Just got the free trial installed and doing the setup (keybinds and all) and I'm impressed with just 1.26 so far. Things that struck me right away..
Sounds are a lot better.
Nice bulletfalls!, the dust kicked up can finally be easily seen.
Cleaner grapics on the weapons.
LMG deploy seems better.
CAmle 38 still nerfed (the 4x zoom gone) , I was an AA ace with that zoom.
---
Can't say anything about the FPS as yet to go online, have to find those schultz tweaks to code in fine aim adjustments with keys.
At least I think those have been improved... hard to seperate WWIIOL memory at from Red Orchestra which I play now . But man but the aiming is so much easier than RO, no wonder everyones a sniper from 300+ (easy aim + binos)
This bug cause the cone of shrapnel to start at his feet and go 2m around thus leaving 50% of the shrapnel to be sent into the ground and really only about 1/32 of the shrapnel had the ability to hit the target
Well, seems like also handgrenades will be very deadly with 1.27 if only 1/32 of the shrapnells did hit the body ...am i right ? I would love to see really deadly mortars within several meter range vs infantry.
I would love to see really deadly mortars within several meter range vs infantry.
What's the point, only infantry you see in the game are snipers and when that's filled up in a brigade, you see grenadiers.
That's it. hardly authentic... had no idea WW2 was won with armies of snipers before i started playing this game. But obviously it was so.... hmm maybe they should also advertise "if you don't wanna spend 30 minutes in keybindings, get a joypad for your PC"
at least they couldn't make the game any worse i suppose.
I believe there are 6 Scoped equped rifle per AB spawn and 2 per depot spawn. The rest are simple iron sight rifles but many have been shooting them for 6 years and can hit you at 300 meters. Everyone who is hidden is a sniper. There are about 10 grenadiers per depot more for ABs. I am not sure about the numbers. During this intermission the numbers of all spawnable equipment are raised much more than standard in game numbers.
You can play this sim using all the equipment ..except aircraft with a mouse, but since they cost $20 for a simple 1 hat 4 button stick which is good for driving why would you find having to bring your computer into the 1990s a problem with the sim?
Problem is as the snipers, LMGs, sappers are spawned in first... that's all you see to start. By the time you're down to rifles you are getting the 'this town is lost' posts on the chat.
AB spawn list.. which I assume includes depots still? Depots run of the main AB list. LMGs, sappers and snipers all gone, 600+ rifles left still when I found it funny enought to write the numbers down. But even while I was playing, rifle work died right down when the new MSPs meant if you were far away from town trying to cut off the FB stream of trucks, one deployed MSP meant the whole army spawning in behind you and you were wasting your time. No more sniping the tires and taking out the inf load.
700 rifles ,300 smgs, 50 ATRs, 25 snipers,100 LMG, 70 sappers. More than the starting numbers, but not hugely more than the maxes after RDP if I remember correctly.
BTW I assume mortars will be coded like bombs are and not how HE shells are?? I noticed that HE is still not working for shell weapons (ATGs, AA, tanks etc) as you can't kill EI with a bofor without hitting them, can't kill EI in a window by HEing the wall just behind him.... so shell HE is lame. Bomb HE seems fine as that kills at a distance.
I would love to see really deadly mortars within several meter range vs infantry.
What's the point, only infantry you see in the game are snipers and when that's filled up in a brigade, you see grenadiers.
That's it. hardly authentic... had no idea WW2 was won with armies of snipers before i started playing this game. But obviously it was so.... hmm maybe they should also advertise "if you don't wanna spend 30 minutes in keybindings, get a joypad for your PC"
at least they couldn't make the game any worse i suppose.
Really sniper rifles are not a problem at all in ww2online...when ppl talk about snipers they talk most of the time about player with just normal rifles. Lmgs and scoped weapons doesnt play a huge role to win a town, whereas sappers are very important vs tanks/destroying forward bases and smgs for close range/defending bunkers. But the most kills will be done with normal rifles for sure.
The problem is that lmgs for example dont give the same result like it was in reality. First in a really combat situation not many hit that accurate like you can do that in this game, but more important the fear and pressure which results when you are under mg fire is almost not given. The mortars should be really deadly, cause you dont have crowed infantry groups in many cases, more single inf players with big distance to the next one. Those snipers are just normal rifle soldiers, but the power is maybe a bit too big for this game, especially on big distance. A rifle men should be worry about lmg and not the opposite when it comes to longer distance fights. This is still a great air-land-sea simulation, you wont find any other game with such realism in terrain and especially with vehicles.
And about keybindings, well for most simulations it is usefull to use a good joystick and it is easy to keymap that. You could use every equipment with a mouse, even flying planes but i especially in the air you will get massive problems since pilots with joysticks just have an advantage. I did use for every unit except soldiers a joystick ingame and would not play without one, mouse only for better aimaing with flaks.
Problem is as the snipers, LMGs, sappers are spawned in first... that's all you see to start. By the time you're down to rifles you are getting the 'this town is lost' posts on the chat. AB spawn list.. which I assume includes depots still? Depots run of the main AB list. LMGs, sappers and snipers all gone, 600+ rifles left still when I found it funny enought to write the numbers down. But even while I was playing, rifle work died right down when the new MSPs meant if you were far away from town trying to cut off the FB stream of trucks, one deployed MSP meant the whole army spawning in behind you and you were wasting your time. No more sniping the tires and taking out the inf load. 700 rifles ,300 smgs, 50 ATRs, 25 snipers,100 LMG, 70 sappers. More than the starting numbers, but not hugely more than the maxes after RDP if I remember correctly. BTW I assume mortars will be coded like bombs are and not how HE shells are?? I noticed that HE is still not working for shell weapons (ATGs, AA, tanks etc) as you can't kill EI with a bofor without hitting them, can't kill EI in a window by HEing the wall just behind him.... so shell HE is lame. Bomb HE seems fine as that kills at a distance.
They found a bug with HE ingame:
StatHE
Another major change to the infantry game will be a fix for a long standing bug with infantry and statistical HE. In a nut shell, the infantry centerpoint which is used to determine how large a cone is generated to throw shrapnel at an infantry has been at his feet instead of at his center mass. This bug cause the cone of shrapnel to start at his feet and go 2m around thus leaving 50% of the shrapnel to be sent into the ground and really only about 1/32 of the shrapnel had the ability to hit the target. With the move to center mass, all of the shrapnel is aimed at the target and we should see lethality go up to what the statHE model actually predicts as well as see better survivability in prone and kneel states, as would be expected in the statHE model.
Comments
Just got the free trial installed and doing the setup (keybinds and all) and I'm impressed with just 1.26 so far. Things that struck me right away..
Sounds are a lot better.
Nice bulletfalls!, the dust kicked up can finally be easily seen.
Cleaner grapics on the weapons.
LMG deploy seems better.
CAmle 38 still nerfed (the 4x zoom gone) , I was an AA ace with that zoom.
---
Can't say anything about the FPS as yet to go online, have to find those schultz tweaks to code in fine aim adjustments with keys.
At least I think those have been improved... hard to seperate WWIIOL memory at from Red Orchestra which I play now . But man but the aiming is so much easier than RO, no wonder everyones a sniper from 300+ (easy aim + binos)
See you online.
T.
This bug cause the cone of shrapnel to start at his feet and go 2m around thus leaving 50% of the shrapnel to be sent into the ground and really only about 1/32 of the shrapnel had the ability to hit the target
Well, seems like also handgrenades will be very deadly with 1.27 if only 1/32 of the shrapnells did hit the body ...am i right ? I would love to see really deadly mortars within several meter range vs infantry.
What's the point, only infantry you see in the game are snipers and when that's filled up in a brigade, you see grenadiers.
That's it. hardly authentic... had no idea WW2 was won with armies of snipers before i started playing this game. But obviously it was so.... hmm maybe they should also advertise "if you don't wanna spend 30 minutes in keybindings, get a joypad for your PC"
at least they couldn't make the game any worse i suppose.
I believe there are 6 Scoped equped rifle per AB spawn and 2 per depot spawn. The rest are simple iron sight rifles but many have been shooting them for 6 years and can hit you at 300 meters. Everyone who is hidden is a sniper. There are about 10 grenadiers per depot more for ABs. I am not sure about the numbers. During this intermission the numbers of all spawnable equipment are raised much more than standard in game numbers.
You can play this sim using all the equipment ..except aircraft with a mouse, but since they cost $20 for a simple 1 hat 4 button stick which is good for driving why would you find having to bring your computer into the 1990s a problem with the sim?
Problem is as the snipers, LMGs, sappers are spawned in first... that's all you see to start. By the time you're down to rifles you are getting the 'this town is lost' posts on the chat.
AB spawn list.. which I assume includes depots still? Depots run of the main AB list. LMGs, sappers and snipers all gone, 600+ rifles left still when I found it funny enought to write the numbers down. But even while I was playing, rifle work died right down when the new MSPs meant if you were far away from town trying to cut off the FB stream of trucks, one deployed MSP meant the whole army spawning in behind you and you were wasting your time. No more sniping the tires and taking out the inf load.
700 rifles ,300 smgs, 50 ATRs, 25 snipers,100 LMG, 70 sappers. More than the starting numbers, but not hugely more than the maxes after RDP if I remember correctly.
BTW I assume mortars will be coded like bombs are and not how HE shells are?? I noticed that HE is still not working for shell weapons (ATGs, AA, tanks etc) as you can't kill EI with a bofor without hitting them, can't kill EI in a window by HEing the wall just behind him.... so shell HE is lame. Bomb HE seems fine as that kills at a distance.
What's the point, only infantry you see in the game are snipers and when that's filled up in a brigade, you see grenadiers.
That's it. hardly authentic... had no idea WW2 was won with armies of snipers before i started playing this game. But obviously it was so.... hmm maybe they should also advertise "if you don't wanna spend 30 minutes in keybindings, get a joypad for your PC"
at least they couldn't make the game any worse i suppose.
Really sniper rifles are not a problem at all in ww2online...when ppl talk about snipers they talk most of the time about player with just normal rifles. Lmgs and scoped weapons doesnt play a huge role to win a town, whereas sappers are very important vs tanks/destroying forward bases and smgs for close range/defending bunkers. But the most kills will be done with normal rifles for sure.
The problem is that lmgs for example dont give the same result like it was in reality. First in a really combat situation not many hit that accurate like you can do that in this game, but more important the fear and pressure which results when you are under mg fire is almost not given. The mortars should be really deadly, cause you dont have crowed infantry groups in many cases, more single inf players with big distance to the next one. Those snipers are just normal rifle soldiers, but the power is maybe a bit too big for this game, especially on big distance. A rifle men should be worry about lmg and not the opposite when it comes to longer distance fights. This is still a great air-land-sea simulation, you wont find any other game with such realism in terrain and especially with vehicles.
And about keybindings, well for most simulations it is usefull to use a good joystick and it is easy to keymap that. You could use every equipment with a mouse, even flying planes but i especially in the air you will get massive problems since pilots with joysticks just have an advantage. I did use for every unit except soldiers a joystick ingame and would not play without one, mouse only for better aimaing with flaks.
They found a bug with HE ingame:
StatHE
Another major change to the infantry game will be a fix for a long standing bug with infantry and statistical HE. In a nut shell, the infantry centerpoint which is used to determine how large a cone is generated to throw shrapnel at an infantry has been at his feet instead of at his center mass. This bug cause the cone of shrapnel to start at his feet and go 2m around thus leaving 50% of the shrapnel to be sent into the ground and really only about 1/32 of the shrapnel had the ability to hit the target. With the move to center mass, all of the shrapnel is aimed at the target and we should see lethality go up to what the statHE model actually predicts as well as see better survivability in prone and kneel states, as would be expected in the statHE model.