• WWII Online
    326 replies, posted
[QUOTE=Grabigel;24141450]I wish that you didn't need a credit card just to play the trial.[/QUOTE] Same. I won't buy a game straight away when I haven't got the chance to try it out, so I gave up on this game, even though I really wanted to play this.
For the last time, you only need a credit card because it charges you $1 and then refunds it.
I'm happy to say that I shot down a Hurricane and Hawk with Panzer IV HE Rounds [img]http://cubeupload.com/files/49632ww2201008172248.png[/img]
Heh, badass. Once shot me a plane using the MG. Good fun. I'd give a lot just for them to add the Flakvierling, shit'd be cash.
I shot down a low flying HE-111 with a vickers tank.
[QUOTE=Uberman77883;24146104]For the last time, you only need a credit card because it charges you $1 and then refunds it.[/QUOTE] I know about that. The problem is not everyone has a credit card. And getting a credit card just to try out a trail is retarded, seeing you got to pay for owning a credit card as well. Those lazy gits just need to add normal paypal support and get on with it. No wonder they're in the red numbers.
they support paypal, i pay my membership like that
[QUOTE=Tosti;24166635]I know about that. The problem is not everyone has a credit card. And getting a credit card just to try out a trail is retarded, seeing you got to pay for owning a credit card as well. Those lazy gits just need to add normal paypal support and get on with it. No wonder they're in the red numbers.[/QUOTE] They charge you money because people were making spy accounts with the trials. Spying actually matters in this game.
[QUOTE=cccritical;24124873]and you managed to point out another pro to arma, it's got singleplayer, scenario editors AND multiplayer, keep giving me ammo[/QUOTE] I love Arma 2, but fuck you're dumb. Arma 2 is a small scale simulator, WWIIOnline is a MMOFPS. They're not even trying to be similar games, and comparing them is pointless. You could compare Planetside to WWIIOnline, and Operation Flashpoint: Dragon Rising to Arma 2... but Arma 2 to WWIIOnline? No, doesn't make sense.
This game looks fun but scary at the same time. It seems a bit complex. Maybe once I get better internet I will try it out. Are the allies only French and British? Or are there US forces too? Just curious.
Only French and British. But they do have some American vehicles with them.
I'll have to give this game another try soon.
The learning curve is huge, but once you get used to the game, and how it works, it's great fun. I would buy it right now, if i had the cash.:crying:
Played this game a LONG time ago. Was awesome. Played again a few months ago and was a lot of the same, but just didn't get into it much because my life's a bit busy at the moment. Sapping is quite possibly one of the greatest things in the game. Flanking around a tank and one well placed charge and boom, tank gone.
It's fun when that tank knows his about to be sapped and he keeps turning his gun trying to find you
[QUOTE=Uberman77883;24133489]City battles are always tough, because eventually it grinds down to street to street combat. One time,we were defending a big city, we would spawn, go across the street, and there would be dozens of us lined up taking cover in some debris. Across the street from our defensive line were the Germans. Literally the only thing that separated us from eachother was a street. That was some of the most intense combat I've seen in this game. Second only to a time when a bomber landed in a street and started using its turrets to shoot infantry.[/QUOTE] Dude I fucking remember that! You guys landed right on the street line, and my buddy came in with an anti tank gun, and began unloading on the aircraft. [editline]01:34PM[/editline] I wonder if they'll ever lower payments to $5 a month, and allow for more players.
well I may play again some day maybe I remember getting laughed at, I joined in a 100+ fighter sweep or something and I never put my landing gear up the entire time I did shoot down 1 person, but then lost control of the plane and crashed into a barn thing
[QUOTE=nono345;24356320]well I may play again some day maybe I remember getting laughed at, I joined in a 100+ fighter sweep or something and I never put my landing gear up the entire time I did shoot down 1 person, but then lost control of the plane and crashed into a barn thing[/QUOTE] Haha. I love it when people forget to bring their landing gears up. I'm always like, "Dude... Your..." and their like, "My what?", and I'm like, "You'll find out at soon as you dive" , and they're like "lolkay" and end up barrel rolling out of the air.
I remember looking at this game in Target around 2001-2002, but refused to pay for the game AND pay a monthly fee...
[B]TOO ADMINS: THIS NOT A BUMP. THIS IS AN UPDATE ON WHERE THE GAME IS GOING! [/B] Good news everybody! A mass update is coming in again! Update 1.32(it's up this morning I believe) will change several game play mechanics/graphics. What will it change? [quote] Written by GOPHUR Monday, 27 September 2010 10:41 [IMG]http://www.battlegroundeurope.com/images/stories/staff_pictures/gophur.jpg[/IMG]The upcoming content update for WWIIOL: Battleground Europe is quickly preparing to enter the open testing phase. In preparation for that we are posting this read me in hopes that we can answer any questions that you have and share those in a FAQ with the community at large. This should give everyone a good grasp of the features and what we need tested as we move into Open Test. Later this week we plan to have an offline client available for download and we will then begin planning for some controlled focus tests and open testing to prepare this update for release. If you have questions please post them below and we'll provide answers later on in the week. Please keep your questions brief and on topic so that we can give you a meaningful response. We look forward to your help testing this update and also giving you the chance to play with some of these awesome new features! ================================== World War Two Online Open Test Candidate ================================== Version 1.32.0.6 (09-23-2010) [B] Bailout:[/B] Bailout is the new despawn mechanism for airplanes. The goals are twofold. Give pilots a reward for returning their plane and also give them a better chance at getting the kill before a target blinks out. Planes that are on the ground (or near) will despawn as usual. Pilots that are in flight will need to bail out, if they can, before being killed or running into the ground. [LIST] [*]Added bailout despawn for planes [*]This allows pilots to escape a damaged aircraft without getting a KIA [*]This allows attacking planes to continue to try and get a kill scored [*]Planes will no longer blink out [/LIST] [U]Bailout Despawn:[/U] [LIST] [*]Despawning in a moving plane above ~180 meters will result in a bailout despawn [*]Bailout despawns end when the plane crashes or the pilot touches down or 30 seconds goes by [*]Planes with multiple positions will show parachuting crewmen for each position living at the time [*]of the bail out [*]During a bailout despawn the despawning plane can still fly and take damage and crash [*]Pilots who have bailed have no control of their plane [*]Pilots who successfully bailout will receive either a Rescued or an MIA [*]Canopies will come off when a bailout is initiated [/LIST] [U]Normal Despawn:[/U] [LIST] [*]Occurs if the plane is crashed [*]Occurs if the pilot is dead [*]Occurs if you are the crew in a MC aircraft [/LIST] [U]Unable to Despawn:[/U] [LIST] [*]Planes not on the ground and not above 180meters will not be able to despawn [*]Players must climb to 180 meters to bailout despawn [*]Players must be on the ground to regular despawn [/LIST] [U]Bailout Scoring Changes for Planes:[/U] [LIST] [*]Bailing out pilots will be scored at the time of bailout [*]Pilots who bailout can only receive an MIA or a Rescued status [*]Kills will now be awarded for any damaged plane that does not RTB even if that damage is not critical as long as that damage was recent (maneuver or ditch kills) [*]Plane RTB is defined as being on the ground close to a friendly airfield [*]Planes that RTB will deny a kill score to the enemy even if critical damage was achieved [*]RTB planes will no longer explode on despawn due to critical damage [/LIST] [U]Multi-Crew Bailout and Despawn:[/U] [LIST] [*]Crew despawns when commander despawns [*]Crew can now bypass despawn timer and despawn at anytime [/LIST] [B]Player Placed Objects:[/B] We've added a new type of Server Tracked Object to this release, the Player Placed Object (PPO). These objects are only the first in a series of objects we hope to allow players to use to impact the battle they are in by affecting the world around them. [LIST] [*]Infantry players may now place certain objects in the world [*]Sappers can place a gun emplacement [*]All other infantry/paratroopers can place an infantry fighting position [*]These objects cannot be destroyed [*]Infantry units have a new entrenching or build tool [*]When using this tool you will have visible feedback if you can place an object [*]Infantry go to kneeling while placing the object [*]There is a build timer to place the object [*]There is a cool down timer on the entrenchment tool once it has been used before it can be used again [*]These can be placed online or offline [*]There is a limit on how many can be placed in an area by each side * [*]There are no map icons because these objects are not part of strat [*]There is a buffer around each object so that they may not be placed too close together or too close to other objects [*]These objects cannot be placed on cobblestones or airfield or roads etc. [*]These objects cannot be placed if another player is intersecting their placement position [/LIST] (*) Note: The placement rules are fairly complex to explain but in practice are easily observed. These are still being worked on in Beta. [U] Forward Resupply units:[/U] The Forward Resupply Unit is a special type of PPO that can be placed bu a truck or the Mission Leader. This objects replaces the Mobile Spawn Point and Unmanned Mobile Spawn features in the current game with one that can be more easily placed by the mission leader. This is a first step in expanding the ways and means of entering the world and interacting with your group. [LIST] [*]Trucks can no longer become MSPs [*]Instead a truck will place an object in the world that acts as Forward Resupply Unit [*]The truck may then continue on the mission or despawn leaving the object in the world [*]FRUs act as both an infantry spawn point and as a resupply point [*]All other rules associated with the placement of an MSP are still in effect including the one per mission limit [*]These objects may not be placed intersecting with other objects [*]They may be placed on cobblestone but not on airfields [*]Mission leaders can delete these from the map the same as an MSP now [*]When a Mission Leader places an FRU, any previous FRU for that mission is automatically deleted [*]Paratrooper Mission leaders do not get the FRU [*]Trucks place this object by using the deploy key to turn on the placement &#8220;ghost&#8221; and then again to place the object [*]Trucks must be stopped to place the object [*]The FRU can act as an RTB spot for infantry and paratroopers [/LIST] [B]HQ Alerts:[/B] We've enabled a system developed some time ago that allows for players to receive Action Alerts from the HQ. These chat based alerts can notify a player of nearby action when spawned in to help mission members coordinate intel to receive a better picture of the battlefield. These alerts can be used to compliment the contact report and way-point system, to give a mission leader more tools to organize his tasks. This system is experimental and we plan to deploy it for an upcoming intermission to see how it plays large scale. We've been playing with it for many months internally and really like it. [B]Infantry:[/B] [LIST] [*] Paras with a chute open now cull at 2000 meters [/LIST] [B]Tables of Equipment:[/B] [LIST] [*]Div HQ now have a spawn list more suited to resupply [/LIST] [B]Resupply:[/B] [LIST] [*]Resupply is now side based not country based [/LIST] [B]RDP:[/B] [LIST] [*]Factory rebuild times reverted to correct 1.30 values (longer)(live) [/LIST] [B]Squad:[/B] [LIST] [*]Squad invites should show the recruiter name and squad name associated with the squad invite [/LIST] [B]Client:[/B] [LIST] [*]Added performance improvement for troops (~10% increase in fps for infantry critical scenes) [*]SpeedTrees are now Open GL 3.2 compliant [*]OpenGL 3.2+ path for multitextures [/LIST] [B]Terrain:[/B] [LIST] [*]Bushes are now per-calculated instead of at run-time [*]Adjusted fade in of radial clutter groups [*]Fixed some trees that could be driven through [/LIST] [B]Sounds:[/B] [LIST] [*]Added a new naval alert ping [/LIST] [B]Alerts are now all controlled by the alerts setting in the Preferences Tab[/B] [LIST] [*]Fixed several sound attenuation issues when software sounds are selected [/LIST] [B]Effects:[/B] [LIST] [*]Increased bloom effects to match 1.30 effects [*]Windmills and towers don't show trooper shadows on the bottom [*]Flak effects darkened for more realistic and visible hits [*]Vehicle dust does not display in the rain [/LIST] [B]Map:[/B] [LIST] [*]Added ability for ML to delete all WPs (similar to contact reports) [/LIST] [B]Chat:[/B] [LIST] [*]orders are not set to the newly created mission's description [*]chat increase is now <right control + backspace> [/LIST] [B]AAR:[/B] [LIST] [*]Capture assist removed [/LIST] [B]Translations:[/B] [LIST] [*]Added several new translations to support Bailout and PPOs. [*]Updated several languages [/LIST] [B]Manuals:[/B] [LIST] [*]Added Bf109 F2 manual [/LIST] [B]Concussion Bug:[/B] [LIST] [*]Various potential shake cam fixes [*]Modified how the shake cam report is done [*]Added /concussionbug slash command which sends out a shake cam /report if it thinks you have the bug [/LIST] [B]Preferences:[/B] [LIST] [*]Added color selection to PPO placement colors [/LIST] [B]PlayGATE:[/B] [LIST] [*]Reintroduced the Hardware Survey features of PlayGATE [/LIST] [B]Mac:[/B] [LIST] [*]Added pref for low resolution OpenAL sound [/LIST] [B]Platinum Builders:[/B] [LIST] [*]Added Stang's picture to the capture building [*]Added Chiefwo's picture to the capture building [*]Added Fredrik1's picture to the capture building [*]Added Xl2dylar's picture to the capture buildin [/LIST] [/quote] [quote] 1.32 will soon introduce three new Player Placed Objects to give players some new game play options. This is only the start of what we can do with this new feature. And, as with any new game feature, there are rules and codes governing the who, where and how of PPO usage. The following "PPO Primer" should clarify what those initial rules are. Some of these might be changed after a while, once we see how they work in the live game. [B] FORWARD REINFORCEMENT UNIT[/B] [LIST] [*]Can be placed by Trucks or Mission Leaders [*]Instead of leaving a UMSP in the world, truck drivers will drop the new FRU. Trucks are then free to drive away [*]Mission Leaders have the option of "tearing down" the FRU at any time and placing it at their current position. They can do this as often as they need [*]Build Timer: TBD (Probably around 30 seconds) [*]Placement limitations and ranges: Same as current UMSP [*]Destroyable: yes [*]Resupply points for friendly unit [*]RTB point for friendly infantry [/LIST] [IMG]http://www.battlegroundeurope.com/images/stories/ppo/fru_newsletter.jpg[/IMG] [B] GUN EMPLACEMENT[/B] [LIST] [*]Can be placed by sappers only [*]Will be able to accommodate smaller class of AT guns [*]Build timer: 120 seconds, interruptible (moving/damage) [*]Cool down timer (Determining when another GE can be placed): TBD [*]Placement limitations: Not on water, airfields, within 3 meters of buildings, limited number per area (TBD) [*]Destroyable: No [*]Time-out rules: GE will vanish after being abandoned for 30 minutes (timer resets to 0 every time any unit, friendly or other, is within 3 meters) [/LIST] [B][IMG]http://www.battlegroundeurope.com/images/stories/ppo/SShot3.jpg[/IMG] INFANTRY FIGHTING POSITION[/B] [LIST] [*]Can be placed by all infantry except sappers [*]Will be able to accommodate prone/kneeling infantry [*]Build timer: 30 seconds, interruptible (moving/damage) [*]Cool down timer: TBD [*]Placement limitations: Not on water, urban tiles, city tiles, airfields, not within 3 meters of buildings, limited number per area (TBD) [*]Destroyable: No [*]Time-out rules: IFP will vanish after being abandoned for 5 minutes (timer resets to 0 every time any, friendly or other, unit is within 3 meters) [/LIST] With both the GE and the IFP, terrain will factor into placement. The HUD will display a ghosted 3D image tinted either red or green, indicating where the PPO can be placed. Once the system has determined that the object meets the criteria for placement in the terrain, the infantry unit will be forced into the kneel position and unable to move, change states or fire a weapon during the build process. Infantry units will be damageable during the build process. Should infantry damaged any time during the build process, the build process is interrupted. That's it for today's lesson. Initial testing is looking good. It's once these feature get into the live game that these features will really be put to the test. It's that we'll be able to determine if any of the rules needs to be changed. We hope you're as excited about PPOs as we are. We can't wait to see how you play with them and what new ones we can introduce in the near future. S! [/quote] Edit: Shit I almost forgot to mention the graphic update! [quote] It's time for another sneak peek at what's in the Battleground Europe development pipeline. Our last update provided a look at "Player Placed Objects" & "Bailout for Aircraft". Since those features have been [URL="http://www.battlegroundeurope.com/index.php/component/content/article/10-production-notes/6791-132-features-revealed"]slated for 1.32[/URL], its time to unveil a huge update coming to the 3rd person infantry. During the past few months a ton of ground work has been completed to update the entire 3rd person infantry portion of the game. Many of our current models and animations date back to before 2005. Our current animations and some of the systems that make the 3rd person part of the game work have been holding back new features and even future additions of weapons. That's going to change with the work underway today. [B]Models[IMG]http://www.battlegroundeurope.com/images/stories/igallery/3rd_person_infantry_update/large/3rdp_preview5.jpg[/IMG][/B] We are replacing every third person infantry avatar in the game with new, higher polygon models. On average, the new models have more than 60% more polygons in LOD1 (level of detail) than existing models. You will definitely notice the difference in both body and head models which will be more detailed. This higher polygon count also means smoother looking movement as the mesh that makes up the model will deform better in concert with new animations. While we are sticking with an industry-standard "biped" model, the new skeleton has more bones than the current one and adds a five-fingered hand to allow more flexibility in animations. [B]Kit Objects[/B] Every kit objects for every character is being created from scratch with higher polygon models and higher resolution textures. These include items like packs, ammo pouches, helmets, gas mask canisters and the list goes on and on. Our production team, with a lot of help from members of our closed beta team, have gone back to the books for uniform and kit object references to update the already comprehensive material. The result will be historically accurate characters with more variety based on weapon load out (Rifleman, LMG, etc). [B]Textures[/B] This update will double the resolution of textures used on the 3rd person infantry characters and include specular and normal maps. Combined with higher polygon base models and kit objects, the improvement to the overall look and amount of detail in the characters is a big improvement to what's in game right now. [B]Animations[/B] We are in the process of replacing almost every significant animation in the game's library. This will include new "loops" for idle, crawl, walk, sprint and many more. Also being replaced are the many states like stand, fire, kneel and prone. In addition, all new animation "blends" are being created for smoother transitions between states. The results from our testing shows significant improvement in movement and feedback for a better infantry experience. Finally, this paves the way for functionality for firing new weapon types as we will have updated all the systems related to the 3rd person animations. [B]Attach System & Damage Model[/B] Alongside all this new material is a re-write of how objects (kit & weapons) are attached to characters in game. Currently most of these objects are modeled as part of each infantry unit (Rifleman, Sniper etc). This makes it difficult and time consuming to create various "load outs" for specific infantry units. It also limits our ability to provide variations like different helmets. This new system attaches these objects to the character in a different way. In the short-term it means more variety to infantry units. In the longer term it opens the door to feature development like personalized load outs. More deeply in the code of the game lives the damage and collider model for the infantry. Although already simulation-grade, we are working to improve the fidelity of these models to extend the features and functionality of infantry. The result of this work is expected to provide more accurate results to non-critical components of the infantry model and better feedback to both parties (the shooter and the target). We are currently evaluating these results and examining how to use this improved fidelity to better represent the best combat experience. Expect improvements to the Stamina and Blood Meter functions and expanded features like realistic wounds and a first implementation of medic functionality (don't worry killshots to the head and torso aren't going away). Watch for updates on this segment of the plan in the near future. [B]Time frame[/B] This items included in the development preview are being worked on primarily by members of our art and client code team and as you can see from the preview video and screen shots, we are making good progress. [URL="http://www.battlegroundeurope.com/index.php/component/content/article/19-this-that/7199-dog-days-bringing-the-heat"]As we previously wrote[/URL], we have an aggressive schedule for the rest of 2010. As soon as we have a release version assigned to this work we will be able to give everyone a better idea of a target date. We hope you are excited as we are about the 3rd person update and some new features that go along with it. We want your feedback! Comment below. [B][B][media] [url]http://www.youtube.com/watch?v=WAroTQiYRZ4&feature=player_embedded[/url] [/media][/B][/B][B][/quote][/B]
is the idea of the PPO to cut down on walking time? I remember there was a 10 minute walk to a battle, and when I complained or asked for a closer spawn the entire community yelled at me all at once
I used to play this, sweet ass game, but I lagged even before the new update so I doubt I should play again :crying:
[QUOTE=nono345;25214535]is the idea of the PPO to cut down on walking time? I remember there was a 10 minute walk to a battle, and when I complained or asked for a closer spawn the entire community yelled at me all at once[/QUOTE] Back in the day there were no sort of mobile spawn points. You'd jump in on a mission and there would usually be one or more dedicated to driving a bedford/laffly for allies or opel for axis. They'd continuously make runs from a spawn point to the objective. It was great and bad. You could deploy a truck full of troops in several different locations, but it was slower than the current system and enemy troops, after playing so long, know the sound of the trucks. Now they've got the mobile spawn points, where they can hide a truck in a bush or building and use it as a forward base for troop spawning. The amount of spawns is restricted more than a forward base, but it cuts down on travel time a lot.
I prefered the old travel, but hell... MPS's can only descend at 300m's if I'm correct so you still have to run like some mad tribesman is chasing after you.
Bumping because the trial doesn't require a credit card right now, everyone should try it. since ranks are kinda useless, you can pretty much spit out a new acount every 2 weeks now ( They can't control your credit card etc. ) so basically you half of the game is free to play. There are like 100 poeple online per side at most tough, but a 30 man airplane raid is pretty cool.
Awwwwwwwwwww yiss. Motha fuckin F2P [url]http://www.battlegroundeurope.com/index.php/component/content/article/25-promotions-a-offers/12110-replacing-free-trial-with-free-to-play[/url] I can't believe this shit :bees:
[QUOTE=Weltmeister;37073035]Awwwwwwwwwww yiss. Motha fuckin F2P [url]http://www.battlegroundeurope.com/index.php/component/content/article/25-promotions-a-offers/12110-replacing-free-trial-with-free-to-play[/url] I can't believe this shit :bees:[/QUOTE] That's actually great news, thanks for bumping. Always wanted to play this game but reoccurring subscriptions have always been a problem for me since I'm not always available to play.
Awww yeah' Time to start rolling with my boys from the 24th Panzer Brigade!
I just made a trial account since I forgot my ridiculous old name, ahhhhhhh im so excited
OH MY GOD! FINALLY!
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