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World War II Online - News

News from the front line. WWII MMO FPS, Play For Free.

Author: XOOM-CRS

Contributor: hyoslvr2


Recent and previous player reports and .bug's led to an internal investigation of our Network system and found some alarming issues that spurring the need for the upcoming hotfix. SCKING, our Quality Assurance (QA) Team Lead, reports his findings below.

Network Investigation by SCKING

Over the past couple months, our Operations and Development teams have been investigating performance issues with the game. We have made several changes on the physical network, changing hardware, and now we will be coming out with changes in our software. Our next hotfix ( is primarily aimed at our network communications both internally (server<->server) and with the client (client <-> server). We were having an issue where the networking was eating up a large amount of CPU usage on the servers and we have gone in and fixed it. In the process of fixing the CPU issue, the Dev team decided to do some clean up of the networking code as well. We are currently in the final stages of testing to make sure everything is working how it should. In doing this fix, our hope is that we will see some improvements with death lag, auto despawns and other oddities in game. We are hoping to be complete with our testing soon and have a release sometime next week.


Black Smoke

Also included in the upcoming fix, no more black smoke. This was a lighting issue in game that occurred for a few minutes when it's dusk and dawn in game. Game lighting has been tested and fixed.


PPO Adjustments

Some PPO placement and cool down timers will be adjusted in the hotfix. We believe this will enable squads the ability to fortify their "zone of control", increasing battles.

  • Ammo Cache

    • enemy facility minimum distance reduced by 50% (200 meters)

  • Sandbags

    • build time reduced by 25% (15 seconds)

    • cool down timer reduced by 40% (45 seconds)

  • Gun emplacement bunker

    • build timer reduced by 10 seconds

    • cool down timer reduced by 23% (3.5 minutes

  • Foxhole

    • build timer reduced by 34% (10 seconds)

    • cool down timer reduced by 63% (45 seconds)

    • timeout value (time without player interaction before it disappears) doubled (30 minutes)


Campaign 157 Status

As of this article the Allies own 73% of the map. Tier 3 equipment entered the battlefield (US troops, Tiger tanks, etc) providing huge battles... Bastogne, for one, was an epic battle yesterday for both sides! Campaign 157 is far from over.


Thank you for your continuing support! See you in the battlefield SALUTE!


A continuation of our recently released poll on Facebook

Posted by hyoslvr2 Friday October 19 2018 at 2:28PM
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As a continuation to our Facebook poll released a couple of days ago, we want to continue the collection of feedback to determine our course of action come completion of our Roadmap. We believe it is time for us to plan a bold course of action to modernize WWII Online and bring it into present day standards to the best of our ability. So this week we'll be asking you to provide your valuable feedback to the table so we can better plan the path by which we can achieve maximum support. Please head over now to our [Survey: WWII Online's path forward and YOUR thoughts]. We need everyone to participate on this one. Development continues currently on our Roadmap and this survey is not stalling any effort. This is purely an exercise in planning and feedback gathering. The options provided may not produce the final outcome - S! ty


Ryan VS Mitch Streamer play off, plus... PPO player placed objects, Hybrid Supply...

Posted by hyoslvr2 Friday October 12 2018 at 4:39PM
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As we enter the last few months of 2018, CRS teams continues to make great strides on their Roadmap items. Our terrain breakthroughs have enabled us to repair many issues these past few months, placing new objects (bunkers, buildings, etc), and (soon) expanding the map with new towns. 64 bit conversion is nearing its final development stage, and was not an easy task. Hybrid supply is just around the corner with a brief overview listed below. We have an amazing volunteer team that is passionate and dedicated to WWII Online! 

Hybrid Supply 

Within the next few months, Hybrid supply will be introduced. Our initial release will include the core features, new features/updates will be added as things progress. Core features will include: 

  • Supply in every town "Garrisons" - Every town will have its own basic supply. The supply list will not have the same quantity of equipment as we have now, and quantities will be discussed as we near the release. Only the front line towns and the towns linking to those will be available, and will not be movable by HC (High Command).

  • Brigades - Supporting brigades will have additional equipment that HC can move on the map, similar to the system we have now. They will act/move with cool down timers, and will "fallback" as we see them now.

  • Air and Navy supply - Any town with either an airfield or dock will have accessible supply, regardless of front line status. Paratroopers will be available as well!

An extended Intermission will be scheduled (mini campaign) as Hybrid supply is implemented. It's purpose is to acquaint the HC teams with their new tools. 


Ryman vs Mitch this Sunday!

Our two resident streamers go head to head this Sunday! Live streams from both will be displayed on a new page of our website, as well as the"spectator" (or buzzard view) of the battles. 

  • Ryman8989 and his trusty(?) knife will lead the Axis efforts as they attempt to regain a foothold of the map. Sign up in the forums to join the Axis efforts, and voice coms will be conducted in the Axis Discord channel!

  • Mitchsw, a well known "technical" player, will lead the charge of the Allied assault. Sign up in the forums for your place in this epic event. Voice coms will be conducted in the Allied Discord channel!

It is rumored that they will be honored as "RATs" for the event, and "Kill a RAT" will be live to track their progress. Who will be victorious? View the event video here!


Fallen Soldier Beck395

It is with a heavy heart to report the long time community member, James Beck (aka BECK395), had passed on earlier this week caused by a heart attack. His obituary can be viewed here.

A special in-game ceremony and "cease fire" is being planned for this Saturday (October 13th) at 9 pm US Central time. Event location will be announced in game as the details are finalized.


Updated Bunkers

This past intermission players were able to check out the progress of the new bunkers. Many skirmishes evolved, and almost all were in awe of the structures! The new bunkers will replace some of the existing bunkers in the game (not all), and are slated for the next patch. Who remembers the "pack the bunker" calls? 



Campaign 157 Status

Allies came out swinging and continues to push the map East. As we near tier 1 equipment, will the Axis be able to break the Allied momentum? You decide - log in NOW! 




Several Important Topics to discuss...

Posted by hyoslvr2 Friday October 5 2018 at 5:53PM
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We have several important topics to cover today: Campaign 157 starts tomorrow and it'll have all access for the first week. On the 14th we have a live campaign event. We'll also provide some more information about two priority tasks we're working on, lag death and bomb performance.  Many developments are in the works by CRS as announced in our recent Rat Chat and delivery of the roadmap remains the game plan. Lots of great things are happening here! Here's Soundcloud recording from Xoom if you'd prefer to hear this in audio format.


Here's some important information about the upcoming Campaign:

  • Start date: Saturday, October 6th.

    • Server will come offline at 6AM server time (GMT -6)

  • Spawn delay, set to a 10 second maximum

    • This will alert players of when your side is overpop / opposing side is underpopulated

    • 10 seconds is negligible and will give the defenders a slightly better chance, without generating frustration

  • Persona screen delay for overpopulated side doubled from 60 seconds to 120 seconds

    • This will further encourage players joining to assist the underpopulated side

  • Factory Rebuild time: 48 hours

    • The time it takes for a factory to repair itself from an attack

  • Re-Supply Timer: 15 hours

    • The time it takes for a unit lost to being returned

  • Brigade Movement Timers

    • Frontline: 60 minutes

    • Rearline: 15 minutes

  • New Allied Commander-in-Chief: Hateract

  • New Axis Commander-in-Chief: Lafleur

  • All users this Campaign are requested to participate on the official Discord (voice comms) servers

Please support these new CinC's to the best of your ability! We want to encourage all of you to remain playing the game even when things get a little tough with the Campaign. The single most important thing for the game is to continue to login and have a great time. High Command officers and Squad leaders are especially requested to keep logging in / stay strong as you are the core leadership component of the game.

We also want to encourage all of our squads to make a point to meet up more routinely and re-establish your squad nights. It is vital to rally routinely and go into the game as an organized force. Squads working with other squads to create operations is also really integral. Rally up!


Many of our current Steam users have never experienced what it means to be a "premium" subscriber. Therefore we'll be opening up all access for the first week of the Campaign to generate interest in the premium subscription and help boost in-game population.

  • All current free players will receive full access

    • This includes organic and Steam users

    • This includes veteran accounts who currently have a Rifleman only

  • Rank requirements will all be set to "1" during this time

  • Premium subscription is available for all users, and we hope you love it so much, you subscribe!


We'll be live streaming an event that is streamer versus streamer, and you'll be able to watch on our home page their perspectives.


We wanted to take a moment here to acknowledge and indicate movement is occurring on three priority items that the community has been mentioning:

  1. Lag death

    1. We are evaluating our auto-despawn mechanism and refining

      1. For lower end connections, if packet loss is too extreme they are despawned

      2. If you're experiencing auto-despawns...

        1. Check this support article for tips / solutions

        2. Several players have upgraded their bandwidth/personal ISP and have reported huge improvements

    2. We're communicating with our provider to check health of our ISP pipeline

    3. An internal investigation of network communications is in the planning

    4. Our internal packet management code is being audited and refined

    5. Code refactoring for CPU performance

  2. Bomb performance

    1. Bombs are still being worked on, and are not considered yet complete

    2. Production team is prioritizing completion

    3. Historical accuracy remains the focal point

  3. New town links causing issues

    1. Roye - hot fix prepared and standing by

    2. Collecting other .bug reports to verify anything else is showing up

The production team also wants to kindly remind everyone that the Bomb performance stuff is really important to get right and is not capable of being rushed without error. Your patience is appreciated what you have in-game at this time is not considered the final iteration.

We all plan to continue to communicate via official updates and in the forums. We know that these are some big changes that are highly requested, making the game and its ballistics / HE / damage models to be as accurate as possible. This means changes will occur and adjustments in your game play are bound to occur. CRS is equipped with extraordinarily accurate information that we're working to incorporate. Our guide post is historical accuracy, it is not favoring one side versus the other - we do not benefit from that, nor have we ever. CRS is unbiased and our goal is mission success for all participants of WWII Online. 

As we develop new terrain and introduce it to the game, there should be some anticipation that some unforeseen issues creep up. We're monitoring things closely and Merlin51 is knocking out issues and documenting them / incorporating improved work flows to avoid things going forward. Terrain is pretty finicky, some grace and understanding is requested here. Let's just be glad we're seeing terrain development again and hey, Paris is on the map!


We wanted to provide a kind reminder that supporting our developments and progress. We know this may seem obvious but we hope to encourage you to either step up to a Hero Builder if you've not yet done this, or to become a premium subscriber if you are not currently.

CRS has big goals to achieve this year and maximum backing is vital for us to see some of these development items through.

Become a subscriber at, click special offers and see what's available. Here's a quick tutorial on how to update your billing method.

Thanks for your tremendous support, let's drive this Roadmap to completion!