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Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
On the topic of squad based gameplay.
1.Suggestion: make respawn a squad thing. Say you always spawn on sls but when he is dead you spawn on your squad position.
Example: You have an 8 men squad and attack. 4 guys get killed (inl Sl) the other 4 stay togehter and take cover. Now you can...
Movement , weapon handling and supression should stay at the same value for all modes.
Normal mode should have unlocks, historic mode should only have the historic correct weapons.
I would rather have these loadouts ( and maybe roles) as a server side option so that all play one mode.
For...
Nice work
Could you look into balancing some maps too. For example peleliu gets not played any longer in campaign. A Fix could be to make C capable once A ist taken.
Some RO maps could also see some changes (Fallen / Pavlovs )
Campaign has to be in. It is what keeps RS and RO alive. It makes the games so much more intense and encourages treamplay as you go to victory and defeat with your team. I would highly recommend to put resources on this card. For me this could be different loadouts for the reverse palyed...
Make binoculars as quick use.
How: Pressing the binocular button will go into direct binoculars mode and releasing(or pressing it again) it will put you back to your weapon you held before.
Why: Bin
Bridges is to hard to capure D and E . However the defender is in bad positions on the last 3 objectives.
I would add a light tank for the attackers or give them only 2 light tanks.
My experience is that the tanker decides the first 5 objectives. Sometimes good sls crossing the river while...
More areas and cutoff areas dont give you reinf or less reinf , could be an idea. This could also motivate the teams to play maps that dont suit the attacker.
Another point is that some maps dont get played very often.
Station , Grain Elevetor and Spartanovka for example , attacking those is to difficult.
Pavlos and FallenFighters are easier for russians.
So some maps get almost never voted , fixing them or make a Campaign-map that forces playing...
Test idea.
Lower the turret speed of the PZIV to the speed of the tiger turret and test the mouse control. I think that the low speed will make the control difficult, for the actucal tanks in game the mouse control works (still prefer wasd though).
Just wanted to say its a really good map, the fight around the bridge is pretty intense :)
What is with the water in the river, it seems like it does damage if you go through it but it doesn
Just an idea. If halftracks are ready pls make it possible to throw smoke grenades from the inside (like indirect fire not a 50m thorw just 5-10m).
So halftrack mg gives covering fire , sl thorws smoke outside, assault infantry open the backdoors and storm out ;)
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