GT-Katzenkorps Posted January 5 Posted January 5 After couple of joyrides w/ Stug, yes, this server looks promising. Two observations: Driving distances for tankers are long, IMHO too long for this length of missions. Those poor red tankers, who hit their head against my Stug's 75 mm candy, had no time to drive back to action, even w/ fast T34s. With German slow ones, even more difficult. Another observation: Statistics claim I was killed by red tanker SAMARA. I was never killed. One T34 shot my visor and gun sight, but after sending that particular one to tankers paradise, I fixed my Stug and continued to the end of mission. And was on own side of frontline, when it ended. 1
FeuerFliegen Posted January 6 Posted January 6 Been trying to log into the server for the past few minutes... sends me back to the main screen every time; I've tried 4x.
=AD=MDA Posted January 6 Posted January 6 15 hours ago, FeuerFliegen said: Been trying to log into the server for the past few minutes... sends me back to the main screen every time; I've tried 4x. The server is running. There were problems, had to restart. Maybe you were reset at that moment
=THORN=Sphere- Posted January 10 Posted January 10 (edited) Hi Just tried joining your server but the GE have pinned an airfield with a tank. Killed on spawn within one second and now banned for 600 seconds? Is it just a case of waiting for 10 minutes and hoping not to be banned for another 600 seconds upon spawning in and dying or just try another airfield? New to the server, would be nice to give it a try and actually fly.... 😕 Cheers. Edited January 10 by =THORN=Sphere-
-DED-Zlodey Posted January 10 Posted January 10 1 час назад, =THORN=Sphere- сказал: Hi Just tried joining your server but the GE have pinned an airfield with a tank. Killed on spawn within one second and now banned for 600 seconds? Is it just a case of waiting for 10 minutes and hoping not to be banned for another 600 seconds upon spawning in and dying or just try another airfield? New to the server, would be nice to give it a try and actually fly.... 😕 Cheers. Hello. Change the airfield. If you have any problems or misunderstandings, write to us, we are always happy to clarify.
=AD=MDA Posted January 10 Posted January 10 1 hour ago, =THORN=Sphere- said: Hi Just tried joining your server but the GE have pinned an airfield with a tank. Killed on spawn within one second and now banned for 600 seconds? Is it just a case of waiting for 10 minutes and hoping not to be banned for another 600 seconds upon spawning in and dying or just try another airfield? New to the server, would be nice to give it a try and actually fly.... 😕 Cheers. Hello! You were destroyed by a player on a StuG III Ausf.G tank, look at the statistics: https://stat.il2-fl.ru/ru/sortie/log/6191/?tour=1 We have a good situation on our server, Hummels left on a tank, and then controlled the airfield, destroying all resources, and pilots! You can't appear on an airfield that is controlled by a tank player!
GT-Katzenkorps Posted January 11 Posted January 11 I just wonder this 10 min ban after being killed. Is it for everyone after every time or what is the condition?
=AD=MDA Posted January 11 Posted January 11 1 hour ago, GasTeddy said: I just wonder this 10 min ban after being killed. Is it for everyone after every time or what is the condition? Ban is issued: 1. Player death - 600 sec 2. Captivity - 300 sec 3. Disconnect - 300 sec During the ban, it is allowed to fly only on transports Ju 52, C47 and Li2
-DED-Zlodey Posted January 11 Posted January 11 3 часа назад, =AD=MDA сказал: 3. Disconnect - 300 sec 600! 1
150_GIAP-Red_Dragon Posted January 12 Posted January 12 (edited) Perhaps this is so that the pilots could not destroy their side's aircraft more often than 6 units in 1 hour 🤔. NKVD does not agree with this behavior Edited January 12 by 150_GIAP-Red_Dragon 1
Front_Line Posted January 14 Author Posted January 14 (edited) The war is over! The red team has won! The blue side lost all provisions, leaving no opportunity for aircraft to take off. Congratulations to the Reds! To save provisions, it is necessary to return the aircraft to their home airfields until the end of the mission! The Battle of Stalingrad will begin on January 24th. Edited January 14 by Front_Line
Front_Line Posted January 14 Author Posted January 14 Congratulations to the distinguished pilots and tank crews of the first war! 1
Front_Line Posted January 23 Author Posted January 23 Dear friends and comrades! Tomorrow, 01/24/2025 at 20.00 Moscow time (17.00 UTC) the second war starts, taking place on the Stalingrad map. Registration and choice of side is now available! We encourage pilots and tankers who can play for different sides to rely on the number of players who have already decided on a side, and choose a coalition with fewer people! Everyone get ready! Hooray! 3
Front_Line Posted January 24 Author Posted January 24 (edited) The patch comes into effect with a new war! 1) Added the ability to "support" our project. The button is in the personal profile on the portal. 2) Added the ability to delete an account. The button is in the personal profile on the portal. 3) Optimized the portal site. 4) Added a new goal "Bridges and crossings". 5) Changed the game economy, there will be more columns supplying airfields. 6) Resources at airfields are balanced, and are now spent approximately evenly. 7) Changed the penalty system, the side playing in the minority receives penalties 2 times less. The difference between the teams is 5 players. 8) The planeset and tankset for the entire eastern campaign have been completed. 9) Reworked and adjusted factories. Now when capturing a factory, it will work for the benefit of the side that captured it. 10) Transport planes bring more resources when supplying NP. (In the coming days) 11) Squads registered on the statistics website now participate in awards. 12) The manual has been supplemented with new points. 13) Frontline targets have been adapted for 1942-43. 14) Anti-aircraft cover for targets has become slightly more accurate, compared to 1941. 15) Supply column icons have been replaced. Edited January 24 by Front_Line 2
GT-Katzenkorps Posted January 26 Posted January 26 Looks like server does not appreciate my attempts to drive around w/ tracked vehicles; I tried several times from two different spawns and was kicked every time. Once I managed to drive about 100 meters before it happened, every other time clicking "start" threw me out from server.
-DED-Zlodey Posted January 26 Posted January 26 58 минут назад, GasTeddy сказал: Looks like server does not appreciate my attempts to drive around w/ tracked vehicles; I tried several times from two different spawns and was kicked every time. Once I managed to drive about 100 meters before it happened, every other time clicking "start" threw me out from server. It is necessary to select a coalition on the website in the profile. Read the chat when you're done. It says whether it is allowed to take part in hostilities.
=AD=MDA Posted January 26 Posted January 26 58 minutes ago, GasTeddy said: Looks like server does not appreciate my attempts to drive around w/ tracked vehicles; I tried several times from two different spawns and was kicked every time. Once I managed to drive about 100 meters before it happened, every other time clicking "start" threw me out from server. Register on the website https://il2-fl.ru/en/register and then link your game account to the server account
GT-Katzenkorps Posted January 26 Posted January 26 2 minutes ago, =AD=MDA said: Register on the website https://il2-fl.ru/en/register and then link your game account to the server account Done that weeks ago. 3 minutes ago, -DED-Zlodey said: It is necessary to select a coalition on the website in the profile. Read the chat when you're done. It says whether it is allowed to take part in hostilities. Ok, thanks. That must be it. 2
-DED-Zlodey Posted January 26 Posted January 26 How do "Bridges" work and what do they affect? Bridges in the game are important but poorly protected objects that help transport resources between different settlements. What is a "resource overflow"? At the end of each mission, the game automatically selects up to 5 settlements (for each side) that need help the most — for example, they need more soldiers or supplies. These points send requests to their neighbors to share their resources. This is called "resource overflow". How do bridges affect the flow? Each bridge is like a road along which resources flow. If the bridge is destroyed, the resources will not be able to reach their destination. The game checks whether the nearest bridge is intact for each settlement. If the bridge is destroyed, the resources are "stuck" and do not reach the front. If the bridge is intact, then everything is going according to plan. How can this be used? If you destroy the bridge, you can block the supply of resources to the enemy. This will weaken his powers and reduce his attacking potential. However, it will not be possible to completely stop all overflows — the game allows you to block only 3 settlements, and the other two will still receive resources. A bridge is considered destroyed when 70% of the objects inside the target are destroyed (not only the bridge object, but the entire environment!). When the bridge is destroyed inside the game and on the web map, the bridge icon disappears. Result: Bridges are key points that help or hinder the movement of resources. By destroying them, you can weaken your opponent, but you won't be able to stop him completely. Have a good flight! 1
-DED-Zlodey Posted January 27 Posted January 27 We have noticed that Western organized squads are not very willing to take part in the battle. We assume that the Western community does not understand the mechanics of the server and, in general, what is better to do at one time or another in order to resist the opposing team. So, if something is not clear to you, do not hesitate to ask questions, we will be happy to answer and explain why it is better to act this way and not otherwise. What is a priority and what can be postponed... Maybe you have some points that you don't like, feel free to express your point of view. 1
Bars- Posted January 27 Posted January 27 3 часа назад, -DED-Zlodey сказал: Maybe you have some points that you don't like, feel free to express your point of view. 1. Make mission time not less than 5 hours long. 2. Make server working 365 days a year just like WoL and Combat Box. Switching off server for 2 weeks you do a favor for players experiencing lack of motivation and burning out kind of issues. But you've got WoL and Combat Box full every single day. That means you've got potential audience for 24/7/365 FrontLine. You just need to grab that audience attention. Switching off server for 2 weeks you will only lose players. 3. Even though my way of playing this game is quite realistic and I don't use technochat I do need elevator trim tab settings technochat messege from time to time. Bearing in mind any player can always switch off technochat manually I'd suggest switching on technochat on FrontLine. Players use autolevel, heading digital indicatorand and a lot more nonrealistic stuff anyway. And by the way that real life pilot who runs the server has suggested engine switched on spawning on FrontLine lately. So why not switch technochat on? And even though I do not really expect you doing any of those 1, 2, 3 items and I'm aware of those rotten tomatoes heading my way already for mentioning technochat I post this anyway as a proper feedback you were asking for. 1
=AD=Denisik_FL Posted January 27 Posted January 27 Thank you very much for your feedback! We will definitely listen to your opinion. Товарищ ты наш.
-DED-Zlodey Posted January 27 Posted January 27 1 час назад, Bars- сказал: 2. Make server working 365 days a year just like WoL and Combat Box. Switching off server for 2 weeks you do a favor for players experiencing lack of motivation and burning out kind of issues. But you've got WoL and Combat Box full every single day. That means you've got potential audience for 24/7/365 FrontLine. You just need to grab that audience attention. Switching off server for 2 weeks you will only lose players. We will definitely do it. The server shutdown was due to the fact that we were preparing a new map (Stalingrad) So far we have Moscow and Stalingrad. And the outages will most likely continue, during the preparation of the next maps or something else. When everything is ready, the server will work 24/7 with minor technical interruptions. The campaigns will become longer. 1 1
GT-Katzenkorps Posted January 29 Posted January 29 (edited) Some observations, opinions and questions, from the point of view as an Axis tanker. 1) Ammo. I was told only APHE and HE work in this server. Are APCR and HEAT useless? Haven't tried them. 2) Effect of APHE. I drove around w/ Stug during the test period and in Moscow campaigns and had no problems in killing AI tanks in tank base and player driven tanks, but now in Stalingrad I have feeling APHEs have been changed to rubber bullets. Let's take a look at THIS Stug sortie at Moscow campaign. I used seven (7) APHEs to kill three T-34s from long distance, almost 1000 meters. Bit later, killed one more T-34 and SU-122 using both time four APHEs. T-34 was almost point blanc, perhaps 30 meters, SU about 700 meters. Then, let's compare with Stalingrad. Killed SU-122 from less than 300 meters and needed 9 APHEs and 5 HEs. I managed to sneak behind it and pumped several APHEs to engine and crew compartment from SUs 5 o'clock, no effect. It started turning, and I managed to hit it few times from side, no proper effect. When it was facing me, I changed to HEs and they finally did the job. From front, where SUs armor is thicker than even my skull. Then, attack to red tank base. APHEs did very little damage to AI T-34s, as can be seen from sortie log. 3) Damage model/killed at the end of sortie. Let's go first to SU-122 kill sortie. It happened on our side, close to our base and SU did not shoot one single shot. From somewhere I got massive 0.1% damage, and when I drove back to village and ended the sortie, killed... Killed by what and how come crew captured, less than 2 km from our own spawn? Then this confrontation with T-34. He broke my commanders visor and aim periscope; I shot killing shots totally blind but as I mentioned earlier, it was almost point blanc. I did repairs and drove back to my ambush point. After a while, drove back to village and ended sortie. Killed, crew captured, again pretty close to our spawn. Then one interesting sortie, which ended well, but made me still wonder: How can rifle caliber 7.62/53 machine gun seriously wound tank driver, when tank itself was intact? No drivers visor broken, as it was closed. 4) Observations/proposals This server has been positive experience, but driving distances are too long. I'm pretty sure many guys do not come to tank, when driving to enemy may take almost an hour, especially with sluggish offroad performance of German contraptions when there's no relatively straight road to target. Also 3 hour mission is bit short, IMO. Four or five hours would be better. One more thing, or rather question: Where must a tank be, when mission ends, not to have "captured"-status? Own side of blue-white-red line or some certain distance of own spawn? With greetings, GasTeddy Edited February 1 by GasTeddy
-DED-Zlodey Posted January 30 Posted January 30 5 часов назад, GasTeddy сказал: Killed by what and how come crew captured, less than 2 km from our own spawn? Vaal's stats don't know where the enemy territory is and where the allied territory is. In the future, when we make our statistics, captivity will be recorded correctly. 5 часов назад, GasTeddy сказал: 4) Observations/proposals This server has been positive experience, but driving distances are too long. I'm pretty sure many guys do not come to tank, when driving to enemy may take almost an hour, especially with sluggish offroad performance of German contraptions when there's no relatively straight road to target. Also 3 hour mission is bit short, IMO. Four or five hours would be better. Yes, we know that the distances for tanks are long. In the future, we plan to create better gameplay for tanks as soon as we figure out the planes.
GT-Katzenkorps Posted January 30 Posted January 30 Okay, thanks. But how about the ammo? Are APCR and HEAT usable or not? I don't want to make test by driving 1 h and then realizing at target that my ammo is useless. And will German APHE be rubber bullet now on? Also, damage model; 0.1% damage and killed because of it, is that going to be fixed or it stays like that?
-DED-Zlodey Posted January 31 Posted January 31 7 часов назад, GasTeddy сказал: Okay, thanks. But how about the ammo? Are APCR and HEAT usable or not? I don't want to make test by driving 1 h and then realizing at target that my ammo is useless. And will German APHE be rubber bullet now on? Also, damage model; 0.1% damage and killed because of it, is that going to be fixed or it stays like that? As part of the target, there are so-called "live" tanks (those that can shoot, rotate the tower) and ordinary static ones (they are like houses, dugouts, etc.) So, live tanks need to be destroyed with armor-piercing shells, and static ones need to be destroyed with high-explosive shells. If you see a tank shooting and rotating its turret, it means it is "alive"
GT-Katzenkorps Posted January 31 Posted January 31 7 hours ago, -DED-Zlodey said: As part of the target, there are so-called "live" tanks (those that can shoot, rotate the tower) and ordinary static ones (they are like houses, dugouts, etc.) So, live tanks need to be destroyed with armor-piercing shells, and static ones need to be destroyed with high-explosive shells. If you see a tank shooting and rotating its turret, it means it is "alive" Yes, I'm aware of that and that's why I wonder, why HEs work as they should, but APHEs not, at least German ones. And like I mentioned, killed by 0.1% damage is not normal. Like man dying after loosing a little finger.
=AD=MDA Posted January 31 Posted January 31 14 minutes ago, GasTeddy said: And like I mentioned, killed by 0.1% damage is not normal. Like man dying after loosing a little finger. Perhaps, for these 0.1%, the driver was killed and the crew abandoned the tank. 1
GT-Katzenkorps Posted January 31 Posted January 31 2 hours ago, =AD=MDA said: Perhaps, for these 0.1%, the driver was killed and the crew abandoned the tank. Nobody was killed, none of the crew members was even slightly injured, no visible damage whatsoever. To kill a crew member, much more % is needed. I drove once tank back home with 73% wounded driver and finished mission successfully. I killed SU-122 in this 0.1% damage mission, from less than 300 meters and needed 9 APHEs and 5 HEs. I shot it from behind it and pumped several APHEs to engine and crew compartment without any effect. It started turning, and I managed to hit it few times from side, no proper effect. When it was facing me, I changed to HEs and they finally did the job. From front, where SUs armor is thicker than even my skull. SU did not shoot one single shot. I drove back to our own spawn village and finished mission. Killed. By what and how? And as I wrote earlier, I needed to kill SU with HEs as German APHEs have became rubber bullets.
=AD=Denisik_FL Posted February 4 Posted February 4 The Battle of Stalingrad is over! Congratulations to the Red Team on their victory! The Battle of Kuban will begin very soon! You can choose your side on the website 1
=AD=Denisik_FL Posted February 4 Posted February 4 The best transport aviation pilots of Stalingrad! The best tankers of Stalingrad!
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