem, seen the potentials of the gameplay element involved, but clearly long hours spent capturing the-town-they-were-at do not make for compelling gameplay.
We feel that if the enemy has to stake his claim rather than cap and vanish, and do so in such a fashion as to provide defenders who make the effort to go retake the town with a reasonable chance of a fight, that this will provide a sizeable portion of our playerbase with long sought-after activities without all the downsides of 1-man capture streaks and ensuing ghost hunts.
In short: There are a lot of possibilities to this feature, 1 man salients are clearly not among the positive ones. We recognize this and are treating it as a gameplay priority.
__________________
"/wtf says it all"
Oliver "kfs1" Smith [blog]
WWII Online Game Server Programmer
Doc confirms the're going to fix my problem
I agree with both of his comments. The 1 man capture is silly...but the battles that DO happen are very good.
Battleground Europe Forums - STOP WASTING AOs!!!!
DOC
CORNERED RAT
Join Date: May 2001
Location: Fort Worth, TX
Posts: 8,116
Re: STOP WASTING AOs!!!!
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Um ... don't go where the Germans aren't. We are aware that the freedom to place an AO is not being treated in the best interests of everyone, such as the "one man salient" and we are developing a response to that that we can code in to prevent it.
Meanwhile, in a 12 hour session online yesterday, there was a lot of folks getting killed, on both sides. Perhaps go where they are next time. Some of the battles last night were just flat out insane.
Magierys rules for MSP deployments
I would change one rule, as Magiery seems to be able to find good locations for MSPS whenever he wants..
If the town has EWS or an AO on it, I will place my MSP 1000m away from the town edge...until friendly infantry/armour/ATGs are closer to town than I am. . I will often ask other players who have spawned in to find me a better place to move closer too, and once we own the cloesest spawnable depot, I'll try and move in towithin 405m from the town.
Battleground Europe Forums - if you are whining about not having an MSP but you are not making one yourself,
#15 Today, 09:53 AM
Maigrey
WWII ONLINE BUILDER [silver]
Join Date: Feb 2003
Location: Hagerstown, MD
Posts: 13,191
Re: if you are whining about not having an MSP but you are not making one yourself,
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There is a subtle art to setting up an MSP.
1st: you need to be in a safe position (read: not in an open field)
2nd: you need to be close enough to town (no farther than 700 meters in my opinion)
3rd: you need to place yourself in a position that if the Infantry run STRAIGHT to town, they'll encounter NO AI.
That 3rd point is so amazingly important and it escapes most people's attention. If you give infantry the opportunity to run directly into AI, they'll do it everytime. So don't give them the opportunity.
4th: Mark possibly dangerous AI positions on the Map and LABEL them (SW facing Infantry AI)
5th: ALWAYS update your orders to conincide with whatever objective the OIC needs done. (Orders: All infantry lock down the AB until armour arrives, or Orders: All infantry head to the spawnable depotand hold it)
6th: Never be in a hurry to relocate. If a enemy tank is otw to you, you cannot outrun him, just let your inf know and hopefully they'll spawn an ATR or Sapper
7th: when a Zone of Control is established near town (you have the southern cps and lots of friendlys there) move as close as possible. There's no sense in wasting infantry's time.
8th: When possible, get an MSP set up BEFORE an attack starts. This increases your chances of not being detected, surving, and setting up in perfect positions.
9th: When approaching town/target cut engines as soon as possible and coast to target. If the enemy doesn't hear you coming, they cannot predict where your MSP will be.
Thats about it off the top of my head. If you do those you'll have great MSPs. I can't count how many compliments I've had from infantry about "great MSP location" or "great spot."
KFS1 mentions rickb and TII a bit.
Please let rickb add AI controllerd convoys and trains!
Battleground Europe Forums - Friends First Impression of WWIIOL.......
KFS1
CORNERED RAT
Join Date: Jun 2001
Location: Bedford, Texas
Posts: 2,930
Re: Friends First Impression of WWIIOL.......
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Quote:
Originally Posted by pirate
Nah, he just thinks its a waste of time to do something for 10-30minutes, and to OFTEN come out of it with no reward.
While obviously bringing more and new players into the game means things like christmas bonuses and vacation days, what you are in essence telling us is that he doesn't like PvP.
This game could have gone drastically different places if it had been designed with some degree of PvE in mind - perhaps AI troopers, trucks and tanks. In the design of TEII I've asked Rick to keep a mind to the fact that we might want the server to have more than a vague idea of the way in which CPs are linked so that things like those - or trains, convoys, etc - might be possible.
The other thing you're telling us is that the learning curve can be ruddy prohibitive. It's hard to give a game much chance when you are instantly pitted against PvP's best and brightest (i.e. you don't spawn into a town I'm defending).
Again - having a PvE component, a boot camp you could go to so you can actually see what an EI looks like before you meet one in anger would help there.
But adding this stuff in could have a huge negative to players who cherish the absence of bots in the game, and for whom dieing to AI bots would be wholly disruptive and immersion breaking.
WORLD@WAR Great Flying by Comstari n Deadly Aerial Battle
Unfrounaly it's wasn't FLYING, I was a paratrooper in Hoogstraon, not flying over it.
14 SMGS, 1 RG and 1 Sniper as I defended one table flag.
Unfroutnbaly a buig prveneted anyone from POSTING a misson at that depot! Gah.
--------------
WORLD@WAR
Great Flying by Comstar
in Deadly Aerial Battle
In an air battle lasting up to 43 minutes Comstar killed 16 German units while on patrol over the frontlines. Ater this harrowing combat sortie he was posted as Missing in Action
Officials of the British Air Force Command said today that this kind of determination and sacrifice remains an example to all pilots flying above their brothers on the battlefield.
Saturday, December 24, 2005
Boad Game analogy to understand Brigade Spawning
Battleground Europe Forums - Boad Game analogy to understand Brigade Spawning
Quote:
Originally Posted by rdanzer
Caps of empty towns by a few players spawning from a brigade nearby is essentially much like a counter exerting a zone of control around it's location. It's not long lasting and doesn't mean a thing in the long run.
Tell that to the german units in the islands after the "assault" on Willimstead and Cromsjoiken. All 3-6 of us. AFTERWARDS, british naval units were moved into secure the ground.
Your ZOC should apply to towns 1 link from a brigade.
Round 2.5
In the post above mine (copied below) mariness had a totally hairbrained scheme thats completly inpractiable.
He also had FUN taking an undefended town back. Why am I not surpised.
Also Angriff, who killer WAS using to support his argument that "small units are having fun taking undefneded towns" recanted and pointed out it was only fun it you DID skirmish againat someone not the AI. Thread was locked shortly thereafter...
Battleground Europe Forums - RATS: one simple game mech rule has caused one huge problem
Quote:
Originally Posted by KILLER
As for inf hiding for hours, niether HC is going to keep an AO on a town for hours for a single inf hiding out in treeline.
Vlissigin, last map.
Quote:
Just to toss out other available options we could make it so that if there's no linked bde, the town reverts as soon as EWS shuts off. Still allowing small unit ops and strategic supply cuts even, but requiring actual presence to maintan it. Denying ability to move to the next town.
Well, it's an idea. But you could simply leave 1 inf out in the boondocks for hours, and repeat as nesscary (Take Antwerp, there's about 30 squre kilometrs to search for the EWS moler). And there's no real RISK. Having to stick your neak out and COMMIT the brigade is making a more powerful statement.
Quote:
There are other options as well, if the boys that wanted this type of fighting don't step up and do it.
Oh they want it alright. But the few are gaining more fun at the expense of the many. I had 30+ people getting of my truck to attack a enemy defended town...compared to the 5 guys who had to go and recapture an undefended town. Who's having more fun you think?
Round 2 of the argument
Battleground Europe Forums - RATS: one simple game mech rule has caused one huge problem
Quote:
Originally Posted by KILLER
They have to drive there, they take a town, it'll take 15 minutes to drive to another one, EWS goes off 2000m outside town so you know where they are before they even get there, they place an AO and you still have 20 more minutes to para in and kill them. They can para back, but you still have EWS when they drop, several minutes at least before an AO goes up and 20 minutes to kill them.
OK...lets say we DO pay attention to every EWS going off on a non-brigade town. Furthermore lets say we get a plane, paras (and lets hope it's near by and not flying from Maubege to Luxemborg) and set off. If they don't place the AO, we're wasting out time, as they can sit in a 4 square kilometer area setting off EWS with 1 guy.
But lets say they use an AO. Great.We get to town (assuming the enemy hasn't got 1 109 or spitfire over head) and land. We now need to play "HUNT THE MOLE" for 10 minutes. If by some mircale we find them, we then need to kill them. Oh no, they were quicker on the trigger. We're dead (all 3 of us, as whos going to want to commit a massed assault to find 4 moles?). We need tp spend another 10 minutes flying back...and by then, the 20 minutes of capping depots and capping the bunker is over.
If we just defend the flags, we're doing bunker duty. Oh fun.
Quote:
Fastest they could possibly get it done is at least a half hour after EWS goes off.
Not if they parachute in they won't.
Quote:
A front line town is different, but you should be able to stop anything past that.
The proscution will now place exibit A for the jury: the axis cutting off field supply for over 10 units or 5000 men and 100 tanks...with 2 guys and a truck. REALISM OR GAMEPLAY Killer, we want at least one or the other. This is neither.
Quote:
One little unit could easily stop a small force from running through several towns in their backfield and make a fight of it.
The attackers might be having fun...the defenders arn't. THEY have to react to the enemy, and 4 years of gameplay changes have made the reaction EASIER not harder. You're throwing that hard earned lesson away.
Quote:
If two guys can cap towns all the way around a division when with no respawnign ability and at least 30 minutes warning it's because nobody wants to stop them, not because it isn't easy to do.
BINGO. And thats what happened.
Quote:
If nobody wants to stop them then we'll have to remove that possibility, but people have asked for that type of play.
We HAVE that play. Its called blowing FBs. And yes, it's not that fulfulling either. Adding that type of gameplay is worse, not better. If you want people to do that, give them recon missons, or interdiction missons, not capture-but-dont-hold missons.
-------------
Quote:
Originally Posted by KILLER
Making the brigade be next to any town before a cap totally eliminates any small unit ops of any kind ever for any reason. There are other options we have thought through already if we decide to make a change.
If theres a British unit in Jogdine, and an axis unit in St Trudien, but Tienin is unoccupied, both units can fight there...but neither has to MOVE there (the axis unit may need to stay in St T to defend from Hasselt, the BEF unit from a enemy near Egezzee). Both units CAN spawn units at the linked FBs, both can spawn in the linked depots, nither can spawn in the AB.
And small units should be haveing skirmshers. Taking an undefended town is not a skirmish, it's a milk run of bordem, because the only enemy is the AI. Knowing the enemy won't bother to stick around, 10 minutes later the original owners will show up and take back the unoccupied town. No skirmish, no tactical fun, only a stratagic move commited by 2 guys and a truck.
RATS: one simple game mech rule has caused one huge problem
Rats are going around and already deleted most of the other threads.
The public has spoken, and the rats are going to end up listening no matter how many threads they delete (wounder how many they read?)
---------------
The 2 guys and a truck cut of 10 french briagdes, over 2 divisons. It can be done, it IS done.
The French had NO brigades to commit. They had to send 2 guys in thier OWN truck to stop it. THATS NOT FUN. I repeat: SIMULCAPING A UNDEFENDED TOWN IS NOT FUN. But stratagicly it HAS EFFECTS SUCH AS CUTTING SUPPLY FOR MULTIPLE UNITS.
Its truck rushing. Commiting an AO COSTS NOTHING. Oh boo hoo, the other 99.99 percent of players sit on thier hands while 1 HC guy and his truck takes a town. I might as well go do bunker duty to stop them!
The solution is obvious: you can only attack a town you have a unit next to. Small unit captures of big cities might be fun for the 3 guys who do it. It is NOT fun for the 10 guys who have to walk around an undefended town to capture it back. Nor the 200 guys whos supply just got cut by 1 man and his truck.
Battleground Europe Forums - RATS: one simple game mech rule has caused one huge problem
Quote:
Originally Posted by KILLER
So you say a few guys in a truck drive to a town, place an AO, wait about half an hour to cap it, and move on taking at least 45 minutes per town.
Um...what? 10 minutes since AO tables up, 10 minutes later Bunker is up. Where'd the 45 minutes come from? I just watched a french town fall near Bunzancy in about 20 minutes.
Quote:
Why don't one the masses of lone wolfs or guys begging for small unit ops grab a JU with a few paras and go drop on the town with EWS and an AO on it?
I thought ever review writtin wanted BIG battles. And if these small units EXIST, arcording to your arugments, they'll get board of it eventually because arcording to you it means nothing! Which is it: meanigless captures or fun missons??!?
Quote:
Doesn't even require an AO, a brigade or an HC call, just go drop in and waste em.
Find them? HOW!?!? By the time you get to the depot the're capping, the towns already enemy held.
Quote:
Why sit and watch a few guys take 7 towns over a 5 and half hour time period when you can just go grop paras and kill them?
Killer, we've spent 4 YEARS learning what the player base will do and what it will not do. And I'm telling you right now, players will not willinglyu go chasing across the map to recap towns unless they have too.
Quote:
Or just move a bde and cut off their line where it crosses the front?
Ah yes, move a brigade to cut off the enemy...who hasn't moved a briagde themsleves to do it. This would be a woundeful idea, IF the enemy HAD to commit a brigade AND risk something. As is, all they risk is 1 open, 1 truck and 20 minutes for the AO. Nothing else.
Quote:
Well until they figure out how senseless it is to drive for three hours to be killed for nothing and stop doing it.
ONLY IF IT"S THE ATTACKER WHO DIES. If the DEFENDER dies trying to stop the attack, HE has a 10-15 minute ride or drive back to try again. AND THAT ISN'T FUN. It's why we have MSPs and depots and FB's. THERE WAS NO WAY A FRENCH UNIT COULD GET CLOSE TO THE TOWNS THAT FELL. The closest unit was 3 towns away, facing an axis unit.
Quote:
You can always react and go find them a lot faster than they can cap anything.
Germans took a town 10 minutes ago. The cloest French unit was 4 towns away. Not reachable by land in 10 minutes, and barly reachable by para..and if the French para unit is in Mauberge, not in 10 minutes either.
Do you 10! Bunker duty is BACK
Allied Headquarters :: View topic - Do you 10! Bunker duty is BACK
Those...older members of the allied community may well rembember the days of ...
.Allied The BEF needs YOU! Do your 10 minute defending a bunker today!
When the HC's had to try and convince people to stand and watch bunker concreate for 10 minutes at a time, to prevent simulcaps.
Well, with 1.21 those days are BACK! Only now you'll need to get yourself to a town on the front line without a brigade to spawn there. Once there, you'll need to guard the bunker, to prevent the town falling into enemy hands. This is needed because the closest allied unit is probably at least 20 minutes away, and won't be able to stop the axis from capturing the town in time.
While some of the towns you might be defending arn't very important in the scheme of things, you only need to see the current axis attack cutting off french supply to Metz, or the .... oppotuniues that wait for the BEF if it can break though to an undefennded Willimetead and Crozgjen. If we do not start doing this to free up brigades for real meanigful attacks, the GHC will, I'm sure. We have a briagde gap, and the allies can take advantage of this, or the axis will.
SO, DO YOUR 10! Guard those unspawnable towns while the rest of us have fun. We'll be sure to swap jobs.
This message is an unpaid political advertisment for the new "no spawny, no linky" party.
the hate
Battleground Europe Forums - the hate
RAFTER
CORNERED RAT
Join Date: Oct 2001
Location: Don't ask about combat all I did was brain an npc with a butt where his mouth's supposed to be
Posts: 8,116
the hate
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the hate from this community over the patch that came as a reult of busted asses has really got to me today
Im signing off for a few days guys.
Merry Christmas to all in case I miss you.
I don't know if RAFTER was serious or not, but I hope not.
Message to Rafer: Look, major changes to gameplay are always going to generate dismay from some people who liked the old way better, or thought they liked the old way better. Don't ignore the hate, because you're the only ones it's meanigful for.
I give you exibit A: Star Wars Galaxies and it's recent changes. Current word on the street is the games going to be closed down because of it.
Exibit B: Asherons Call II. Exibit C: all othe rother MMOG's closed down before thier time.
We're all you've got. You don't have to forgive us, but don't forget us.
Counter battery arguents vs DOC
Battleground Europe Forums - LOL Losheim ALL me
Quote:
Originally Posted by DOC
So, there is no enemy brigade in the towns that form the "cut off" ... why not just cap them back ? That's what I mean by "meaningless capture" ... unless you can hold it you can't ..... hold it.
Because the defenders have to go out of thier way to stop the work of a small amout of people.
I might as well go stand in the bunker and watch a wall for 10 minutes at a time, because if the enemy puts an AO on the linked but undefended town, and it's a OPERATIONALY IMPORTANT TOWN, we can't stop them capture it in new 10 minutes it takes.
The defences have to react FIRST if they want to STOP IT.
Example: BEF brigade is in Turnout. Wishes to attack Barrle_hertog. Attacks, and wins.
If theres a german unit in Tilburg, british unit needs to be in barrle to do it. BEF HC moves unit to Barrle, Turnout is empty. The axis have no spare briagdes, and can't move one to Geel or Arendonk.
SO WHAT.
They get a SINGLE para unit who takes turnout. The BEF WILL NEED TO RETAIN A UNIT IN TURNHOUT. But they don't have any briagdes to do that. Solution: Ask someone to stay in the barrle bunker, to hold it long enough. Sure he dosn't have to hold it forever..,.just long enough to get a very small amout of units to stop the axis very small amout of units doing the same thing.
But with 10 minutes to stop the contest/capture, there isn't enough time. And moving the briagde takes longer!
If the BEF can find someone to stare at the bunker wall, stratagicly they can use the spare briagde to attack elsewhese. The many need the few to stand at that murder hole.
And the first side that gets people to do it, can win stratagicly. Because a lot of us feel winning stratagicly is important, even if our indervidual "fun" isn't as important. To be able to compete both sides MUST do it. Therefore, BOTH sides will have people not having fun. And not having fun is not good.
Also, the HC's are doing this already by placing all or a majority of AOs on towns no one can spawn in. And that isn't fun for everyone else.
Friday, December 23, 2005
I'm hopping mad about 1.21.
Battleground Europe Forums - LOL Losheim ALL me
Quote:
Originally Posted by DOC
Playing "avoid the enemy" can certainly be done, but it will get you precisely nowhere so why bother ?
Oh my Gawd.
News to Doc: Griefing other people is fun for some.
And lets not beat about the bush. It is fun to annoy people in an online enviorment. It is even better to go so and they don't know who you are.
1 guy and a Ju52 capping a 2 AB town is not a gameplay addition.
But furthermore, doc's NOW saying you can't cut supply? "Huh, he says? No I didn't"
Quote:
BECAUSE FLAGS MEAN NOTHING LIKE THEY USED TO MEAN.
Hardly. Axis take 3 towns down south and they cut of all the units East. Same with the BEF if they take Willimstead and one town north of it across the channel. All the units behind that are cut off, have reduced supply, and MUST be reconnected to the supply network. Furtyhermore, it makes it very easy to cut off and DESTORY the enemy brigade and divsion units, as they are in isolated area, and can be destroyed eaisly, even if their retreat route was taken by 1 guy and a parachute. You'll end up with briagdes of 500 infantry and 35+ tanks destroyed because they can't fallback to a town that was captured by 1 person.
TOWNS mean something, and right now it dosn't need a fight to take one. Only TIME and 1 person on a truck willing to destory the work of many other people. And that's my defination of griefing.
Furthermore, brigade depolyment is SUPPOSEd to make you take RISKS. Advance that divison into the stalient, and you might lose it. With these rules you risk NOTHING. Forcing briagdes to ADVANCE into enemy towns does that.
No Spawnylinky, no cappy.
Feer the Elitew
Untitled Document
No one will ever know, who that first picture of a sniper is....except 2 people.
Anyways, SNIPERS are in game. My prediction: fun, but not war winning, much like LMGs anf AT RG's. More useful than rifleman or SMGs, not as good as sappers.
Oh yer, 1.21 came out today. WOOT.
Thursday, December 22, 2005
ADOBE ACROBAT SUCKS DONKEY BALLS
Battleground Europe Forums - CRS's new ISP
DOC
CORNERED RAT
Join Date: May 2001
Location: Fort Worth, TX
Posts: 7,968
Re: CRS's new ISP
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Interesting non related (to ISPs that is) note : yeaterday we discovered something that probably bites many on the arse WRT framerates.
You know Adobe Acrobat ? If you look at a PDF file while online, ever ... unless you reboot and don't look at another one ... the plugin stays loaded in the background.
Under a test today (found this by accident) a rig that was getting 33FPS was dragged down to 10FPS just running with that plugin loaded in the background.
Ouch.
We can't do anything about this, and many many players who report bad FPS could have this or a bunch of other things loaded that perfrom a similar hack job on in game FPS.
More reason to reboot, everytime you want to play the game, and load it clean with nothing else going on in the background.
'Twas the night before Reset
Very amusing.
Allied Headquarters :: View topic - 'Twas the night before Reset
bionicg
Joined: 13 Jun 2005
Posts: 161
New postPosted: Thu Dec 22, 2005 5:37 am
Post subject: 'Twas the night before Reset
(was bored this evening so I edited this Very Happy...when it gets to names you dont know..just enjoy the poetry Very Happy)
'Twas the night before reset, when all through the land,
Not a AFV was stirring, not even a Pan;
The bofors were placed by the fbs with care,
In hopes that the Luftwaffles soon would be there;
The axis were nestled all snug in their beds,
While visions of Eva Braun's danced in their heads;
And Luggs in his 'kerchief, and GP in his cap,
Had just settled down for a long winter's nap,
When out in the Zeelands there arose such a clatter,
Guards sprang from their bed to see what was the matter.
Away to the East we rolled in a flash,
Tore open on Aachen and defended Arras.
The moon on the beach of the new-fallen snow
From Spitfires we saw all the objects below,
When, what to my wondering eyes should appear,
But a miniature clowncar, and eight tiny men - Heer,
With a little old driver, so lively and thick,
I knew in a moment i must strafe it quick.
More rapid than eagles his coursers they came,
To camp Knokke, Brussels and Antwerp in vain
"Now, Blenheims! now, Stuarts!! now, Vickers and Laffys!
On, Camles! on Churchills! on, Morrys and Beddys!
To the top of church tower! to the cp by the wall!
Now fire at will! fire at will! fire at will all!"
As dry leaves that before the wild hurricanes fly,
When they meet with an bluetag, and just ask "oh why?",
So in-to the closet the 22nd they flew,
With the sleigh full of toys, and Macdelta too.
And then, while a-tinkling, I heard in the bush
The prancing and pawing of each little gush.
As I drew in my hand, Lee Enfield at side,
Next to A-D FB, it was Spikey's wee hide.
He was holding bottle, half empty, half full,
And the sheep they avoid him as if he can't pull,
Cans, bottles and flagons he had on his back,
It was Excelence we know, opening his pack.
Those tanks -- how they gleamed! his co-ax how merry!
His cheek was like Fegor's, but a little less carefree!
His Teamspeak, so important as Flikker's Mk0,
And his eyes on a dark nights as white as the snow;
The bottom of a berm held to his tracks,
Of course it is Vartan, armoured columns he attracts;
He had good-front-armour and a 6lber 'bove his belly,
That shook, when he fired like a bowlful of jelly.
Green coated and hatted, though a jolly old chap,
And I saluted when I saw him, in spite of the flak;
A quick dressing down and a Gyrus to boot,
Soon gave me to know when split up we are moot;
He spoke not a word, but typed a great deal,
And filled all the OIC slots; then yelled with great feel,
Attack, and attack, and cover the fb,
And cut that supply if it's your life that you heed;
He called to his ack-ack, to shoot the enemy they muz,
As ever it is our great leader Szy.
But I heard him exclaim, ere grey fled out of sight,
By God 22nd, you can bloody fight!
Wednesday, December 21, 2005
Ctrl Alt Del - Tragically l337
A comic I removed from my bookmarks today
Bascialy, along with PVP and Penny Arcade (both comics also writtin by people who have IMHO, are somewhat up themselves), CAD had a WoW guild.
After stepping down from the guild leadership, the CAD comic writer (if I understand this correctly) threw a wobbley and disbanded most of the guild players, and baaciualy destroyed it...because it was making his comic get a bad name.
Well guess what! Knowing how important a squad/guild IS for a MMOG, the way he did this and the PR disaster it has become, is far worse than whatever the guild was doing in CADs name. This behavbior has convinced me to FIANNLY remove his comic from my bookmarks.
The last story wasn't too good either...this just is the nail in the coffin. Checkerboard Nightmare was right about it.
I really need to sit down and write my thoughts on the 30 or so webcomics I read every day. CAD won't be in my list now, meanigless as this decralation is.
PS: If I ever did play WoW, my great joy would be to join a guild whos express purpose would be to conduct hit and run raids on the PVP and PA guilds. Tall Poppy syndrome all the way.
Monday, December 19, 2005
My wisdom is wrong today
My convential wisdom says this is impossible. It seems my convential wisdom...rolled a 1.
'Corse, the Tigers in in 4 days...and we'll see how fast the front flows west then.
Battleground Europe Forums - One Of The Best Days This Map - Allies Rule!
liluh
Join Date: Aug 2004
Posts: 57
One Of The Best Days This Map - Allies Rule!
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Spotlight.
The enemy attacked in full force early morning today. Axis forces pushed hard finding no or very limited resisstance most of the time, in few hours 8 towns fell, including vital Cambrai and buffor ring to the N and E of it.
***
Did Allies give up? NO!! Soon, our forces countered Bohain after fierciouse defense and unsucessfull fallback, first wave had been repelled, but another took the town straigh away. Great job done by those who stood up in the dark hour and gave the example! Good OIC and coordination by erlik and theghost, with me as a sidekick
Meanwhile Cambrai was going down after long fight with just rifles left in the end.
LaFere was in no better situation. Camped with absolutely overwhelming enemy forces (including two "prototyped" Tigers) it stood up for 4 hours.
This was one of the most furious and bloody fights this map had seen and I SALUTE all allied defenders. Special thanks to jamm40, gonzowcs and bandzior.
With Lafere under heavy attack plan was brought up by AHC to sieze the control of area and attack the enemy with all power. So we striked Caudry immidiately after Bohain cap bringing all the armour from previouse attack, having Bohain as only link with 1/3 of supplies in it. Meanwhile troops fought for the Guise-Bohain FB strongly defended by axis foes (thx to grey9fox and niq for msping for a very long time). Cosian and his troopers siezed Caudry and repelled continuos counter attacks after.
Others went straight to Douai forming attack on Fechain, soon armoured columns rolled, infantry flood the town and siezed the control of it with no errors and exceptional job, following orders and guarding CP`s. Gj again jamm40 OIC and faithfull troopers capturing.
With Fechain captured ring around Cambrai has been sealed tight, putting (harrased by our forces for the whole time) town into a cauldron without supplies and place to retreat. This, and the final *incredible* liberation of Lafere put Axis troops in full retreat. Once again, LaFere defense made it into history and will be long remembered for bitternes to follow and tieing up large numbers of enemy. Those allied folks deserve medals!
As I`m writing these words, countless enemy attempts to brake the siege ring of Cambrai had been repelled everywhere, and the town itself is in Allied hands.
YOU WERE EXCEPTIONAL ALLIES! YOU SHOWED SPIRITS AND WILL TO FIGHT!!
YOU EARNED THE GLORY AND GAVE DEATH TO THE ENEMY!
You proved that nothing can snap us, we are strong, and till we are fighting, we can`t be defeated.
THIS IS ALSO A CALL TO ALL OF YOU WHO YET DIDN`T JOIN US! WE ARE ALLIES AND WE SHALL PREVAIL!!!
Join in, grab a Sherman and smash the enemy panzers, grab your rifle and show how capping and urban warfare should look like, get into comfy seat of your airplane and claim the skies of France for you, grab a boat and show them how to sink enemy destroyers. THIS IS YOUR CHANCE TO MAKE THE DIFFERENCE - LET`S MAKE HISTORY TO BE LONG REMEMBERED.
THE TIME IS NOW! I salute you all proud allied fighters!
Review - World War II Online: Battleground Europe // PC /// Eurogamer
Review - World War II Online: Battleground Europe // PC /// Eurogamer
A hard but very fair review. It gets BE 7/10.
...But then there are games which simply don't want to bend in this way. Their kick is in their complexity and their demands on the player. They remain resolutely out on the periphery of what it's possible to be interested in. They're tough to get into, overly complex, reliant on lots of acquired knowledge. They rely on communities of committed and enthusiastic players to keep running. And yes, Battleground Europe is exactly that kind of game....
....In fact, once you're caught up in the moment, there are some beautiful experiences to be had. Sure, the inside of a shed is pretty ugly even by the standards of five years ago, but taking off in a bomber and seeing the whole player-driven formation rise up around you, fading in and out as you ascend through the clouds, is breath-taking. Seeing tanks open up against each other as tiny people run for their lives between trees and hedgerows is unlike anything else you can play (except perhaps Flashpoint), and so it's these moments that really begin to decide what Battleground Europe is all about. When you get up into the sky and begin to see the sheer scale of what is going on here, or when you make a night raid on one of the front line 'forward bases' that spring up from enemy territory, you realise what a majestic and impressive game Battleground Europe can be....
Dynamically predictable?
Is it all very predicatable?
DOC
CORNERED RAT
Join Date: May 2001
Location: Fort Worth, TX
Posts: 7,883
Re: Dynamically predictable?
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Attitude is the biggest factor. If you alrady believe it can't happen, and tell everyone this is the case, you just helped make it not happen. The reverse can also be true, you just have to make a different choice.
Really it's just a matter of fear. It would cost nothing to be positive, but people often need to speak in a manner where they aren't proven wrong, and it's much easier to speak negative and be proven rigght.
Less risk.
If people didn't have to "look right" all the time, and thus choose to back the most likely outcome (loosing, which is only driven by their attitide in choosing that in the first place) then a different culture could percolate into being, and to be positive could become the smart thing to predict.
It's equally viable to talk up the positive, and be proven right, because it's equally possible to win from where you (Allies) stand now. The majority just has to agree with that as a possibility that they can do it.
I guarrentee you if they did, and they logged in to do it, the picture would be completely different.
We were told, as a group of game developers with this silly idea for a game no one wanted to build, or thought could survive ... to give up. Right from the very start, and on more than one occassion. We just never did, and we won't until we are locked out of our very offices.
Yes, but Doc, we've had 4 years of proving that saying that dosn't help. I'll take 4 years of experience rather than hoping it'll get better.
"corse there HAS been maps when the losing side turned the tide, though AFIAK the're all axis ones.
Though from what I can see the map sets up for brigade deployment...may well do it. Can it make a map where the front goes backwards and forwards, multiple times over a 8-12 week period, the norm, instead of the (1?) exception?
I suspect we'll have an answer within the month...
Sunday, December 18, 2005
Riddle 4 u
Battleground Europe Forums - Riddle 4 u
And the answer is....
Game will be over before the tiger arrives lol.
Might as well make it offical
Offical statement
Updated the lists to show comstar, rlnolan, sfbruner, chshadow as completed FT today.
_________________
Wonki
CO, AHCTC
I passed the test
I am fortunate that I know a trainer directly, downu. He gave me the 10 minute in game HC training and test session, followed by a very short attack on a FB (organzed and conduected by myself as usual from the MSP).
Now I await...placement. Which judging from the rules and knowlage some people have...isn't straightforward.
15 people appenrlty want to get into the 10 person OiC list for 4th BDE.
Saturday, December 17, 2005
Battleground Europe Forums - Merry Christmas from teh WillyTee
WillyT posts in the barrcks a link to his WILLYT's HAAPPY HOLIDAYS. If WW2OL had TV shows made of it...
That was pretty good, better than Top Opel I think. I give it 8/10.
More TV shows that could be done:
CSI: Antwerp. A crack group of invsitagtors attempt to discover who was it who caped the Antwerp City flag, and is now moving around the city, moling more flags every hour. Will they catch the moler before the MSP is deployed?
Law & Order: High Command. A rogue HC officer starts moving brigades all over the map, disobaying orders and breaking the code of conduct. Can the HC prove thier case to Badger to show the officer needs to be cought and demoted to 10iC?
Invasion: Dinent. A lone Allied Officer has proof the Axis plan to invand France through Belgium. Can she convince her fellow officers in time?
Discovery Channel: Hot Tanks. Follow the guys as they put together a Hot Tank using parks from a junkyard of destroyed A13s and CharB's. See what happens when you try to mount a 88 Cannon on top of a Sk241 half track!
MythBusters: Watch as Number6 tries to bust the myth of the numbers inbalance. This week the build team finds out if a Vickers .50 cal can penertrate the armour of a 232.
Keep this up Willyt!
Friday, December 16, 2005
Hatch and Toto retretrenched from CRS
Battleground Europe Forums - Toto!!!!
And also Totos blog (link to the right).
Both Hatch and Toto have been fired from CRS, though Toto dosn't appear bitter about it. Mabye other rats as well.
I can only assume the Euro/Australia release has not got as many sales as they expected, and to make the budget, they had to let people go.
This is a sad day (though personlly it's undoubtably worse for Hatch and Toto then us players)
It dosn't bode well either.
Good luck Hatch, and Toto.
Good Luck CRS.
Good luck the Virtual Battlefield....mabye it does not, indeed, exist .
Christ, mabye next year this time I'll be talking about D&DOnline, or SWG 2.0 or WoW. FUCK.
I passed the test! Now onto trainging...?
Allied Headquarters :: View topic - How long is the wait?
Outstanding test, congratulations. I am updating the database to show you ready for FT. You rexplanation of the fallback was one of the best I have seen.
Wonki
CO, ATC
Now I need to do the field training, but with my work hours, and no one on the training channel in my TZ, it's going to be the hard part.
I'll post my answer on "What is a fallback" if anyone asks for it....(which I doubt, though it's an interesting question and I think has interesting answers).
Wednesday, December 14, 2005
Tuesday, December 13, 2005
SWG Inside Info: Part II
Sounds like Star Wars Galaxis is dead.
Hopefully a lot of players interested in the galatic civil war will come join the warfare that Star Wars was based on!
For some reason I can see a press release where CRS picks up SWG's licence and created Terrian II: Battle of Tunisa..er Tattonine. I can just see Jedis using light sabers to cut out holes in Panzer IVG's and throwing a scahel charge inside...
More rumors about the death of SWG
More from the guy who leaked the NGE to the jedi boards months back
(sounds like his source is now cut off):
_______________________________________________________________________
Posted: Thu Dec 08, 2005 2:37 pm Post subject: These plans are a bit dated at this point.
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Anyway I heard about the NGE six months ago when it started though I actually thought it was a new game my source was telling me about or that. Maybe it was a large expansion. When TooW arrived I thought that was it. Sadly the NGE arrived and I knew the awful truth. Anyway it was a totally different team working on the NGE not the second tier devs or the guys they brought over from matrix.
Previous plans asside this info is actually quite moot at this point. These plans have all been scrapped even though the data may be stored for reiteration at some point in some other product.
From what my friend told me and he has been fired by the way. The situation is entirely too bleak for words. Right now the whole project is in a form of limbo. There simply is not the playerbase now to generate profitability. The trials of obiwan has generated negative cash flow position, and the NGE code and previous code incarnations are at practical war with one another. Not least of concerns is that LA is very agitated by the no profit margin situation.
Unfortunately this all boils down to one thing people still in the game are going to be left with a very limited developement cycle. In all reality the NGE is not going to be around much longer nor will there be a rollback. The realization is that this would not bring back enough players.
From what I have heard there are 2 options on the table. Option 1 is to reimplement a pre Cu system in a couple months as a sort of grand reopening either through sony or a third party who will buy or lease the original engine. With a very small developement cycle. Option 2 is that SOE keeps the license or is relegated merely to server hosting duties. Which SOE at this point seems to prefer. Anyway developement of SWG 1.5 shall commence. This will not be a playable product persay when developement starts all servers will come down. The servers will then return late next year. The new game will recycle a great deal of material from the original game enviroment item models, but the base line engine will be different one that will be very upgradeable.
The reasons for this are simple instead of a 2.5 year production schedule the product can be up and running in a shorter time frame because it does a high degree of recycleing. Which might be a good thing. No matter what maybe early to late february expect to see 1 or 2 options implemented or maybe a combination of both. Where a smaller company obtains swg original matrix and can port over current or previous users, and the swg team will be ported over to work on the rebuild with a few newly hired team.
Right now there is no good solution the oppinion in the offices is that the damage is irrevocable. The players still will not trust the product even if a rollback were enacted, and doing the additional recodeing on what now is a very high risk propostion may be good money following bad. So the choice is either sell or pawn the license off on someone else, or do a signigifigant redevelopement cycle in alpha stage. Either way from what I understand the entire NGE system is scrap. In this sense they have listened to the player and even discounting the bugs most players have expressed they hate the entire concept.
Sunday, December 11, 2005
SOE devs quite enmasse.....good news or bad news for CRS?
From the 3/4 to 3 fourms.
Roger Wong
Magister mundi sum!
Joined: 14 Jun 2002
Posts: 2448
Location: The "Metrocube", DS, Revolution, and PS3 Dept., Austin, TX.
PostPosted: Sat Dec 10, 2005 9:01 pm Post subject:
The talented, disgruntled devs weren't fired. They quit. Last Friday, for example, SOE lost a lead designer, their lead 3d graphics guy, their lead client guy, their lead database guy, and their tech director.
The lost a bunch of other people the previous Friday too, one of who is coming to work for us. I haven't met the guy yet, but I'll ask him on Monday if he's under NDA, and if so, when it runs out.
From what I've heard, the people responsible for the changes are management. Because they're management, some don't even play SWG, let alone any other MMO, and have the wrong ideas about what attracts and retrains players.
For example, one rumor I heard is that the person running the show now thinks that crafting is a waste of a player's time, and that crafting should be removed completely to further simplify the game.
While I'm sure a lot of things in SWG could have used simplification*, I think removing crafting could be a killing blow. It'll be interesting to see if that actually happens.
* - the combat system, for one: the story is that when they were trying to upgrade the combat system a few months back, they tried to search for the original spec for the formulas behind it, and no one could find them. There was no spec. The combat system had evolved through a series of incremental changes and become so complex that no one could fully describe it.
I find the bit about the combat system most amusing...no wounder they spent years redoing it...no one understood HOW it worked! Bad inital design I presume.
I wounder if any of these devs who left the sinking ship will end up at CRS? I supose not, no way CRS could pay them anything like what they had, and anyone AT CRS would only work there if they loved the idea for a MMOG FPS simulator game.
But perhaps if SWG sinks like a battledroid ship crashing onto Corsucrnt, mabye WW2OL will get some more players.
Slashdot | MMOFPS Games The Next Big Thing?
Slashdot misses the mark, as usual
A entire thread about "Why arn't there any MMOG FPS" and they only mention planetside.
Fortunatly ONE person did mention WW2OL, but this is yet another clear example of slashdot editiors and posters not knowing what the're talking about. Par for the course I supose.
Slashdot is over rated and over hyped. The games part is worse than a playschool discussion about the breackfast club.
The Best In-Game Leaders 2005...part 2!
meadow
Member
Join Date: Jul 2003
Location: Hiding behind a rock, somewhere in Belgium, writing madly about the horrors of war. Age: 15
Posts: 3,680
Re: The Best In-Game Leaders 2005
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Szyporyn. The day he becomes CinC we're going to roll the map three times in a week.
Comstar's a damn good mission leader too.
If he'd posted that eailer I could have used him as one of my "references" for the AHC application. The thread itself has some interesting and thoughtful commenatry. I'm not sure I...approve of all the axis love for Dinker, but I supose I thought the same way about Commander CAPSLOCK (aka deadlock) before I started to regulary talk to dealock via in game .pm (before he came allied).
deadlock was a good in game leader, it's a pity he left. It's also a pity dinker, when faced with the same sort of problems, instead of going allied, just left.
dinker's also left JUST as he can fiannly do his stratagic level game playing he said he liked so much.
Saturday, December 10, 2005
This is going to end badly....reapplying to join AHC
comstar has applied to become a commander. The application will be reviewed and you will be contacted by a Training Corps member soon.
Well I had fun running MSPS for attacks today on Wavre, Jogdine and Egezzee.
ANd I havn't played another game for 2 weeks (since I finished one round of the movies to 2010).
And I keep telling myself I won't blow up about the CoC (which hasn't been changed).
SO...lets see how hard it is to join the Allied High Command.
1st warning alert: You need 3 references. REFERNECES?!!? If I have to write a resumae it'll be over before it started. Bascialy its saying "NO LONE WOLFS ALLOWED". Now I think LW's are allowed, but the application page would scare a lot of people off.
HQ Unit Deployment
Quick thoughts:
The front line will have MANY towns you cant spawn in.
Oversupply only occurs if you move the tanks from one town to another WHILE THE BRIGADE IS MOVING OR if you movbe from the division.
In other words, of the 3 brigades, only 1 town can oversupply or resupply all 3.
Meaning no more driving armour from 2 towns back. Or even attacking cross country (such as Egezze to Hannut while also attacking from St T.
Interesting times: prediction: the player base, HC and rats are all completrly unprepared for changes of this magnitude.
Brigade DEPLOYMENT
GOPHUR
CORNERED RAT
Join Date: Sep 2001
Location: Republic of Texas
Posts: 4,687
HQ Unit Deployment
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V1.21 will be ready for final beta testing next week. With the help of KFSONE, we have put together a primer for the first implementation of brigades on the map.
HQ Unit Deployment:
Terminology:
Brigade – The men and equipment that make up a tactical fighting unit
Brigade HQ – The current base of operation for a given Brigade where missions may be posted (also BrigHQ or HQ3)
Division – An administrative organization of two or more Brigades
Division HQ – The current base of operation for a given Division from which resupply missions may be posted for member Brigades (also: DivHQ or HQ2)
HQ Unit – The HQ of either a Brigade or Division
Army Vehicle - Infantry, Trucks, ATG, AAA, Armor, etc
CP - Choke point or "City" (not to be mistaken for 'capture point')
Displacement - Causing HQ Units to be withdrawn from a CP by capturing it
CP Controller - Side that last held all MFs in a CP simultaneously
CP Owner - Side that last held all facilities simultaneously (uncontested)
MF - Military Facility (Army base, Airfield, Naval base)
Off Map - Location for out-of-play HQ Units (Stromness, Brest, Kiel)
Placement - Moving a HQ Unit from Off Map back into play
Return - Delivery a vehicle to the spawn list that it was drawn from
Rout - When HQ Units are not able to withdrawn from a captured CP
Supply - Delivering a vehicle to the spawn list you despawn at
Vehicle - Any unit spawnable by a player, including infantry, armor, planes, ships, etc.
Structure:
• A division is a collection of units
• Each division is comprised of a Division HQ and 2 to 3 Brigades
• The Division HQ may not be joined by a player (see mission origins below)
Initial deployment at map start:
• Each Division HQ has an initial home that can be set by the HC
• All brigades tied to the division are placed at the DivHQ location and can then be moved based on the rules below
Placement (Moving an HQ Unit on or off the map):
• The Off Map locations are the "Training Grounds" placed at the edges of the map near the cities of Stromness (UK), Brest (FR) and Kiel (DE).
• HQ Units can be placed Off Map at any time [same delay penalty as a rout, however]
• DivHQ cannot be placed from Off Map to a frontline town
• Placing a DivHQ from Off Map will also place Off Map Brigades belonging to it
• Brigades are automatically placed from off map at their DivHQ
Movement:
In order to move a HQ Unit the following rules must be met.
• HC players can move the brigade they are in by selecting the destination on the map and typing /moveb
• HC players can move the DivHQ of the brigade they are in by selecting the destination on the map and typing /moved
• The destination CP Owner must be of the same side as the HQ Unit
• The destination CP must have one or more country and branch matching military facilities (An army base for ground brigades, etc.)
• Manual movements may only occur 5 minutes or more after a proceeding manual or automatic move of a member of the same Division.
Additional movement rules for Army Units.
• The destination CP must be within one link (land or water)
• The destination CP must be shared by or adjacent to at least one *other* member of the Division UNLESS all other members of the Division are Off Map
Overrun, Fallback and Routing:
• Players who are defending against an attack may issue the /overrun command to inform the HC of the status of the defense
• An HC Officer in a Brigade operating in a contested town that is reporting overrun may choose to Fallback using the /fallback command
• When the /fallback command is issued, all HQ Units in the CP will attempt to fallback
• When the CP where an HQ Unit is located becomes controlled by the enemy, the /fallback command will be executed automatically
• When a fallback is attempted the HQ Unit will try to move first to the CP in which it was last located
• If it cannot move to that CP based on the movement rules above it will attempt to move to another CP preferring to move towards its Divisional units
• If a Brigade cannot fallback it will be routed
• Routed units are placed Off Map and can be re-placed per the above Placement rules
Mission Origins:
Players can post missions with an origin that is:
• In the same CP as their DivHQ
• In the same CP as their Brigade HQ
Additional Mission Origins for Army Brigades:
• A depot in a contested CP adjacent to their Brigade HQ with a valid link (no enemy firebase)
• Army bases in a CP with an Air or Naval HQ Unit
When an origin becomes invalid, all missions from that origin will be closed. Players on the mission will be able to continue on-mission until they despawn, but then must choose a new mission.
Mission OIC:
• Mission leaders can transfer leadership of the mission to another player with the /makeleader
• If a mission leader goes link dead a new mission leader will be automatically chosen based on rank and time on mission
• If a mission leader chooses to leave the mission the mission is cancelled and all players are notified
Spawning and RTB:
Whenever a player requests to reserve a new vehicle, they do so at their current mission origin. If the player is on a mission for which the origin is no-longer valid, they will be unable to reserve a new vehicle.
If you RTB to a same-country, same-branch facility (e.g. a British Rifleman to a British Depot, a French Destroyer to a French harbor, a German BF109 to a German Airfield) then your vehicle will be reserved for you at that facility for respawning. For this to occur the facility must be open but does not require a valid supply link.
However if you cancel the reservation or allow it to expire (7 minutes) then the vehicle will be surrendered to the supply system.
Return/Supply rules:
Manual vehicle resupply is controlled by Brigade HQ and Division HQ locations. Depending where you spawn your vehicle and where you return it, the vehicle will either be supplied (delivered to the spawnlist at that location), returned (delivered back to the original spawnlist) or returned with a delay.
Rules are, in order:
Supply occurs if:
• Vehicle is despawned at its origin CP
• Vehicle spawned from your Brigade , despawned at your Brigade
• Vehicle spawned from your Division , despawned at your Brigade (resupply)
• Vehicle spawned from your Division , despawned at your Division
Returned (Sent back to origin with no delay):
• Vehicle spawned from your Brigade, despawned at your Division
Returned with a delay:
• Vehicle spawned from your Brigade, despawned at another Division/Brigade
• Vehicle spawned from other than your Division/Brigade, despawned at any Division/Brigade
• Vehicle is despawned anywhere else
Oversupply:
• Oversupplying is only allowed when despawning at your Brigade
• When the last brigade is moved from a town any overstock at the town is scuttled
Examples:
1. Brigade B1 is placed at Town TA. Equipment is spawned at TA and driven to friendly Town TB and despawned. The equipment is returned to Town TA after a delay. (Aprox 1 hour)
2. Brigade B1 is placed at Town TA. Equipment is spawned at TA and driven to friendly Town TB. While the equipment is in transit B1 moves to Town TB. After it has been moved equipment is despawned at TB. The equipment is supplied to Town TB and any oversupply is allowed.
3. Brigade B1 is placed at Town TA with 10 trucks overstock. Players spawn 15 trucks leaving the town 5 below capacity. Brigade B1 is moved to Town TB. All 15 trucks are despawned. Since Brigade B1 has left, the spawn list cannot rise about stock level, so 10 of the trucks are lost when the players cancel their reservations.
4. Division D1 is placed at Town TA, Brigade D1/B1 placed at Town TB. Equipment is spawned at TA, driven to TB and despawned. The equipment is supplied to TB and oversupply is allowed.
5. Division D1 is placed at Town TA, Brigade D1/B1 placed at Town TB. Brigade Equipment is spawned at TB, driven to D1 at TA and despawned. The equipment is immediately returned to TB where it was spawned. If Brigade B1 is no-longer at TB, the equipment will be returned with a Delay.
Deployements:
• There are no changes to Deployments of paratroopers, destroyers or bombers for this release
• Changes to deployments will occur with the introduction of TOEs (Table of Organization and Equipment)
• In order to use a deployment a HQ Unit must be placed or moved to the location of the deployment
• Paratrooper deployments can be best used by Army Brigades when an Air Brigade is placed at the paratroop deployment location
CRS, This is what Canterbury looks like at 4K
Battleground Europe Forums - CRS, This is what Canterbury looks like at 4K
In news tonight, the Luftwaffe complaied that the BEF is using bad weather in England to prevent thier bombing of stratigicly important cathedrels. In other news, the Kreigsmarine continued it's shelling of bathing parties and the war winning clam farms on the northern coast.
Could CRS and Playnet be making another MMOFPS?
Battleground Europe Forums - Could CRS and Playnet be making another MMOFPS?
Quote:
Originally Posted by oboelcke
I was thinking Warhammer 40K online would be awesome.
Gawd, imagine the arugumets.
"The Imperial Guard Mars patton Baneblade is documated to have 3 feet armour on it's front mantlet, not 6 feet. While the 4th editon Imperial Armour book clearly describes how a Ork Gargant at the 2nd war for Armorgedden destroyed a Baneblade with its gutbuster main cannon at a range of 4 kilometers, that was CLEARLY a stalingraden patton Stormhammer and NOT a Baneblade".
Anyways, a FPS MMOG 40K would indeed kick (ork, Tyranid and Chaos) ass. If Turbine can get the licence for both LOTR and DND, mabye we'll get lucky (though my bet is Mythic gets it as a sequal to Warhammer Online).
Friday, December 09, 2005
Could CRS and Playnet be making another MMOFPS?
Battleground Europe Forums - Could CRS and Playnet be making another MMOFPS?
Games CRS could make with the current or new Terrien 2 engine..
WW3 1980 online (nukes, ****s and nato)
Car wars (that's a D3 drift there, or a D4 turn, you lose -2 on the to hit roll next turn)
Some generic fantasy game (gotta have elves and chainmail bikinis)
Over There Online (not too politicaly correct for the non-US side though)
The Best In-Game Leaders 2005
I was suprised to see my name on the list, I havn't been online as much as I was. Nice to see it though. Some VERY good commanders listed, I'm not really in such as high a level as I was last year.
Best in game leaders, informal poll
avner84
Join Date: Oct 2003
Location: qiryat gat, il
Posts: 341
Re: The Best In-Game Leaders 2005
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Allied:
Jamm40
Cometus
DT
berill
Catfive
Bar
Gipper
Malvoc
Tdk
Comstar
Alliance
Wdwm
Tomsk6
Web12cav
D0c7(n00b)
lithu
rebel357
Ferent
Papapoke(axis now, my favor)
Mrspoon
Mungo
Aomercy
Spikey
bobstav1
smudge12
sqirdrd
sutt
and lots more....
Thursday, December 08, 2005
Allied Headquarters :: View topic - Playing 2 accounts on 1 computer optimal setup (no sound!)
Playing 2 accounts on 1 computer optimal setup (no sound!)
Author Message
Gnpatton
Joined: 21 Feb 2002
Posts: 42
Posted: Thu Dec 08, 2005 8:47 am Post subject: Playing 2 accounts on 1 computer optimal setup (no sound!)
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Hi folks, I wanted to post my setup for laf1 and gnpatton being played on the same computer. Laf1 being the squad 2nd account. I highly recommend this myself. Some things I was able to acomplilsh are listed here:
- Sounds turned on for Gnpatton but OFF for laf1
- Laf1 having the lowest settings so I don't take a 2x system strain
- Gnpatton having highest settings for visual nessesities like the highest level of visual player limit.
- Simple shortcuts to do all these things
This can also be used to swap out different configurations you may desire based on what you plan to do in game during this play session. For instance you may want visual distance max if you plan to be in the air but to put it low if you plan to be on the ground.
Requirements:
1) Windows, sorry dunno how to do this in a Mac.
How to do this (this is an example of what I did for gnpatton and laf1):
1) Open 'My computer' and navigate to the directory of your WWII Online files (note this is a different directory than the PlayGate files).
2) Double click the settings.exe file and select the settings for gnpatton. These were typically high settings.
3) Copy the wwiiol.cfg file to gnpattonwwiiol.cfg
4) Double click teh settings.exe file agian, change the settings for laf1. These settings are typically low, and include disabling sound <-- very important
5) VERY IMPORTANT, the screen size for both configurations must be the same.
6) Copy the wwiiol.cfg file to laf1wwiiol.cfg
7) On your desktop create a new text file and name it gnpatton.bat (you may have to turn on 'show file extentions for known file types' in folder options)
8) Right click gnpatton.bat and select edit.
9) Type in the following:
%Path to WWIIOL% = Fill this in with the path to WWII OL
%Playgate Launcer% = This is the text of the playgate shortcut. If you go into Start->Battleground Europe->Play and right click ans select properties, this text will be in the 'Target' field.
Code:
%Path to WWIIOL%\del wwiiol.cfg
%Path to WWIIOL%\copy gnpattonwwiiol.cfg wwiiol.cfg
%Playgate Launcer%
exit
10) Do exactly the same for laf1 except replacing gnpatton with laf1.
11) Double click on the bat files to play with the various configurations. You will now have 2 wwiiol's running with different settings.
When the playgate launcher comes up you'll have to type in the correct user name and password. As well you'll probably see a black window. Don't worry about closing it, it will close automatically after you launch WWII Online.
Notes:
- For speady entry into the game it is typically best to completely spawn into the game with your main first before launching the game with laf1.
- If you cannot alt+tab back to the desktop to launch the .bat file use cntrl+alt+del to bring up your nav bar.
- Always close both laf1 and gnpatton at the same time. Closing only one ruins the display of the other (at least for me)
Wednesday, December 07, 2005
Shilde has changed hands 14 times so far
Discusion about shilde being axis..or not
Town history for Schilde during campaign 25
Date: Last Owner: Current Owner
Dec 07 2005 05:00 Germany England
Dec 06 2005 07:00 England Germany
Dec 06 2005 07:00 Germany England
Dec 05 2005 11:00 England Germany
Dec 05 2005 02:00 Germany England
Dec 03 2005 09:00 England Germany
Dec 03 2005 08:00 Germany England
Dec 02 2005 01:00 England Germany
Dec 01 2005 07:00 Germany England
Nov 30 2005 10:00 England Germany
Nov 30 2005 06:00 Germany England
Nov 29 2005 10:00 England Germany
Nov 29 2005 10:00 Germany England
Nov 29 2005 03:00 England Germany
A new player made movie (D520 air porn ensures)
He's right about the slow download...anyways
Battleground Europe Forums - My first video
tempest7
Member
Join Date: Jun 2001
Location: University of Arizona
Posts: 1,082
My first video
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Right click and save here
Questions, comments, critisims?
let me know what u think guys...
still learning this stuff, but ill get it =p
edit:
i thank ballew for letting me temporarily host this on his site
and all of this was filmed during this campaign
d/l might be long sry
Not bad. I give it 3 stars out of 5, quite good for a first movie. ANy movie that shows off the 520 is a good movie by me.
And now, a note to the rats: Once again we have a good player movie that demonstrates very clearly why the air combat shows up in all the movies of WW2OL. Dramatic and explosive VDM. If only the infantry game or the navy ships died so dramticly as the planes do!
Whats your best moment/kill streak in ww2ol?
Battleground Europe Forums - Whats your best moment/kill streak in ww2ol?
Defending some depot flag building. Killed about 8 EI...each time from a different postion in the building. Each time he walked in, he'd throw a grenade at my last postion...which didn't help because now I've be on the oppoiste side of the room..or in the corridoor, or up the stairs, or under the table, or outside watching the door...
Eventually he fired a RG into every window .
Free 14 day trial key first person who posts
OFFICIAL COMMUNICATION
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RECRUITING OFFICE- BATTLEGROUND EUROPE; WWII ONLINE
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We'd like to express our special thanks to you for your on-going support of the WWII Online project and invite you to send this free trial key to a friend.
Below you'll see a code that provide a 14-day FREE trial of Battleground Europe. Send the code to a buddy and let them see what that game is all about. Team up and play together and recruit new squad mates.
SEND THESE INSTRUCTIONS ALONG WITH THE CODE TO YOUR FRIEND
*******************
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You have been invited to a 14-day FREE trial of the massively multiplayer online game, Battleground Europe.
Visit www.battleground-europe.com and select GETTING STARTED/FREE TRIALS & PROMOS from the menu on the left of the page. Click the link to "14 Days Free from a Friend" promo and follow the simple registration process- no credit card required.
You can download the game by clicking the DOWNLOADS link from any page. Be sure to review the System Requirements in the FAQ found on the game info pages.
See you on the battlefield recruit!
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14- DAY FREE TRIAL CODE
- The code is only valid for a single 14-day FREE trial
- The code is valid for 60 days after reciept
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Thank you for your efforts towards bringing fresh soldiers into battle and from all of "The Rats", we salute you!
Dismissed!
END OFFICIAL COMMUNICATION
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Heres the deal. First person who posts a comment can get the key, though I'll need an email address or somesuch to send it.
Rule 1: You must use it to play allied. This is unenforcable, but I would like to think I'm helping the allied side in doing so.
Rule 2: It can't be "for a friend". You want the friend to get it, hes the one who asks for it.
Rule 3: No hotmail, yahoo, gmail or other bogus free email address. I've always wanted to do that.
Rule 4: If more than one person asks for it by the time I check the comments, I'll give it to the person with the best explanation on why they should get it and not someone else.
Rule 5: These rules are not final, but I will give an explanation if they do.
Sunday, December 04, 2005
WW2OL's real war blog
Yahoo! 360� - Sapperd's Profile
Unlike those who play, Sapperd has a REAL war blog. Only a few posts but he's detailing his experiences on the road to Bagadad.
His current blog is what happened when his M113 ran over a anti tank mine...in the middle of a minefield. Yeikes.
Doc makes a bet: 12 months from now...
Battleground Europe Forums - Brigades, TOEs, it's all smoke...
DOC
CORNERED RAT
Join Date: May 2001
Location: Fort Worth, TX
Posts: 7,767
Re: Brigades, TOEs, it's all smoke...
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I bet you anything your thoughts of how little will ever happen to how you spawn into the BE gameworld will be shattered by what we do change over the next 12 months.
I guess we shall see Doc...
Battleground Europe Forums - No "SPECIAL" place today
Battleground Europe Forums - No "SPECIAL" place today
Originally Posted by KFS1
And finally, you're probably itching to point out that because we have so many different infantry weapons simultaneously (uk-rifle, fr-rifle, de-rifle, uk-pistol, fr-pistol, de-pistol, uk-smg, fr-smg, de-smg, uk-knife, fr-knife, de-knife, uk-grenade, fr-grenade, de-grenade, uk-smoke, fr-smoke, de-smoke, uk-lmg, fr-lmg, de-lmg, uk-atr, fr-atr, de-atr, uk-rg, fr-rg, de-rg, binos, map, uk-satchel, fr-satchel, de-satchel, uk-repair, fr-repair, de-repair, uk-ammo, fr-ammo, de-ammo) while Bf1942, CoD2, DoD etc all have limited weapons per map, that regardless of our visual ranges, we are going to have lower per-weapon poly and texture budgets, especially since each weapon has custom and unique loading, reloading and firing animations..
OMG, KFS1 says the 3 sides are going to get different repair kits!
I wounder what's the difference betweena French Wrench and a German one? Presumably the UK one will be in imperial measurements.
I await the whining when it's discovered that axis wrenches repair bridges 3 seconds faster than allied ones. Mabye instead of RDPing anti tank weaponary, we'll be able to RDP torque wrenches.
Acutally, I want to see the different countries ammo boxes. CoD or MOH:AA don't have THEM! RTCW does, but its the same for both sides, and I suspect CRS's version will look a lot better than RTCW's do.
And here's a pic of the new Enfield. Note it has a Garand style backplate for some reason...oh well

Two news reports in 1 day
WORLD@WAR
Combat Engineers, A Tough Breed
AARS from the field hilight the role combat engineers are playing to help defeat the Axis forces.
British Sapper Comstar describes his latest mission, "I used cover as best I could, attacking tanks from behind and lobbing grenades at trucks and troops. My commanding officer confirmed I killed 1 Infantry, 1 Scout Car and 1 Heavy Tank in 15 minutes."
With fighting men like this, Allied forces are assured victory!
Defending the Kalmthough FB to Rossendale. Axis put an AO up but then tried to attack the FB. The EI was on a hedge line, I didn't know he was there till someone said "EI in north hedge".
The PZIV rolled down the road, stopped and started firing at a 2 pounder. Allowing me to stroll up and blow his turrent off.
The 232 was closer up the road. Naturally it didn't DIE, but the engine blew. He despawned after the AO was removed a minute later.
DENIED.
WORLD@WAR
Comstar Recognized for Outstanding Effort!
French military officials recognized Comstar for an outstanding effort on December 3rd. Comstar killed 4 enemy units and attacked multiple targets during a mission that lasted 43 minutes long. After the mission, he was listed as Missing in Action.
4 enemy units? Oh yes, Luxemborg. Simulcaped about 8 depots, and the N AB. Was just a diversion. If we'd had 5 more people we would have taken it.
Saturday, December 03, 2005
Production Update: Brigades on the Map, and Q&A
Brigades on the map: how it works.
Battleground Europe Forums - Production Update: Brigades on the Map, and Q&A
GOPHUR
CORNERED RAT
Join Date: Sep 2001
Location: Republic of Texas
Posts: 4,644
Production Update: Brigades on the Map, and Q&A
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This week's production update is a review of the questions asked about upcoming changes to Brigade based spawning. I have included the original post followed by question and answer.
Brigades on the Map
There are only two large elements of the deployment system left to implement, one is tying Brigades to locations on the map, and the other is tying Tables of Equipment to the Brigades. We are poised to test out the first in beta over the coming weeks.
By tying Brigades to the map we will be introducing true maneuver warfare to the strategic and tactical layers of combat in BE. The basic element of this feature is limiting spawn origins to cities that have Brigades (Or Division units) staged there, thus centralizing Brigade ops to that city and its valid origins (ABs, FBs, and valid depots). Both sides Brigades and Division locations will be shown on the map, and as they are moved by the HC staff they can be poised for direct contact with enemy units, or maneuvered to avoid contact. Division and Brigade units can be stacked at the same city, and moved (one at a time) along friendly links.
Basic movement rules will limit the movement of Brigade and Division units to within one link of another unit within that Division (there are more rules, but we're keeping it simple in this primer). This will help keep the units moving as an army would, and yet alow for some stringing out along a path of penetration. If you work this out on a BE map you can quickly see that Brigades can and will get strung out away from their sister or parent units. As long as they can move back towards their fellow units, along friendly links, movement will be allowed. But clearly you can see that a scenario like Bastogne can and will happen. Fallback will be modified a bit for this feature to support the dynamics of brigades that have been separated from their Division, and a "re-deploy" function will disolve stranded Brigades and move them back to their parent Division if they cannot fight their way back.
Divisions that are pushed to the edges of the map or coastlines with nowhere to move can be "Routed" and removed from play altogether. The HC staff will then need to re-deploy that Division in a valid citiy (with a possible time penalty) and can then begin to maneuver that Division back towards the front.
Many of the rules that are in place will not change, and the global spawn list will still be in effect. You can go a long way to realizing what this will be like if you imagine Brigade and Division units as "doorways" to open a city's spawn lists. You may see a Brigade moved over a town that has a full spawnlist thereby getting a "boost" to their fighting ability, or adversely you may see a Brigade or even a Division forced to relocate to an empty town, where resupply missions must be made by first moving a brigade to a better supplied city.
All that will change again when ToEs are implemented, and at that point a Division will be the source of supply for its Brigades, and the factories themselves will supply the Divisions!
There are a LOT of questions and answers. Mine was:
Originally Posted by comstar
Will the spawn list change? Will I be limited on what I can spawn, where?
There are currently no changes to spawn lists. You will be limited exactly as now with the exception that your missions available origins will be limited to the location of the brigade you are in.
Friday, December 02, 2005
Battleground Europe Forums - 51,903
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Thats how many new accounts have been signed into the playschool fourms.
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starting tomorrow everyone who registers a BE key will get 3 free keys good for 14 days trials to give away.
you heard it here first












