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[Dev update] Engineer vs New Combat Engineer

from XOOM:
Continuing with last week's discussion (which featured the Modular PPO Trench System), I'd like to put some direct focus on the upcoming Combat Engineer class and what to expect. Today we're going to break down the load outs of both the Engineer and Combat Engineer, and the strategy as to why we're splitting them into two classes. We also have a short mention today of some high priority items that are in progress, like the 64-bit client, packet transmissions and of course what new fixes we've employed to smooth out our new billing system.

ENGINEER VS COMBAT ENGINEER (OVERVIEW)

The primary difference between the Engineer vs Combat Engineer, would be its load out and available PPOs (Player Placed Objects) available for each class. The Engineer is going to be more defensive oriented and focusing on the construction of larger projects (now, and going forward). The Combat Engineer is going to be focusing on offensive operations such as demolition (strategic points such as bridges, buildings, forward bases, heavy enemy PPOs, etc).

The below listed PPOs reflect initial roll-outs. More will be added to these classes as we develop additional placements.

ENGINEER LOADOUT
Here's what Engineers will be receiving once we roll out this release:

  • Bolt-Action Rifle - 60 rounds
  • Bridge/AI Repair Kits - 4
  • HE Grenade - 1
  • Smoke Grenades - 4
  • PPOs
    • Foxhole
    • Modular Trenches (9 pieces)
    • Barbed wire fence
    • Barbed wire box


COMBAT ENGINEER LOADOUT
Since Combat Engineers are going to be a bit forward and embedded with frontline troops / have an attack oriented role, they'll be receiving:

  • Rifle
    • Bolt-Action Rifle (for UK / France / Germany) - 100 rounds
    • M1 Garand for US Forces - 88 rounds (Justifications are higher rate of fire and accounts for soldiers actual load out on his belt / enbloc clip in weapon)
  • HE Satchel (Demolition) - 4
  • HE Grenades - 4
  • Smoke Grenades - 4
  • PPOs
    • Foxhole
    • All sandbag types
    • Gun Emplacement
    • Tank Trap


CURRENT PRIORITY ITEMS IN PROGRESS

We'd like to take a moment to acknowledge some high priority items which are in progress, with some anecdotal information to support each point.

  • 64-BIT Client
    • QA server is just now getting operational after the move to Portland
    • Mac Client is currently in testing - Offline testing has occurred during the move to Portland
    • A new Windows 64-bit compatible client was built on 9JAN2020
    • This is the QA & Dev Team's top priority in terms of game release
  • Ping vs Packets
    • Higher pings do not directly result into worse playability, this is a misconception
    • If you hit "Num-Lock" you can see your:
      -Ping (coloration has been added)
      -Packet transmission (white bar with little dots): This is the focal point. Packets should've improved. If you have a steady stream of packets you're good to go.
  • New Billing System Improvements
    • New users signing up are entering into a billing plan and receiving access accordingly
    • Recurring plan users:
      • New script developed (WIP) to send critical notice from merchant to our system, thereby activating your account. This remains a work in progress, we're actively working on this daily to remove false-negative notifications. Thanks for your patience on this and for any issues the may arise, continue to contact us at http://support.wwiionline.com.
      • Daily staff (manual / by hand) review to ensure accuracy


SUPPORT GAME DEVELOPMENT: SUBSCRIBE!

The best way to help us continue efforts like these is to SUBSCRIBE. Our Support Team stands ready to assist you with any needs you may have.

WWII Online & CRS is 100% community funded and your support is what keeps the game operational - thank you for your support.



COMMENT IN THE ARTICLE BELOW - TELL US WHAT YOU THINK ABOUT THIS NEW DEVELOPMENT!

[dev update] New PPO Trench System coming!

From XOOM:

To kick off the New Year's first, "Developer Update," we're pleased to announce that CRS has been quietly working on a new Modular PPO (player placed object) Trench System, that we think you're going to love! Engineers will be able to select from a variety of connect-able trench pieces to place down on the terrain, and then connect them together based on what the conditions need. Today, we have some pictures for you to review, an early demonstration video, and some commentary in terms of the design implementation. Buckle-up for an awesome update!


WHAT IS A MODULAR SYSTEM?

A modular system is a series of parts that can be connected together (think of a puzzle). The inspiration behind this design was to take on a new challenge by delivering something our players have never seen us do yet, and leverage an incredibly great part of our game called the PPO mechanism.

WHAT DOES PPO MEAN?

PPO stands for, "Player Placed Object." This means that real players who are spawned in as infantry characters, and now even some vehicles, can place objects. Things like Mobile Spawns, Ammo Box, Anti-Tank Pit, Foxhole, Sand Bags, etc.

WHY TRENCHES?

We elected to go with trenches so that we could provide better rudimentary fortifications in the field for our players. In some areas it can be pretty exposed and lacking in natural cover / concealment. This Modular Trench System directly provides both cover, concealment, and a whole different take on how battles could be fought on the outskirts of towns.

MODULAR TRENCH SYSTEM IN-PROGRESS PHOTOS

All pictures may be clicked on to "expand" their view a better visual.

Pictured here is a top photo of a test system we put together. You'll notice there is an end-cap for positions that you want to close off, and other incomplete ends that you can run out of, as desired.



Here is an example of how we could implement a mortar crew and keep them a little safer than our current foxholes. They have a lot more cover, a forward observer (FO), and someone assisting the FO with directing that fire and marking contacts / waypoints on the map.



This picture best illustrates the multiple positions an infantryman can take cover behind, as well as escape as-needed with built in ramps. Do take note that enemy infantry can come in over the tops as well, so you could have trench battles taking place.



VIDEO DEMONSTRATION


This is a raw video demonstrating its usage, as it is currently a work in progress, it may not reflect the final outcome of development.

https://www.youtube.com/watch?v=iVwBUDJWuDQ&feature=emb_title

THE TRENCHES WILL GET A MODULAR MOBILE SPAWN

We're currently looking to make mobile spawns better. If we can make them a little less obvious, we can reduce their camping, improve their survivability and give our players greater options in how they decide to deploy mobile spawns.

We will be incorporating at least ONE mobile spawn with the roll out of the modular trench system, and it will be an infantry spawn point ony. THIS WILL BE DEPLOYED BY TRUCKS - ONLY, just like how all mobile spawns are currently placed. Once that spawn is deployed, your Engineers will be able to build around it connecting more pieces as-needed to help fortify it and make it less obvious for enemy forces where to find it (hopefully).

HOW WILL THEY BE DESTROYED / DAMAGED?

Exactly like how PPOs in-game are currently damaged. Bomb strikes and high-explosive satchels will have a devastating effect on these positions. Specific game rules are still being ironed out, and this remains a work in progress.

ENGINEER CLASS REVISION(S)

Now is a good time to indicate that CRS plans to separate the "Engineer" class into two different classes when this rolls out, which will include:

1.Engineer (Construction)
-Creation of bigger PPOs

2.Combat Engineer (Demolition)
-Carries High-Explosive (demo) satchels
-Creation of some smaller PPOs

This is an appropriate change to create better distribution of units and not make one class really "heavy" in terms of its capabilities. As this is a TEAMWORK based game we need to leverage multi-purpose usages for infantry units, but we can't make one so critical that it could negatively affect game play.

SUPPORT GAME DEVELOPMENT - SUBSCRIBE

The best way to help us continue efforts like these is to SUBSCRIBE. Our Support Team stands ready to assist you with any needs you may have.

WWII Online & CRS is 100% community funded and your support is what keeps the game operational - thank you for your support.



COMMENT IN THE ARTICLE BELOW - TELL US WHAT YOU THINK ABOUT THIS NEW DEVELOPMENT!

24-hours Outage Winter sale!

24-Hours outage


ATTENTION TO ALL PLAYERS: This Sunday, December 22nd 2019, outage and cut-over will START AT 9AM PACIFIC TIME or 5:00 PM GMT. All services will be effected for 24 +/- hours as announced in our previous article.
  • Game server physically relocated
  • Website and critical data relocated
  • Configure the game server all critical services to new ISP's

We appreciate everyone's patience and understanding during this transition, our goal is to minimize server downtime. Unfortunately we could only do it on Sunday and not a weekday.

Official communications/status will be posted via Axis and Allied Discord, and FaceBook during outage.

Once the move is done, depending where were are in the current campaign, our first preference will be to suspend and restart the ongoing campaign.

***Effective that day, server time will become Pacific Standard Time (GMT -8), and no longer US Central (CST) as it is now.***

Winter sale!

Until January 2nd Winter sale are on, -30% on your first month subscription!
No rank restrictions: starter/premium subscribed players get access to all the equipment available in their pack!

https://store.steampowered.com/app/667290/World_War_II_Online__STARTER/

https://store.steampowered.com/app/667291/World_War_II_Online__PREMIUM/

Thanks for your continued support!

Game outage on 22/12: we are moving our servers!

ATTENTION: We are giving everyone early warning and trying to warn you often that we are moving our servers from Texas to Oregon this month and there will some game downtime. We will keep you updated on the planned outage both beforehand and during the actual outage. Read here for outage plan.

[h2]Game downtime
[/h2]
We are moving our servers to a new home in Oregon. This move brings our infrastructure closer to our support personnel and the headquarters of Cornered Rat Software (CRS). The move will be completed by the end of this month. Although most of the work is happening now, behind the scenes, there will be a period of game outage. We hope to keep the outage to a minimum and commit that we will keep you informed of our outage plans and our progress during the outage. All services will be temporarily effected at some point during this process.

As of now, we expect the game servers to be down starting on Sunday, December 22, 2019 that may last more than 24 hours. Continued temporary outages may occur through the end of December, and players may experience increased lag as files are uploaded to the new servers. We appreciate everyone's patience during this transition.

Depending where were are in the current campaign, our first preference will be to suspend and restart the campaign. If the current campaign ends within days of the 22nd we will likely stay in an intermission mode until after the move.

[h2]Current state of the map (Day 9 of Campaing 170)[/h2]


We will keep you updated in the forums (while they are up), Discord, and Facebook.

Thanks for your continued support!

Mission Leader Waypoints

In case you missed the Rat Chat, we unveiled the current progress of the "Mission Leader Waypoints" update which helps mission leader better guide users of all skill level more efficiently in WWII Online. This is still in development but is approaching release, and is one of our Dev Roadmap items we outlined. Continue reading this article to see the pictures, and you can also get involved with our Mission Leader Tools - Forum Discussions to help contribute ideas so we can come up with even more efficient tools.

As you know, Mission Leaders can already create "Waypoints" by right-clicking on their game map, and adding either Rally points, Attack points or Mortar points. However you have to use your game map to be able to see these, until now...

MISSION LEADER WAYPOINTS (GAME MAP)




MISSION LEADER WAYPOINTS (HEADS UP DISPLAY)

The HUD (Heads Up Display) in the near future will show waypoints as shown here to better guide users. Of course if you do not want these to be visible, there will be an area in your settings to remove them, but if done correctly we think users are going to love them and it's going to do a lot of good to direct users accordingly to important priority objectives.

Guiding soldiers in WWII Online is a high priority for CRS and this is in keeping with our mission to provide field leaders the necessary tools to help us achieve that goal.




What do you think? Comment below on Mission Leader Waypoints