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LLv34_Temuri
Posted
2 minutes ago, moustache said:

- is it possible to increase or improve AA on tank spawn points: at least enough time to leave the spawn and hide, getting blown up 10s after spawning is not very fun, and it is rare to have support from the allied aviation...

Possible, but as they're on the frontline, I wouldn't make them indestructible. Therefore, the end result might not be what you're after.

 

3 minutes ago, moustache said:

-there are actually quite a few of us playing in a tank, and the fact that there are two capture points, often very far away (several tens of kilometers) dilutes the few players: we find ourselves defending a single point against only one enemy... would it be possible to either close the points or put only one?

Possible.

 

4 minutes ago, moustache said:

-would it be possible to spawn (at least for the Germans) the heavy tanks further back from the front? or reduce the number of this? it would avoid the full tiger teams...

The Tigers are already limited to two per spawn per mission. Adding a spawn would be possible, though.

 

7 minutes ago, moustache said:

-I have the impression that in the end, the impact of tanks is very limited on the progress of missions, right? captured a CP has a limited influence: increasing this influence would perhaps lead to more teamplay between aviator and tanker?

CP currently gives a percentage boost/reduction to frontline advance based on how long a team has held the CP. The maximum amount of the boost/reduction is currently set to 50%. This value is adjustable.

 

10 minutes ago, moustache said:

I take advantage that you are talking about artillery, I don't know if it's due to the last update, but I've seen a lot of explosions like this lately
(the shells explode in the air, without touching the ground...)

These are just visual effects.

Posted
1 hour ago, LLv34_Temuri said:

Possible, but as they're on the frontline, I wouldn't make them indestructible. Therefore, the end result might not be what you're after.

Olaa no, don't make them indestructible, it wouldn't be fair play, and it would kill the server's realism... but maybe more efficient or numerous? (does it respawn after they die?)

 

1 hour ago, LLv34_Temuri said:

These are just visual effects.

Aaah I didn't know, so I always avoided these areas before... is it possible to make the drop points more random and make them lethal?

 

1 hour ago, LLv34_Temuri said:

CP currently gives a percentage boost/reduction to frontline advance based on how long a team has held the CP. The maximum amount of the boost/reduction is currently set to 50%. This value is adjustable.

maybe increase it? what I would like is above all that it really encourages teamplay between planes and tanks of the same type, with common objectives, I find that it is too rare at the moment (apart from those who play with friends... for randoms, it's too rare)

 

1 hour ago, LLv34_Temuri said:

Possible.

I think it would be a good solution to have only one point, while waiting for TC to become more democratic and for the number of tank players to increase...

 

after to see if it is also ok for the other tank players of the server...

thank to your answer !

 

Posted

Hi, I'm a tank player, I agree that having a single capture point would make tanks less spread out. Is there a chance that when a checkpoint is taken a supply truck will show up to rearm and repair on the spot? On the other hand, could moving truck comboys be placed behind the front line? It would be interesting to do those ambushes and finally I think that keeping the destroyed tanks on the battlefield for a while would give them a lot of life and immersion

Posted
3 hours ago, Arditi said:

I think that keeping the destroyed tanks on the battlefield for a while would give them a lot of life and immersion

it would indeed be cool, but I seem to have already asked the question here (or on another server...) and I was told that it could unfortunately take too many resources and create slowdowns as the part progress...

Posted

Hi Mous, you've been fun to play with lately on FVP.  Great to see you out there.  If i could just provide a little more perspective on your suggestions.

 

-Spawn point protection:  While some more AA might help, the best way to avoid an air attack in your spawn is to spawn in a grid where there isn't any air, or where enemy air a fewer in number.  Or you could spawn in an AA Truck first.

-CP's: In past versions of FVP we had up to three CP's per Sector.  I would very much be in favor of going back to this version in the next Map.  It was fun and it changes things up a bit.  It's been too long with the single CP mode we've been playing currently.  Since spawn generation is random, I'm not sure if the other aspects of Mous's request are possible, but I think the anser is more CP's not less - that version of the game was alot of fun.

-Spawning heavy German tanks:  When you consider each German Spawn has only two Panthers and two Tigers before re-supply is needed (and lets be honest, Germans don't resupply tanks often.... if at all), then you already have an effective mechanism for preventing "full Tiger teams."  I would be in favor of this only if the KV-1, SU122 and 152 were also limited to two each per spawn (currently they get many more).  I think this is one aspect of the game we don't try to fix, it's quite balanced now as by the mid-point of a Mission, the German side is pretty much reduced to PZ3 &4's only.

-I also went through a phase where I thought improving the CP point impacts on the Front movement would be a good thing for the game.....but I've since changed my mind.  As a tanker, the challenges from air attacks are already difficult enough around the CP (especially for the German side). By increasing the CP value we only assure a greater frequency of air to ground contacts.....and as we both know, the tanks stand to lose most in that regard.  I think again, after watching the game evolve the last couple years, we have a pretty good balance now.  One thing I think that could be suggested to help with your point however is a greater value assigned to live player tank kills, vs. AI tank kills... and even more than destruction of fortifications.  I think a live player tank kill should be worth more than the destruction of a bunker in point value.  This would help generate more activity around the CP's like you want, just without an over saturation of ground attacking by planes.  And,  it'd allow for tanks to have a greater contribution to moving the front than the same old boring AI base attacks so many of our top ranked players exclusively specialize in.

 

Just my $.02....of course now .$.03 adjusted for Bidinflation.

Posted
12 hours ago, ShampooActual said:

-CP's: In past versions of FVP we had up to three CP's per Sector.  I would very much be in favor of going back to this version in the next Map.  It was fun and it changes things up a bit.  It's been too long with the single CP mode we've been playing currently.  Since spawn generation is random, I'm not sure if the other aspects of Mous's request are possible, but I think the anser is more CP's not less - that version of the game was alot of fun.

indeed, it could be interesting, but then with only one sector...

 

12 hours ago, ShampooActual said:

-Spawn point protection:  While some more AA might help, the best way to avoid an air attack in your spawn is to spawn in a grid where there isn't any air, or where enemy air a fewer in number.  Or you could spawn in an AA Truck first.

indeed, but unfortunately, it happens quite frequently that on the three spawns (outside the airfield spawn...), two are very close (like a hundred meters...), and there, it is not possible to avoid the spawnkill... (I still hesitate to buy the AA truck: at $12, is it worth it? Am I waiting for the price to drop again?)

 

12 hours ago, ShampooActual said:

One thing I think that could be suggested to help with your point however is a greater value assigned to live player tank kills, vs. AI tank kills... and even more than destruction of fortifications.  I think a live player tank kill should be worth more than the destruction of a bunker in point value.  This would help generate more activity around the CP's like you want, just without an over saturation of ground attacking by planes.  And,  it'd allow for tanks to have a greater contribution to moving the front than the same old boring AI base attacks

why not, ok...

 

12 hours ago, ShampooActual said:

the same old boring AI base attacks

it's true that the basic AI attack lacks challenge, but not sure that the "directors" of the server can do much about it, I think it's more the shortcomings of the basic AI of the game.. .

Posted

Hey buddy, yeah I would buy the German AA truck.  It's ROF is much faster and for some reason it seems like the shells hit harder than the GAZ when you make contact. I have both and I never play the GAZ anymore - the 10/5 is better.  I'd say worth it.

  • 2 weeks later...
1./JG42flesch
Posted

Want to start an Blue Tank in Mission 12976 on Tankspawn 1203/5, but allways explodet.

2x with Tiger, 1x with PZIII and Killed!

Posted

Hi Temuri, not sure if the is a FVP issue or a Dev issue.  For starters let me just say the tank engine noises - especially the Russian tank engine noises are far to weak from distances.  Also, when a Russian tank is moving slowly, they have no engine sound at all - just the sound of the tracks and wheels.  Not sure if htis is something you can adjust on the server.  I will post a bug report as well.  Thanks

  • 2 weeks later...
Leady_Brickov
Posted

Hi FVP team

 

Can I ask you to think of the poor trucks? Specifically the poor AAA trucks? These guys just want to do their job and protect stuff, but currently they aren't allowed ? 

 

Well, without continuing to be cryptic, it would be great to be able to spawn in at the Depots and Railway stations and protect these high value targets. Currently the only option is using them at the front lines where either they are far too vulnerable to tanks and roving fighters or a player sits next to a troops target, waiting for enemy ground attack aircraft that never turn up (because they are likely attacking 1 of the other 17 troops bases and not the one you are parked next to, defending).

 

Currently the AAA at depots and stations gets knocked out by 2-3 fighters in the first 30min of the mission, then these targets are left mostly defenseless for the next 3.5hrs 

 

If a spawn point is placed next to each depot and station, AAA truck players can help contribute to the defense of these targets. This would result in a more dynamic game in FVP, giving players more ways of contributing to the play experience. Also if these vehicles see more use in game, the development team may consider adding in other interesting light combat vehicles.

  • Like 1
  • Upvote 3
  • 3 weeks later...
Posted
On 7/18/2022 at 7:24 PM, Leady_Brickov said:

Hi FVP team

 

Can I ask you to think of the poor trucks? Specifically the poor AAA trucks? These guys just want to do their job and protect stuff, but currently they aren't allowed ? 

 

Well, without continuing to be cryptic, it would be great to be able to spawn in at the Depots and Railway stations and protect these high value targets. Currently the only option is using them at the front lines where either they are far too vulnerable to tanks and roving fighters or a player sits next to a troops target, waiting for enemy ground attack aircraft that never turn up (because they are likely attacking 1 of the other 17 troops bases and not the one you are parked next to, defending).

 

Currently the AAA at depots and stations gets knocked out by 2-3 fighters in the first 30min of the mission, then these targets are left mostly defenseless for the next 3.5hrs 

 

If a spawn point is placed next to each depot and station, AAA truck players can help contribute to the defense of these targets. This would result in a more dynamic game in FVP, giving players more ways of contributing to the play experience. Also if these vehicles see more use in game, the development team may consider adding in other interesting light combat vehicles.

THIS!!

My new record for being destroyed - 1% damage.  I am going for a new record, .05% damage.  Love this game.

 

image.thumb.png.85116beeeee3c244d9e685731e966653.png

  • Haha 1
  • 3 weeks later...
Posted

Hi Temuri,  there seems to be a lot of Kamikaze killing lately from planes when they are diving in on tanks; Especially on AA trucks.  I don't really mind dying from this, and even getting the death stat recorded against me.  However, I don't think the pilot should also be credited with a kill or a destroy of my vehicle.  Same with air-to-air rams I guess.   Is it possible that if a player rams or kamikazee's another player you can nullify the stat?  Maybe if a player knew they weren't going to get any credit for their actions, they'd try harder not to take this cheap way out.  Just a thought.

Posted

Has the Stat page been disconnected for a couple days?

  • 4 weeks later...
Posted

Hi @LLv34_Temuri

 

In the past few weeks the number of Russian Kamikaze attacks on German tanks and AA has really gotten crazy.  The thing that sucks about it is (other than the obvious rule violation) is that the pilot still gets credit for the kill, and we still get penalized for it.  I'm sure this is the case with ramming too.  Is there any way to manipulate the stats so that  the suicidal pilot does not get a kill, or better we do not get charged a death as tankers?

Posted
10 hours ago, ShampooActual said:

Hi @LLv34_Temuri

 

In the past few weeks the number of Russian Kamikaze attacks on German tanks and AA has really gotten crazy.  The thing that sucks about it is (other than the obvious rule violation) is that the pilot still gets credit for the kill, and we still get penalized for it.  I'm sure this is the case with ramming too.  Is there any way to manipulate the stats so that  the suicidal pilot does not get a kill, or better we do not get charged a death as tankers?

There probably would be a way to have the stats do this. Would require changes to the stats system. Not going to do these manually.

Posted

yeah makes sense, thanks Temuri.  Dude you gotta get a Normandy Map loaded up- the servers are a ghost town lately.  LOL  Thanks!!

Posted

Hello all

 

I'm thinking of getting into this game, looks fun. Can I play on the Finnish server or other multiplayer servers if I only buy Tank Crew? And do I need to own all the maps to play on the server?

 

Thanks

  • Upvote 1
Posted
54 minutes ago, Lt_Morin said:

Hello all

 

I'm thinking of getting into this game, looks fun. Can I play on the Finnish server or other multiplayer servers if I only buy Tank Crew? And do I need to own all the maps to play on the server?

 

Thanks

In multiplayer you don't need own the maps. Just hop in.

Posted

Ok, thanks. Do I need to own any aircraft to play on it?

Posted
9 hours ago, Lt_Morin said:

Hello all

 

I'm thinking of getting into this game, looks fun. Can I play on the Finnish server or other multiplayer servers if I only buy Tank Crew? And do I need to own all the maps to play on the server?

 

Thanks

It's only the greatest PvP combined arms tank sim/game available at the moment!!

  • 2 weeks later...
Posted

Starting from next mission rotation, the Churchill should be available. It's introduced in set 3.

  • Thanks 4
SCG_judgedeath3
Posted

Great to hear! Also thanks for doing the best realism tank and combined arms server in the game with proper front lines and everything. ? 

  • Upvote 3
Posted

@LLv34_Temuri Temuri my dude - BRIDGES!!  Non-Objective bridges to be more precise.  Dude they never used to repair before.  Now they repair in like 15 minutes.  Can we go back to the old way, or at least set the Bridge repair cycle to like an hour.  In one of todays missions the bridges by the CP got knocked out and repaired like 3 or 4 times.  It was better when repair times took longer.

Posted
2 hours ago, ShampooActual said:

@LLv34_Temuri Temuri my dude - BRIDGES!!  Non-Objective bridges to be more precise.  Dude they never used to repair before.  Now they repair in like 15 minutes.  Can we go back to the old way, or at least set the Bridge repair cycle to like an hour.  In one of todays missions the bridges by the CP got knocked out and repaired like 3 or 4 times.  It was better when repair times took longer.

The delay should be 30 minutes.

Posted

@LLv34_Temuri Can you move it to an hour?  I think it'll make game play better.

  • Upvote 1
Posted

S!,

I just got back home and I missed out on reading these threads.  I apologize if I'm suggesting something that's been requested. I know that the majority of players on FVP are pilots and FVP provides a great atmosphere for them. I used to fly on FVP almost exclusively, but I've switched to tanking for the past 9 months+. With that said, I believe capturing and holding ground is what wins wars regards of air power. The only option to holding ground in IL2 GB is with tanks. Of course, destroying front lines & depots from the air should also effect the status of the front line.

 

While I appreciate the idea of adding a bonus for capturing CPs to move the front, FVP could add some additional elements to capturing the CP and holding a CP? I'll list some ideas below that may or may not enhance the importance of capturing and holding the CP.

1. Holding a specific CP(s) could influence the availability of the enemy's tank spawn, e.g. number of tanks and type at a specific tank spawn.

2. Holding a specific CP(s) could influence the availability of specific aircraft at specific bases/air spawns. number of Bf109K-4, Mustang P51 B, etc

3. Holding a specific CP(s) could influence whether or not a specific base is available, e.g. front line bases.

4. Holding a specific CP(s) could influence the availability of specific load outs for planes, e.g. types of munitions/engines/fuel type available to planes.

5. Holding a specific CP(s) could influence the availability of reload/repair sites behind enemy lines.

 

I'm sure there are more options that can be created, but since I'm not a mission builder, I can't say if any of these ideas are viable options.

 

HB

  • Upvote 4
Posted

@LLv34_Temuri

 

Thoughts on tank configurations for the Normandy Map:

 

1.)  It will be very weird to see Russian armor rolling through the bocage and the villages of Normandy.  I don't think you should do it.

2.) Thus the only two allied Tanks that make sense to deploy are the Churchill and the Sherman.

3.) Allied players will complain about too much Tiger and Panther "imbalance" - I totally agree with this (even as a German main), and think we can use some historical precedent to make things fun and fair for all.

 

https://www.tracesofwar.com/books/2581/Tigers-in-Normandy.htm

 

We know that there were a very limited number of Tigers operating in the AO and none in the days right after 6JUN.

 

We know that the primary German Units in the the month of June on site:  The 12SS, the 21st PZD and the Panzer Lehr did not have Tigers. in fact the 12ss was comprised mainly of PZ IVG (with limited Panthers in HQ and Recon Batts.), the 21st had no Panthers and Panzer Lehr had about 80 Panthers.  

 

I think the Tanksets on the German side should reflect this:  Tanksets 1-4 are PZ IVG only.  Tankset 5-7 are Panther + Pz IV only and the final Tankset 8 features the Tiger.  The PZIII and IIM I don't think were used in the core units mentioned above but might have been still attached to the Heavy Tiger battalions in support roles.  But the non TC owning players still need an option.

 

Of course everything is open for critique.  Thanks dude, I'm sure the Allied fliers will really enjoy a "Falaise Pocket 2022" when you come out with it.  Best game ever.

  • Upvote 1
Posted

You cannot see the statistics of the Churchill tank.
Empty page opens with Server Error (500)

Posted
11 hours ago, Eeafanas said:

Doesn't it seem strange to you that the Mustang, Typhoon, Tempest and other Allied aircraft were not on the eastern front?  
I think we need to understand that while we do not have enough tanks and planes, we have to sacrifice historicity in the playset.

LOL, actually now that you mention it, I guess it does.  I guess since I don't fly, it's not as weird.  But then again, I'm weird.

  • Sad 1
SCG_judgedeath3
Posted (edited)
On 10/21/2022 at 6:49 PM, ShampooActual said:

 

We know that there were a very limited number of Tigers operating in the AO and none in the days right after 6JUN

Incorrect, in the british sector they had tigers in normandy, 1 waffen ss with several tiger platoons were stationed near caen and were in combat the day after 6th of june. On 13th of june one of the more famous tiger battles happened. They even had a couple of king tigers in action day after d-day in the british area. Kurt knispel and 503 heavy tank division was there from 20 of june if I recall.

 

 would argue the germans dont have many tigers already: 2 per base at the start of the server rotation. 2 panthers in most tank sets as well. 


 One thing I would like see improved: if  one bring back a tank to the base example ferdinand, and end mission: it should reappear as playable, as its now: if you do its gone which is strange as it wasnt lost in combat.

Edited by SCG_judgedeath3
  • Upvote 3
Leady_Brickov
Posted

I think its easier for the FVP team to keep the tank/plane sets the same for both fronts and balance all the maps at the same time. Easier to get it right once.

 

However i will say the Churchill needs to be added to plane set 1. It's slow, only has AP (Can't destroy bunkers). This limits its tactical and strategic utility. The AP ammo is also pretty poor at putting an enemy tank down. I'm needing roughly 3 penetrations to kill a Panzer. The Churchill is massively out classed by both Tiger and Panther and the smoke grenades are useless. The smoke can be seen through buy enemy tanks if you move, due to an opacity glitch with smoke. Yeah you can see track animations and exhaust smoke animations, clearly through the smoke grenade smoke if another tank is moving. This means that you can't use it to blind and flank....

 

The Churchill is Fugly beautiful but freaking useless vrs anything better than a PzIII.

 

Also, the Red side has had to learn to deal with the Tiger in every mid to late tank set, I say let the Blue side learn to deal with heavy armour in sets 1-3, might make them learn to be better tankers when they can't just rely on heavy armour and a strong gun to win the day ?

  • Upvote 3
Posted (edited)
2 hours ago, Leady_Brickov said:

I think its easier for the FVP team to keep the tank/plane sets the same for both fronts and balance all the maps at the same time. Easier to get it right once.

 

However i will say the Churchill needs to be added to plane set 1. It's slow, only has AP (Can't destroy bunkers). This limits its tactical and strategic utility. The AP ammo is also pretty poor at putting an enemy tank down. I'm needing roughly 3 penetrations to kill a Panzer. The Churchill is massively out classed by both Tiger and Panther and the smoke grenades are useless. The smoke can be seen through buy enemy tanks if you move, due to an opacity glitch with smoke. Yeah you can see track animations and exhaust smoke animations, clearly through the smoke grenade smoke if another tank is moving. This means that you can't use it to blind and flank....

 

The Churchill is Fugly beautiful but freaking useless vrs anything better than a PzIII.

 

Also, the Red side has had to learn to deal with the Tiger in every mid to late tank set, I say let the Blue side learn to deal with heavy armour in sets 1-3, might make them learn to be better tankers when they can't just rely on heavy armour and a strong gun to win the day ?

 

I've reported on this issue (and many other issues): for now, most answers are that the team is working on something, so no time for correction (even on some bug present for looooooooooooooooooog time...)...

for the question of the effectiveness of the churchill, I would not be so hard with this poor little concept: I find that it finds all its potential when it is played in a team and in combination with other tanks (T34, sherman.. .)...takes hits, can easily damage modules, and the rest of the team finishes the enemy (and since, from my experience, teams on the allied side are quite teamplay...)... on the other hand, it is sure that if we stick to the score, as there is no "kill assistance", the table is a little scant...

 

well, facing the panther and tiger, it's much warmer, and I think that reducing the number of big German tanks a little would be good (like 1 tiger and 2 panther per front...), it would force the teamplay a bit on the German side (be careful, some players are teamplay, huh, but it's more complicated for me than when I play on the Allied side...) and it would be a little more in line with reality where Pz IV has always remained the spearhead of the German armored force (the panther in its latest versions caught up with it, but we only have the first model...)

 

edit for smoke: it's dead...

 

Edited by moustache
  • Sad 1
SCG_judgedeath3
Posted
30 minutes ago, moustache said:

like 1 tiger and 2 panther per front...)

One tiger less than it is now then? German side get 2 panther in tank set 5, and 2 tigers in the set 6. Most tanks I see 1 hour into every match is panzer iv’s. The 2 tigers and the 2 panthers in set 6 is long gone by then unless a skilled player uses them and managed to survive. 

Posted
32 minutes ago, SCG_judgedeath3 said:

One tiger less than it is now then? German side get 2 panther in tank set 5, and 2 tigers in the set 6. Most tanks I see 1 hour into every match is panzer iv’s. The 2 tigers and the 2 panthers in set 6 is long gone by then unless a skilled player uses them and managed to survive. 

yes, but you have 3 bases per front (see one base more if the "provisional" airport (not sure of the name) is close)... so 8 tigers at most per front

of course no worries when you have players who know how to play their tiger, logical that he keeps it

it's also that it would be nice to have something closer to the reality on the ground (just as an example, for Kursk, there were a little less than 3000 tanks on the German side for only 200 panther... so Of course, there were marder-type self-propelled guns, old Pz IIs, etc..., but that gives an idea of the proportion... there are about 1300 tigers produced throughout the war, when Germany produced as many from Pz IV at the beginning of 42...)

SCG_SchleiferGER
Posted

In my oppinion you should not use historical production numbers as argument in a balance discussion. 

 

My reasoning is: You won't face just a single Tiger in a historical context. Manuals of the time prohibited the use of single tanks, especially when it comes to a expensive breakthrough weapon like the Tiger. Tigers also were never part of !ordinary! Panzer divisions, but employed in their own specialized formations. Thus arguing that other types of German tanks are available to fill that role is invalid, at least for the timeframe of Kursk and beyond. 

 

Either you face parts of or the whole Schwere Panzerabteilung, but you will never face just one single Tiger all alone by itself. 

  • Upvote 1
Posted
On 10/28/2022 at 2:55 PM, SCG_SchleiferGER said:

In my oppinion you should not use historical production numbers as argument in a balance discussion. 

that's okay, you're right... but then the same would have to be done for the allied side: the T34s (except in special cases) did not attack alone, but in large groups, but unfortunately, that doesn't seem feasible in the current multiplayer (never seen a player in multiplayer controlling AI tank squadrons...)...
reproducing the "pure" historical reality seems complicated, even for this simulation (track repair in 10min, cannon in 2/3min, absence of mechanical weaknesses of each tank, etc...), it's more in li' of an adaptation...

Posted
2 hours ago, moustache said:

that's okay, you're right... but then the same would have to be done for the allied side: the T34s (except in special cases) did not attack alone, but in large groups, but unfortunately, that doesn't seem feasible in the current multiplayer (never seen a player in multiplayer controlling AI tank squadrons...)...
reproducing the "pure" historical reality seems complicated, even for this simulation (track repair in 10min, cannon in 2/3min, absence of mechanical weaknesses of each tank, etc...), it's more in li' of an adaptation...

Thats what Tank Crew desperatly need, abillity for player in MP to select with how many tanks he can control he can spawn.

When hes tank is destroyed he can then switch to another alive tank in his group he spawned with. So then Servers can have big tank battles even with small number of players, how its now its just 1 v 1, no wonder it failed so badly. They expected players will play in MP and go 4 in one tank, and do battles like that, hance crew in name lol 

Its like they see all this need for B-17 and then they build B-17 with minedset that players wont crew expiriance, that there will be 10 players who will man all its positions and so on, on 42 v 42 server , 4xB17 and 2 P-51 as escort vs 42 Me-262s lol.

When players wonting B-17 need stpid AI B-17 with gunners who cant hit sht and ability to have 40+ of them in formation with 42 v 42 players. 

  • Upvote 2
Posted

@LLv34_Temuri

 

Hi Temuri,  as you know we've been engaged in Kuban for a very long time now.  I seem to recall at this time last year we were also on Kuban for almost two full months without either side being able to take the win.  Some of us were talking and wondered if after 30 days, you could have the system call it a "draw" - and we can automatically move on to a new map.  Are ties allowed?    Right now it looks like we could be on Kuban for a long time to come.  Still a great map though.

 

How's Normandy coming?

Alexander9822
Posted

Would love to try an D-Day Invasion map. Maybe as an event?

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