Instead of creating a new thread whenever I feel the urge to comment on something, I thought I would gather it here. Feel free to chime in if anything seems wise or silly - or just ignore if the whole "listen to me" seems very 1984.
The fact that I have put something here does not mean I expect TWI use it.
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Achievements seem linked to be equipped with item, not actually using it. So you get a binoc melee kill if you melee with anything while equipped with binocs.
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Spartanovka
A realism ping perspective.
Here is what I would do assuming my understanding of what contributes to lethargy is correct (and its not).
Envision the battle to be between rifle (well with re-enforcements we are speaking of rifle battalions - though only 1 platoon at a time).
1. Remove smoke from commander
2. Remove all radios save one on each side
3 Remove all ammo depots save one on each side
4. Separate commander spawn - Always in proximity to radio
5. Limit artillery to mortar only.
6. Increase cool down time by 20%
7. Russian 1xCommander, 1xSniper, 2xSL, 2xAssault (call class ASL), 2xMG, 2x7 riflemen (squad 1&2), 10 riflemen (squad 3 - Militia)
8. German 1xCommander, 1xSniper, 3xSL, 3xAssault (call class ASL), 3xMG, 3x7 riflemen
9. Standard weapons only. Commanders, snipers, mg gunners have pistols, no one else. Commanders have binocs. No one else.
10. Give German ASLs 1 smoke.
11. Reduce hand grenade loadout to 1 per rifleman, SL, ASL. No one else has nades (the map is actually a spam nade map. Players have not caught on yet).
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The general idea then is to give realism mode a realistic load out, while reducing the number of calculations needed to be done at any given time.
Generic squad name could be replaced with actual historic unit names to aid immersion I suppose
(lets not sweat small stuff like environment resembling early september, while in fact battle took place in october).
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I really miss a DH style 50/51 mm mortar to supplement and replace part of the off board arty. I think on board assets of that type would help server loads somewhat, while adding immerse qualities of persistant low level shelling so typical of much of the Stalingrad battle (think of it. The code for unreal 2.5 actually exists - though you would need a lower muzzle velocity. It may be less work than one might imagine - in a DLC kind of way
The fact that I have put something here does not mean I expect TWI use it.
==========
Achievements seem linked to be equipped with item, not actually using it. So you get a binoc melee kill if you melee with anything while equipped with binocs.
=========
Spartanovka
A realism ping perspective.
Here is what I would do assuming my understanding of what contributes to lethargy is correct (and its not).
Envision the battle to be between rifle (well with re-enforcements we are speaking of rifle battalions - though only 1 platoon at a time).
1. Remove smoke from commander
2. Remove all radios save one on each side
3 Remove all ammo depots save one on each side
4. Separate commander spawn - Always in proximity to radio
5. Limit artillery to mortar only.
6. Increase cool down time by 20%
7. Russian 1xCommander, 1xSniper, 2xSL, 2xAssault (call class ASL), 2xMG, 2x7 riflemen (squad 1&2), 10 riflemen (squad 3 - Militia)
8. German 1xCommander, 1xSniper, 3xSL, 3xAssault (call class ASL), 3xMG, 3x7 riflemen
9. Standard weapons only. Commanders, snipers, mg gunners have pistols, no one else. Commanders have binocs. No one else.
10. Give German ASLs 1 smoke.
11. Reduce hand grenade loadout to 1 per rifleman, SL, ASL. No one else has nades (the map is actually a spam nade map. Players have not caught on yet).
===========
The general idea then is to give realism mode a realistic load out, while reducing the number of calculations needed to be done at any given time.
Generic squad name could be replaced with actual historic unit names to aid immersion I suppose
(lets not sweat small stuff like environment resembling early september, while in fact battle took place in october).
===========
I really miss a DH style 50/51 mm mortar to supplement and replace part of the off board arty. I think on board assets of that type would help server loads somewhat, while adding immerse qualities of persistant low level shelling so typical of much of the Stalingrad battle (think of it. The code for unreal 2.5 actually exists - though you would need a lower muzzle velocity. It may be less work than one might imagine - in a DLC kind of way