LLv34_Temuri Posted January 9, 2021 Posted January 9, 2021 (edited) 2 hours ago, CCG_Pips said: This is a bug. Indeed it is. I'm reverting the frontline groups change I did. Edit: frontline objects should again properly register as destroyed after mission rotation. Edited January 9, 2021 by LLv34_Temuri
216th_Jordan Posted January 10, 2021 Posted January 10, 2021 When does finnishing a mission in a Tank not consider you killed? I have found no answer to this and in perfectly fine situations with no serious damage or anyone killed in my tank I get the "killed" message when finishing mission.
LLv34_Temuri Posted January 10, 2021 Posted January 10, 2021 20 minutes ago, 216th_Jordan said: When does finnishing a mission in a Tank not consider you killed? I have found no answer to this and in perfectly fine situations with no serious damage or anyone killed in my tank I get the "killed" message when finishing mission. Do you finish missions near own troops?
216th_Jordan Posted January 10, 2021 Posted January 10, 2021 1 minute ago, LLv34_Temuri said: Do you finish missions near own troops? I was behind enemy lines - is it mandatory to travel back to friendly lines? (Because I coult despawn behind enemy lines too and not die previously) I was damaged (all systems working) some minutes earlier by some gun I took out afterwards. I was behind enemy lines ~10km without ammo left, so I despawned when there was no more enemy. (But I was still close to the enemy postions, although they were destroyed)
LLv34_Temuri Posted January 10, 2021 Posted January 10, 2021 23 minutes ago, 216th_Jordan said: I was behind enemy lines - is it mandatory to travel back to friendly lines? Preferably. We could perhaps make separate handling for tank drivers.
CCG_Pips Posted January 10, 2021 Posted January 10, 2021 (edited) 45 minutes ago, 216th_Jordan said: I was behind enemy lines - is it mandatory to travel back to friendly lines? (Because I coult despawn behind enemy lines too and not die previously) I was damaged (all systems working) some minutes earlier by some gun I took out afterwards. I was behind enemy lines ~10km without ammo left, so I despawned when there was no more enemy. (But I was still close to the enemy postions, although they were destroyed) No, you can finnish mission behind ennemy lines, but if you have any damage and even if tank is safe (damage caused by shell or invisible object etc...) you will be considered as killed IN THE GAME but NOT on general Finnish server ranking system. 40 minutes ago, LLv34_Temuri said: Preferably. We could perhaps make separate handling for tank drivers. By chance, travel back to friendly lines is not mandatory, otherwise the server should be not suitable for tankers (even attacking ennemy troops should be complicated (calculation of travel, fighting and travel back in friendly lines). Edited January 10, 2021 by CCG_Pips
Amyel Posted January 12, 2021 Posted January 12, 2021 Has something happened to stats on the website? When i check for myself it says my last sortie was end of December. I did play yestarday and few days back as well.
LLv34_Temuri Posted January 12, 2021 Posted January 12, 2021 10 minutes ago, Amyel said: Has something happened to stats on the website? When i check for myself it says my last sortie was end of December. I did play yestarday and few days back as well. You're probably looking Q4 / 2020 tour stats. Current tour is Q1 / 2021: http://stats.virtualpilots.fi:8000/en/?tour=40 1
Amyel Posted January 12, 2021 Posted January 12, 2021 Ahh silly me!! I had link saved in browser - betrayed by my own laziness (who would have thought?)! Thanks for current link!
LLv34_Untamo Posted January 13, 2021 Author Posted January 13, 2021 11 hours ago, Amyel said: Thanks for current link! Best to use just:http://stats.virtualpilots.fi Which will always take you to the latest tour.
Haza Posted January 13, 2021 Posted January 13, 2021 Hi Admin team, I've noticed that when I'm attacking tanks well within my lines, a few tank guys after they have taken damage, merely finish their mission with no impact to their streaks. Therefore, is this an issue with the game or is it players just abusing the system. Watching a tank player just disappear in front of you, to me is no different from an aircraft spawning out, although you can't just finished a mission in the air as you can do on the ground in a tank. Therefore, is there anything that can be done to prevent tank players 'abusing' the system, as unless you kill them out right, they can just keep respawning with no apparent impact to the current life? Regards H
LLv34_Untamo Posted January 13, 2021 Author Posted January 13, 2021 8 minutes ago, Haza said: Therefore, is there anything that can be done to prevent tank players 'abusing' the system The problem with tanks is that when a tanker hits "Finish mission", the logged ending coordinates seem to be corrupted in many cases... For these cases, we assume that the tank is left at the spawn point. If the coordinates do come out correctly, then we of course use them, and this will result to the tank being lost, if it's not within 2km of the spawn point...
LLv34_Temuri Posted January 13, 2021 Posted January 13, 2021 (edited) Couple of changes on the server: - Depots and stations now have a 10 km enemy detector. Players will get a warning on screen and via chat when an enemy plane gets closer than 10 km, after which the detector will be disabled for 10 minutes. - Similarly, ships have an enemy detector, but the distance is 20 km. (Of course Stalingrad and Velikie Luki don't have ships, so currently you can't see this) - There's now a Control Point between the frontline groups marked "CP" on the map. This Control Point can be captured by tanks getting within 170 m of the flag that indicates the center of the Control Point. When captured, it will give +5 km advance to the frontline calculation for the side that has captured it. This is a value that we can adjust, so feedback on that and the capture feature in general is welcome. When the Control Point is captured, message is shown on players' screens and in chat. The status of the Control Point is also given in the <s command. Edit: and before anyone asks: I don't think we have means to detect which player did the capture. Edited January 13, 2021 by LLv34_Temuri 2
Haza Posted January 13, 2021 Posted January 13, 2021 16 minutes ago, LLv34_Untamo said: The problem with tanks is that when a tanker hits "Finish mission", the logged ending coordinates seem to be corrupted in many cases... For these cases, we assume that the tank is left at the spawn point. If the coordinates do come out correctly, then we of course use them, and this will result to the tank being lost, if it's not within 2km of the spawn point... Untamo, Thanks for the quick reply/answer. It is just a little frustrating to see that players can take advantage of this, however, I guess that's just the way the game is if it is corrupted. Now that I've seen players doing it with my own eyes, I now understand how there are a few players with really high kill streaks even though their tanks have been destroyed, as they appear to be able spawn out intentionally before they get killed. Enough said! Regards
13/JG5_Ehrler Posted January 13, 2021 Posted January 13, 2021 Hi guys, Could someone please check my last mission where I was counted as dead? Actually, I managed to land safely in the landscape with heavy damage. I was also not rated as died in the game. But in the logfile, in the second I finished the mission, it suddenly says that I died. http://stats.virtualpilots.fi:8000/de/sortie/log/836350/?tour=40 Thank you. Ehrler
LLv34_Temuri Posted January 13, 2021 Posted January 13, 2021 3 minutes ago, 13/JG5_Ehrler said: Actually, I managed to land safely in the landscape with heavy damage. I was also not rated as died in the game. But in the logfile, in the second I finished the mission, it suddenly says that I died. Campaign logs say you were captured. Hence the dead status. Check what the chat says after the sortie, not what it says on top of the screen.
13/JG5_Ehrler Posted January 13, 2021 Posted January 13, 2021 Ok, thanks for your response. But i dont understand how i can get captuered if i was on our side of the frontline? Its that possible?
LLv34_Temuri Posted January 13, 2021 Posted January 13, 2021 18 minutes ago, 13/JG5_Ehrler said: Ok, thanks for your response. But i dont understand how i can get captuered if i was on our side of the frontline? Its that possible? Looks like range to nearest friendlies was about 3360 meters and to nearest enemies 470 m.
LLv34_Untamo Posted January 13, 2021 Author Posted January 13, 2021 (edited) 1 hour ago, Haza said: I now understand how there are a few players with really high kill streaks even though their tanks have been destroyed, as they appear to be able spawn out intentionally before they get killed. Well, if the tank is destroyed, then it should show in the stats as such, and we do take that into count when determining frontline advance. But as for the tanker/pilot, if he is alive when he finishes mission, then he stays alive in stats if the tank is determined as left on the spawn point, if the coordinates are corrupt that is... Edited January 13, 2021 by LLv34_Untamo
CCG_Pips Posted January 13, 2021 Posted January 13, 2021 Hello Temuri and Untamo, Any changes in rules and game play with new updraged server? Many thanks by advance
LLv34_Temuri Posted January 13, 2021 Posted January 13, 2021 2 minutes ago, CCG_Pips said: Any changes in rules and game play with new updraged server? See my post above.
CCG_Pips Posted January 13, 2021 Posted January 13, 2021 (edited) Sorry, not seen ....many thanks ? 3 hours ago, LLv34_Untamo said: The problem with tanks is that when a tanker hits "Finish mission", the logged ending coordinates seem to be corrupted in many cases... For these cases, we assume that the tank is left at the spawn point. If the coordinates do come out correctly, then we of course use them, and this will result to the tank being lost, if it's not within 2km of the spawn point... For a tanker, it is obviously clear that attacking Front troops or a depot or any thing else is not so easy: long road and in any case much more than 2 kms. So the issue to disconnect, so be considered by parser as alive if the driver is not dead seems to be the best solution. Otherwise, tankers will not play anymore!! Haza is bad player. This morning he straffed my tank and heavily damaged it. I was about 10 kms behind German lines. I disconnected as my engine was out of service and no solution to repair or escape. At this point two comments: 1/ why using only the 20mm guns....with a bomb, my tank should be destructed and tanker dead....no hope to be alive!!!!! 2/ In the stats, the kill is well noted and assigned to Haza.... So what more? the only thing interesting Haza is to kill (death) the tankers?......There, my mission was finnished and he saved some objects (good for German camp) and he got the kill....perfect no ? Be careful when you change gameplay, I drive tanks and fly on planes....same thing happenned to me. Damaging a tank, tank disconnecting and result: some times I got the kill, some times, not......this is the simply way to fully destroy the tank and killing crew or not. CCG_Pips Edited January 13, 2021 by CCG_Pips
Enigma89 Posted January 13, 2021 Posted January 13, 2021 3 hours ago, LLv34_Temuri said: Couple of changes on the server: - Depots and stations now have a 10 km enemy detector. Players will get a warning on screen and via chat when an enemy plane gets closer than 10 km, after which the detector will be disabled for 10 minutes. - Similarly, ships have an enemy detector, but the distance is 20 km. (Of course Stalingrad and Velikie Luki don't have ships, so currently you can't see this) - There's now a Control Point between the frontline groups marked "CP" on the map. This Control Point can be captured by tanks getting within 170 m of the flag that indicates the center of the Control Point. When captured, it will give +5 km advance to the frontline calculation for the side that has captured it. This is a value that we can adjust, so feedback on that and the capture feature in general is welcome. When the Control Point is captured, message is shown on players' screens and in chat. The status of the Control Point is also given in the <s command. Edit: and before anyone asks: I don't think we have means to detect which player did the capture. Nice!! Looking forward to this depot change.
-250H-Ursus_ Posted January 13, 2021 Posted January 13, 2021 I've been thinking 2 ideas which i hope could be added to server after see a bunch of comments, externaly to discord and here, and my own gameplay, one server gameplay related, the other one is my personal opinion about 7# planeset. First one, there is a lot of talk about "Finnish is Berloga over tanks sometimes" and even if i don't want to admit it, in certain points is real. But i think that is related to the chance of take planes wich bombs and bombers from the temporary airfields, instead of only fighters with no bombs. I mean, a temporary airfield is that, is just recently captured, IRL it doesn't have the resources like a conquered and stablished airfield which is rearer and safe from enemy attacks. Off course this can change the meta a lot, because the bombers, and fighter/bombers should take off from rearer airfields in order to advance a bit. Leaving the temporaries with a reduced pick of fighters for defense of the area, just like a temporary airfield with limited resources. The planeset thing, and i asked this in discord once, is in the 7# planeset. I don't know to much the editor, but it is possible add P-51D by forcing the x4 MG modification? In order to replicate P-51B/C. I mean, that was IRL after all, and even few months of P-51D vs G-14 untill K4 was released. I know P-51 has a serious edge over G-14 when is well used, and that can be seen as "unbalanced" but x4 MG is not x6 like usually P-51 has. I know there is the D9 option for keep things even, but D9 doesn't have the early modification which restricts MW50 and makes it even worse than 109G14 lol. Just a 2 ideas. First one is the most important off course, the second, nah, just my opinion about the planeset.
No_Face Posted January 13, 2021 Posted January 13, 2021 2 hours ago, CCG_Pips said: For a tanker, it is obviously clear that attacking Front troops or a depot or any thing else is not so easy: long road and in any case much more than 2 kms. the travel time to join the front troops is correct from my point of view. And getting back to base is often even faster so there is no need to disconnect in enemy territory (if your engine is running, of course). For the depots it is something else, I consider that it is not for the tanks to take care of them because these objectives are not designed for them, they are much too far. (It's always annoying to see planes attacking front toops since these are the only real objectives achievable by tanks (even if in fact, the bugs prevent them from being achieved. ?)) Sorry for my english, google translate.
13/JG5_Ehrler Posted January 13, 2021 Posted January 13, 2021 4 hours ago, LLv34_Temuri said: Looks like range to nearest friendlies was about 3360 meters and to nearest enemies 470 m. Well, i dont have any video or screenshot of the map and the frontline - but they hunted me from the tanks along the river to the west. This is why i was pretty sure to be at the blue side. Is the frontline we can see on the map the exact course?
SYN_Ricky Posted January 13, 2021 Posted January 13, 2021 5 minutes ago, No_Face said: the travel time to join the front troops is correct from my point of view. And getting back to base is often even faster so there is no need to disconnect in enemy territory (if your engine is running, of course). For the depots it is something else, I consider that it is not for the tanks to take care of them because these objectives are not designed for them, they are much too far. (It's always annoying to see planes attacking front toops since these are the only real objectives achievable by tanks (even if in fact, the bugs prevent them from being achieved. ?)) Sorry for my english, google translate. I did a few long range missions to destroy rear depots in a tank, funny but not something I would do on a regular basis. Once I drove in a Sherman all the way from Temryuk to Taman to put some mess at the German airfield. Very long drive while avoiding being detected by aircrafts, just to arrive in view of the airfield and get wrecked by a hidden object. Couldn't move and a 37mm somewhere could fire on me at times, I couldn't do much except damage a few planes with the commander's .50 Cal...finally planes saw me and I was destroyed...won't be doing that often either ? 3
CCG_Pips Posted January 13, 2021 Posted January 13, 2021 1 hour ago, No_Face said: the travel time to join the front troops is correct from my point of view. And getting back to base is often even faster so there is no need to disconnect in enemy territory (if your engine is running, of course). For the depots it is something else, I consider that it is not for the tanks to take care of them because these objectives are not designed for them, they are much too far. (It's always annoying to see planes attacking front toops since these are the only real objectives achievable by tanks (even if in fact, the bugs prevent them from being achieved. ?)) Sorry for my english, google translate. I will tel that to my horse!!!!! ? THIS IS A GAME............ok ? we are not in real war and any one can do what he wants if it is whitin rules!!! We just look to push our camp to victory and if I have to spend 1 hour driving to reach a depot and destriy it, I will do..............? If tanks have only attack on front troops, it will resume to ambush !!
LLv34_Temuri Posted January 13, 2021 Posted January 13, 2021 It’s true that depots have been done mainly with planes in mind. However, if someone has the patience and care to spend the time to drive to the depots, go for it. 1
Garven Posted January 13, 2021 Posted January 13, 2021 (edited) 10 minutes ago, LLv34_Temuri said: It’s true that depots have been done mainly with planes in mind. However, if someone has the patience and care to spend the time to drive to the depots, go for it. Once had the whole 69th squad descend upon a depot with A-20's while I was shooting up stuff with my Sherman. Was a pretty close shave. Edited January 13, 2021 by Garven 1
315_R2r Posted January 13, 2021 Posted January 13, 2021 (edited) @LLv34_Temuri Can the Control Point be recaptured or once captured it gives the advantages of 5km only for team of the fastest one in tank? Can this +5km be neglected by others actions like destroying the depots and camps or it is always in plus? The other thought is that this is rewarding the first person in tank that missions start.... As such has nothing relevant for the skills, tactics or anything... Just be quick - good idea for some improvement IMHO but not related to the fight or balance or whatever ... The only counteraction I can see is to hunt such tank with planes - but without any indication that there is tank approaching the CP there is no chance to spot it before it is done... Edited January 13, 2021 by 315_R2r
CCG_Pips Posted January 13, 2021 Posted January 13, 2021 1 hour ago, LLv34_Temuri said: It’s true that depots have been done mainly with planes in mind. However, if someone has the patience and care to spend the time to drive to the depots, go for it. Yes, patience, with risk to drive for 1 hour and find the depot destroyed by bombers!!! ? Yes, patience, with the risk to be killed on road by a fighter-bomber ? Yes, patience, with the risk to be killed on depot by the AA defense ? So it is not, either, a sinecure to go on depot....... 1
LLv34_Temuri Posted January 13, 2021 Posted January 13, 2021 (edited) 1 hour ago, 315_R2r said: @LLv34_Temuri Can the Control Point be recaptured or once captured it gives the advantages of 5km only for team of the fastest one in tank? Can this +5km be neglected by others actions like destroying the depots and camps or it is always in plus? The other thought is that this is rewarding the first person in tank that missions start.... As such has nothing relevant for the skills, tactics or anything... Just be quick - good idea for some improvement IMHO but not related to the fight or balance or whatever ... The only counteraction I can see is to hunt such tank with planes - but without any indication that there is tank approaching the CP there is no chance to spot it before it is done... The control point can be captured over and over. It starts neutral and the +5 km is to the side who is capturing the CP when mission rotates. Edit: and yes, if the other side destroys enough targets, that 5 km can be negated. Edited January 13, 2021 by LLv34_Temuri
LLv34_Untamo Posted January 13, 2021 Author Posted January 13, 2021 5 hours ago, 13/JG5_Ehrler said: Is the frontline we can see on the map the exact course? The frontline in game isn't drawn very accurately. You can assume it has error of 5km in any direction. This becomes from the fact that the frontline icons are a resource hog, so we don't use too many to not clog up the server. 1
Haza Posted January 13, 2021 Posted January 13, 2021 8 hours ago, CCG_Pips said: Sorry, not seen ....many thanks ? For a tanker, it is obviously clear that attacking Front troops or a depot or any thing else is not so easy: long road and in any case much more than 2 kms. So the issue to disconnect, so be considered by parser as alive if the driver is not dead seems to be the best solution. Otherwise, tankers will not play anymore!! Haza is bad player. This morning he straffed my tank and heavily damaged it. I was about 10 kms behind German lines. I disconnected as my engine was out of service and no solution to repair or escape. At this point two comments: 1/ why using only the 20mm guns....with a bomb, my tank should be destructed and tanker dead....no hope to be alive!!!!! 2/ In the stats, the kill is well noted and assigned to Haza.... So what more? the only thing interesting Haza is to kill (death) the tankers?......There, my mission was finnished and he saved some objects (good for German camp) and he got the kill....perfect no ? Be careful when you change gameplay, I drive tanks and fly on planes....same thing happenned to me. Damaging a tank, tank disconnecting and result: some times I got the kill, some times, not......this is the simply way to fully destroy the tank and killing crew or not. CCG_Pips CCG_Pips, Thank you for making this personal and referring to me and as such I will respond to you directly. To be blunt, I care little about my stats showing that I got a tank that you were controlling. However, just spawning out of the tank with the slightest of damage within enemy territory and indeed within the compound of an objective and you are still alive and not even captured, is a game issue that you are exploiting. You attacking a target that is further away, is no different from an aircraft attacking a rear target. Therefore, if you are willing to take a chance and go further to try and avoid engagement while trying to go for softer targets, you have to be willing to face the consequences when you are attacked. However, you want to be treated differently, so you can attack anywhere and spawn out anywhere when the going gets tough! Therefore, I might be a bad player, but thankfully I'm not a player that needs to exploit a loop hole to look good or to gain an advantage and then try and name and shame another player who has raised this abuse. Indeed, you mention that I camped the objective you were attacking, however, I was in a 110 tank buster and as such as you were no where near the usual tank engagement area, however, the under attack warning appeared, therefore as it was near my spawn point I headed to that location. I then engaged you and after only one attack (as you were bidding in the trees) you spawned out to save your virtual life. Therefore, you can hardly accuse me of camping, although you then try and chastise me for not attacking you with bombs so as to actually kill you. It is interesting when you look at tank stats, tank players spawn out with very little damage, therefore, your justification for spawning out is because your tank is not recoverable is at best farcical and perhaps more to do with exploiting the game to continue your virtual life. I'm not sure whether 'bailing' from a tank in the same situation would show players as captured, however, I guess you know what to do to get your kills without losing a life or your streak and as such de-spawning is the 'safe' bailing out option. Regards
LLv34_Temuri Posted January 13, 2021 Posted January 13, 2021 Regarding despawning deep within enemy territory: Once that second bug is fixed, for sure you will get captured (i.e. dead in stats) when you despawn deep in enemy territory. 1
315_R2r Posted January 13, 2021 Posted January 13, 2021 (edited) 2 hours ago, LLv34_Temuri said: The control point can be captured over and over. It starts neutral and the +5 km is to the side who is capturing the CP when mission rotates. Edit: and yes, if the other side destroys enough targets, that 5 km can be negated. Tested in the battle, reconquered blue CP - negated the +5km for the enemy - it works... Does the conquering of CP give you some 'stats points'? Edit: How can you see on the map who control the CP? Or in stats - on map I did not see a difference - on stats in chat did not notice apart from the front line movement but this could be not related to the CP control.... Edit1: If CP is taken by blue, then retaken by red, the +5km is 0km, how you can make the CP red again to have +5km for red? Edited January 13, 2021 by 315_R2r
CCG_Pips Posted January 13, 2021 Posted January 13, 2021 1 hour ago, Haza said: CCG_Pips, Thank you for making this personal and referring to me and as such I will respond to you directly. To be blunt, I care little about my stats showing that I got a tank that you were controlling. However, just spawning out of the tank with the slightest of damage within enemy territory and indeed within the compound of an objective and you are still alive and not even captured, is a game issue that you are exploiting. You attacking a target that is further away, is no different from an aircraft attacking a rear target. Therefore, if you are willing to take a chance and go further to try and avoid engagement while trying to go for softer targets, you have to be willing to face the consequences when you are attacked. However, you want to be treated differently, so you can attack anywhere and spawn out anywhere when the going gets tough! Therefore, I might be a bad player, but thankfully I'm not a player that needs to exploit a loop hole to look good or to gain an advantage and then try and name and shame another player who has raised this abuse. Indeed, you mention that I camped the objective you were attacking, however, I was in a 110 tank buster and as such as you were no where near the usual tank engagement area, however, the under attack warning appeared, therefore as it was near my spawn point I headed to that location. I then engaged you and after only one attack (as you were bidding in the trees) you spawned out to save your virtual life. Therefore, you can hardly accuse me of camping, although you then try and chastise me for not attacking you with bombs so as to actually kill you. It is interesting when you look at tank stats, tank players spawn out with very little damage, therefore, your justification for spawning out is because your tank is not recoverable is at best farcical and perhaps more to do with exploiting the game to continue your virtual life. I'm not sure whether 'bailing' from a tank in the same situation would show players as captured, however, I guess you know what to do to get your kills without losing a life or your streak and as such de-spawning is the 'safe' bailing out option. Regards First of all i never said you were camping on the area .....Maybe a bad translation, i don't speak fluente english. Then, you should better take a look at my stats. I regularly attack tank or artillery positions. I place the interest of my camp first and foremost, my virtual life too and that's why I spend a lot of time in supply, flying very slowly and for a long time to supply the Air bases of my camp. That I spend a lot of time on the roads to break a depot because it is also important for my camp. But when the opportunity arises, I take great pleasure in destroying an enemy tank in combat as well. Actually with the tank set as it stands, it's true, I refuse to serve as duck shooting for Tigers and other Panthers .... but don't worry, as soon as the tank set is more balanced, I will be present to pick you up. Finally, if the game allows tankers to attack depots, it's just because we are not in the real war when for 1 x Tiger there were 100 x T-34 .... ... so take a Tiger and go destroying a Russian depot ...... you will see the road will relax you and you will be more useful for your camp than spending one hour in the air looking for a T-34 on the road like you did this morning. Anyway, as Temuri said above, very soon, tankers will be considered as prisonners (dead) when despawning deep in ennemy territory!!! so discussion will be close. Regards
315_R2r Posted January 13, 2021 Posted January 13, 2021 (edited) 1 hour ago, LLv34_Temuri said: Once that second bug is fixed, for sure you will get captured (i.e. dead in stats) when you despawn deep in enemy territory. ... in such case multiple actions possible now - like attack enemy tmp af or rear depots in tanks would be considered pointless Why not consider the re spawn when there is no enemy tank, plane, player or ai in the 2-3km range (to discuss) from you as safe/return to base - just punish the one that re spawn while being attacked? Edited January 13, 2021 by 315_R2r
LLv34_Temuri Posted January 14, 2021 Posted January 14, 2021 (edited) 7 hours ago, 315_R2r said: Why not consider the re spawn when there is no enemy tank, plane, player or ai in the 2-3km range (to discuss) from you as safe/return to base - just punish the one that re spawn while being attacked? Worthwhile idea, at least you'd be guaranteed a death if you despawn at enemy airfields etc. So there's need to backtrack at least a bit before despawning. The trouble with this is that we don't get the location of players in the logs unless there's some action by them. 8 hours ago, 315_R2r said: Tested in the battle, reconquered blue CP - negated the +5km for the enemy - it works... Does the conquering of CP give you some 'stats points'? Edit: How can you see on the map who control the CP? Or in stats - on map I did not see a difference - on stats in chat did not notice apart from the front line movement but this could be not related to the CP control.... Edit1: If CP is taken by blue, then retaken by red, the +5km is 0km, how you can make the CP red again to have +5km for red? There's no way to connect the player to the capturing, so we can't give stats points. We don't show who has control of a CP on the map, since that would need to be done via activating/deactivating icons over and over, and the game is quite brittle when it comes to doing that. The status of the CP should be in the message you get via the <s command. About that retaking: it can be that damage to targets negates the 5 km, and thus the <s command won't show that "5 km" advance, as it shows the total. 8 hours ago, CCG_Pips said: very soon, tankers will be considered as prisonners Well that's only if the bug is fixed. We don't have control over what kind of log entries the dserver produces. Edited January 14, 2021 by LLv34_Temuri
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