3rd Canadian Division
Thursday, December 21, 2006
Tanks
Monday, December 11, 2006
-3CD- Campaign 33 Stats as of Dec 10
FnMag: 433 missions
452 kills
152 RTB
17 caps
K/D 1.73 (=)
Road88: 232 missions
209 kills
73 RTB
3 cap
K/D 1.31 (-0.08)
Dredd101: 295 missions
143 kills
123 RTB
2 cap
K/D 0.86 (+0.08)
Naggle: 302 missions
234 kills
125 RTB
7 caps
K/D 1.41 (+0.01)
Railrd: 329 missions
125 kills
178 RTB
6 caps
K/D 0.89 (+0.02)
Kestrel: 539 missions
163 kills
214 RTB
2 cap
K/D 0.72 (+0.11)
Malus: 365 missons
114 kills
182 RTB
4 cap
K/D 0.67 (-0.01)
Rogue187: 273 missons
435 kills
91 RTB
9 cap
K/D 2.39 (+0.06)
Yortsed: 208 missons
206 kills
99 RTB
4 cap
K/D 1.98 (-0.51)
-------------- Next Update scheduled for Dec 17 ---------------
452 kills
152 RTB
17 caps
K/D 1.73 (=)
Road88: 232 missions
209 kills
73 RTB
3 cap
K/D 1.31 (-0.08)
Dredd101: 295 missions
143 kills
123 RTB
2 cap
K/D 0.86 (+0.08)
Naggle: 302 missions
234 kills
125 RTB
7 caps
K/D 1.41 (+0.01)
Railrd: 329 missions
125 kills
178 RTB
6 caps
K/D 0.89 (+0.02)
Kestrel: 539 missions
163 kills
214 RTB
2 cap
K/D 0.72 (+0.11)
Malus: 365 missons
114 kills
182 RTB
4 cap
K/D 0.67 (-0.01)
Rogue187: 273 missons
435 kills
91 RTB
9 cap
K/D 2.39 (+0.06)
Yortsed: 208 missons
206 kills
99 RTB
4 cap
K/D 1.98 (-0.51)
-------------- Next Update scheduled for Dec 17 ---------------
Tuesday, December 05, 2006
Promotion For Naggle

December 4th at 9:51pm
Naggle began his quest for 63 more points to get his field promotion. His 1st two mission he RTB'ed with no kills. Then Naggle headed to Schilde where after a 67 min mission he killed himself 9 rifleman, a grenadier, and a smg. Naggle was KIA and received himself 56 points. Then he headed right back out with a Daimler and after he RTB'ed that he had killed himself a pak 38 and a SdKfz 7 in 15 min. Witch gave him 6 more points and leaving him 1 point shy of his promotion. After 55 mins and 4 missions later he finely got his 1 point with a kill on a Pz IV D. Congrats Naggle. You have been promoted to 2nd Lt.
S!
Thursday, November 30, 2006
Pic of the Week
Tuesday, November 21, 2006
In My Sites
Monday, November 13, 2006
Late Night
Thursday, November 09, 2006
Thursday, November 02, 2006
Great Night For 3CD
Tuesday, October 31, 2006
Why WWII online Is not Popular
source from wikipedia
Criticisms
The focus of WWIIOL design is on realism, teamwork, and to a degree, historical accuracy. These alone place the game into a niche market in the game industry. While some players crave this design, and join the highly loyal playerbase, the effects of these design decisions often scare other players away and become the major criticisms of the game.
Steep learning curve
World War II Online is a game with a steep learning curve. This is due to several forms of complexity. First, there is a large offering of vehicles - each with a somewhat different interface to control. Most vehicles are extremely hard to drive without a joystick, with some being next to impossible without one. Players coming in from non-simulation game genres may have to try several times before they can even get an aircraft off the ground. There are no "outside views" to tanks, and tank drivers must look out of little slits or periscopes in order to see the surrounding terrain. Getting a better view often involves "unbuttoning" which exposes the crew to enemy fire. Second, the tactics for effectively using any given vehicle are various and complex. Players have to learn to listen to engine noises to track other players, conceal themselves, shoot effectively, and work together with other players to be effective. Many players go as far as memorizing the different sounds that enemy fire arms make, in order to distinguish them from friendlies. There are always new tactics and strategies to learn even for 5 year veterans.
Realistic vulnerability
Because of its emphasis on realism, death comes quick and hard. A single, well placed shot, can end a player's sortie immediately. This causes a large amount of frustration to new players, who lack the skills to compete effectively. Even more frustratingly, it is often difficult to learn from mistakes - when you die, you're quite likely to hear a shot, and see your screen go blank - having no idea who shot you. To help compensate, there is a very active group of players who are willing to help train and encourage new players - but these resources are often overlooked or ignored.
Slower-paced, strategic gameplay
Some players find the game to be slower paced than they desire. In early versions of the game, it was common for players to spend 30 minutes or more before finding enemy players to engage. They would often have to wait for a truck, and then drive for miles to the action. This level of realism appealed to the gamer craving authenticity, but left the casual gamer feeling disenchanted. Recent efforts by developers have focused on bringing more immediate action to the field, through the introduction of a feature called "mobile spawn points". Similarly, changes have been made to add more structure to the game by limiting battle to certain arenas designated by players enrolled in the "High Command". This ensures inexperienced players aren't simply wandering around an unoccupied and inactive area.
Interestingly, these improvements, which are lauded by players craving faster action, are unpopular amongst some players who instead favored the previous design.
Criticisms
The focus of WWIIOL design is on realism, teamwork, and to a degree, historical accuracy. These alone place the game into a niche market in the game industry. While some players crave this design, and join the highly loyal playerbase, the effects of these design decisions often scare other players away and become the major criticisms of the game.
Steep learning curve
World War II Online is a game with a steep learning curve. This is due to several forms of complexity. First, there is a large offering of vehicles - each with a somewhat different interface to control. Most vehicles are extremely hard to drive without a joystick, with some being next to impossible without one. Players coming in from non-simulation game genres may have to try several times before they can even get an aircraft off the ground. There are no "outside views" to tanks, and tank drivers must look out of little slits or periscopes in order to see the surrounding terrain. Getting a better view often involves "unbuttoning" which exposes the crew to enemy fire. Second, the tactics for effectively using any given vehicle are various and complex. Players have to learn to listen to engine noises to track other players, conceal themselves, shoot effectively, and work together with other players to be effective. Many players go as far as memorizing the different sounds that enemy fire arms make, in order to distinguish them from friendlies. There are always new tactics and strategies to learn even for 5 year veterans.
Realistic vulnerability
Because of its emphasis on realism, death comes quick and hard. A single, well placed shot, can end a player's sortie immediately. This causes a large amount of frustration to new players, who lack the skills to compete effectively. Even more frustratingly, it is often difficult to learn from mistakes - when you die, you're quite likely to hear a shot, and see your screen go blank - having no idea who shot you. To help compensate, there is a very active group of players who are willing to help train and encourage new players - but these resources are often overlooked or ignored.
Slower-paced, strategic gameplay
Some players find the game to be slower paced than they desire. In early versions of the game, it was common for players to spend 30 minutes or more before finding enemy players to engage. They would often have to wait for a truck, and then drive for miles to the action. This level of realism appealed to the gamer craving authenticity, but left the casual gamer feeling disenchanted. Recent efforts by developers have focused on bringing more immediate action to the field, through the introduction of a feature called "mobile spawn points". Similarly, changes have been made to add more structure to the game by limiting battle to certain arenas designated by players enrolled in the "High Command". This ensures inexperienced players aren't simply wandering around an unoccupied and inactive area.
Interestingly, these improvements, which are lauded by players craving faster action, are unpopular amongst some players who instead favored the previous design.
Monday, October 30, 2006
I am Back !!!
Yup my 1st week back in the field and i am loving every minute of it. Its been a great week so far. Probly the highlight of this week is my 19 kills with the sherman tank when the guys at 3CD went out on a hunting mission.
Thursday, March 16, 2006
Friday, January 13, 2006
Retirement
Well thats right my subcribtion is up and i dont think the game is worth a 100 bucks a year. To bizy with my podcast www.thetechtap.com and playing great graghics games. It was a blast to serve under the 3CD crew and wish you the best of luck. maybe see you all again some day.
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