Engineer vs Combat Engineer

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.

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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



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