Search found 334 matches

by Diablo
02 Jun 2022, 21:30
Forum: Balancing & Suggestions
Topic: Hotkey Suggestions
Replies: 35
Views: 3984

Re: Hotkey Suggestions

Yeah, vowels will probably clash in german keyboards, there are the letters ü, ö and ä added on the far right.

Maybe in the middle? :')
by Diablo
02 Jun 2022, 21:24
Forum: General - CoH1 / BKMOD1
Topic: Sturmtiger
Replies: 36
Views: 3967

Re: Sturmtiger

Should be halved from 200 to a 100 or slightly lower. Why though? The Sturmtiger's shot is neither very accurate (especially from medium range upwards), nor is its damage profile hyper reliable. To be quite honest, the unit is really only effective versus emplacement clusters and dug in infantry. A...
by Diablo
26 May 2022, 20:34
Forum: Balancing & Suggestions
Topic: Heavy rocket arty.
Replies: 45
Views: 3069

Re: Heavy rocket arty.

A slightly slower rate of fire would fix the capability to instantly wipe out a broadly advancing infantry force.
Their effectiveness against emplacements or defensively placed infantry wouldn't be lowered.
by Diablo
08 May 2022, 20:22
Forum: Balancing & Suggestions
Topic: PE minesweeper.
Replies: 32
Views: 2415

Re: PE minesweeper.

Yeah I find it less than optimal to have unit groups stand completely still every now and then to be able to find unexpected mines. The ones in obvious places aren't a problem. Stopping any movement regularly doesn't really compliment an otherwise swiftly moving battlefield, which in my opinion is o...
by Diablo
07 May 2022, 10:48
Forum: Balancing & Suggestions
Topic: PE minesweeper.
Replies: 32
Views: 2415

Re: PE minesweeper.

First name change I'd came up with would be "Panzerpioniere".
Although I feel like this would imply improved tank repair capabilities (e.g. the 3-man team US Repair Engineers).
by Diablo
07 May 2022, 10:41
Forum: Balancing & Suggestions
Topic: Retreat point for AB
Replies: 11
Views: 840

Re: Retreat point for AB

Tbh I'd put the switch hotkey in the description of the retreat icon. Unless that's hardcoded, too. But I can see, that what I'm proposing is a fairly complicated or "non-polished" step to achieve something, which may or may not even be necessary. :mrgreen: EDIT: Is it possible to have something dif...
by Diablo
06 May 2022, 10:04
Forum: Balancing & Suggestions
Topic: Retreat point for AB
Replies: 11
Views: 840

Re: Retreat point for AB

Is it possible to add an "ability" without a tile in the panel? Thought about having a retreat switch hotkey, pressing it changes the target for the retreat command. Since it's probably not possible to change the icon of the retreat command (isn't it one of the hardcoded ones?), maybe it's sufficien...
by Diablo
29 Apr 2022, 12:20
Forum: General - CoH1 / BKMOD1
Topic: First impression of 531
Replies: 38
Views: 4555

Re: First impression of 531

Consti255 wrote:
26 Apr 2022, 19:20
So ALRS got nerfed significantly actually?
Fine with that.
In a way it incentives usage of AP abilities on large caliber tanks. Possibly quite costly though.
by Diablo
29 Apr 2022, 12:08
Forum: Bugs
Topic: 5.3.1 bugs
Replies: 42
Views: 4214

Re: 5.3.1 bugs

Really I don't see how it's "problematic" at all. Yes, I fired up BK to try out the changes and had a little question mark moment when trying to unlock firestorm. It took a few seconds to understand, but then it clicked. Done. Understood. Really not that complex and newb punishing as described here....
by Diablo
29 Apr 2022, 04:30
Forum: Bugs
Topic: 5.3.1 bugs
Replies: 42
Views: 4214

Re: 5.3.1 bugs

You need both to have access to Firestorm. It is arty (that's why you need to unlock something from the arty line), but also fire-based weapon (that's why there's the dependancy on incendiary weapons unlock. Just wanted to chime in expressing my support for this reasoning. Now the firestorm needs j...
by Diablo
17 Apr 2022, 08:22
Forum: Balancing & Suggestions
Topic: Tank ammo unlock costs.
Replies: 14
Views: 1131

Re: Tank ammo unlock costs.

I suddenly had an idea in my head:loading ammo in tanks (unlocking HE/AP) will cost fuel instead of ammo, but usage will still be costing ammo. This may solve an issue of tank using all of your ammo without firing any special shells. What price would you envision? HE upgrade for 25 - 30 fuel? AP ro...
by Diablo
13 Apr 2022, 07:41
Forum: Matchmaking & Strategies
Topic: Check this SAS bug, how 1 man is in a parallel universe demolishing buildings by scouts, Vampires
Replies: 26
Views: 2637

Re: Check this SAS bug, how 1 man is in a parallel universe demolishing buildings by scouts, Vampires

Well isn't there this "unit in combat" state? That's used with the Bergetiger when trying to lay mines or construct barriers while being shot at.
by Diablo
13 Apr 2022, 07:38
Forum: Bugs
Topic: Sabotage sqaud building mine
Replies: 17
Views: 1346

Re: Sabotage sqaud building mine

That might look great, like a real building demolition with different charges going off in sequence.
by Diablo
11 Apr 2022, 17:48
Forum: Bugs
Topic: Sabotage sqaud building mine
Replies: 17
Views: 1346

Re: Sabotage sqaud building mine

It targets the walls? Interesting. Maybe increasing it's blast radius could allow the bomb to reach the far walls, too.
Not that it's a terribly important ability, though.
by Diablo
31 Mar 2022, 10:40
Forum: Balancing & Suggestions
Topic: Flank speed
Replies: 14
Views: 1173

Re: Flank speed

If escaping otherwise deadly ambushes is suvh a big problem, you could add a full HP or 80+% HP requirement to the ability.
Can't drive like the devil if your tank starts falling apart.

Btw., as far as I'm concerned, I'd keep the ability.
by Diablo
27 Mar 2022, 14:16
Forum: General - CoH1 / BKMOD1
Topic: Walking stuka
Replies: 7
Views: 1222

Re: Walking stuka

I agree. With that damage potential (especially the quick delivery unlike howitzers), a glass cannon approach might be better suited. But since Walking Stukas are apparently the only arty unit that nukes itself on death, don't drop their survivability completely. On a sidenote; are there other explo...
by Diablo
27 Mar 2022, 14:03
Forum: Balancing & Suggestions
Topic: Revise the tank costs in BK
Replies: 21
Views: 1680

Re: Revise the tank costs in BK

Btw. mass production doesn't have to be a resource saver primarily, it could just mostly affect building times.

PS: I know there is "allied war machine" already
by Diablo
22 Feb 2022, 08:41
Forum: Bugs
Topic: 5.3.0 - CW Artillery Spotter - Incorrect tooltip or incorrect call-in location
Replies: 7
Views: 793

Re: 5.3.0 - CW Artillery Spotter - Incorrect tooltip or incorrect call-in location

It's been this way for a long time. Now I can't say for the time before 2018, but as long as I remember this was the way for the CW spotter drop. Only dropped in friendly territory and without crawl, you really have to use your brain while deploying. It's actually a bit tricky to use, which I don't ...
by Diablo
23 Jan 2022, 02:41
Forum: Matchmaking & Strategies
Topic: Two 1v1s
Replies: 2
Views: 426

Re: Two 1v1s

Thanks for sharing.

Btw., I've been wondering since idk.. actually since I've first joined this forum.. where do you get these thumbnails from? Do you draw them? They're impressive.
by Diablo
16 Jan 2022, 22:23
Forum: Bugs
Topic: US AB MG drop
Replies: 2
Views: 395

Re: US AB MG drop

In my experience, incomplete air drops happen when then ability is cancelled, for example by a move order.
It was possible to do with parachuted AT guns.
by Diablo
28 Dec 2021, 22:52
Forum: Balancing & Suggestions
Topic: Make the Sturmtiger more than a meme unit
Replies: 72
Views: 5717

Re: Make the Sturmtiger more than a meme unit

The call for additional abilities stems from frustration about a unit that's more or less useless for 5-6 minutes in between unpredictable, expensive attacks.

Fixing the main purpose would certainly reduce the Sturmtiger's need for "something else to do" while reloading.
by Diablo
26 Dec 2021, 18:26
Forum: Balancing & Suggestions
Topic: Make the Sturmtiger more than a meme unit
Replies: 72
Views: 5717

Re: Make the Sturmtiger more than a meme unit

The reliability of damage dealt and frequency of use are the two main downsides towards the Sturmtigers appeal right now. The following changes really would be worth a shot: -> reduce AOE to about the base area of a tank factory -> ensure consistent performance throughout it's AOE -> reduce cooldown...
by Diablo
23 Dec 2021, 21:39
Forum: Balancing & Suggestions
Topic: [US Inf] 76mm AT gun at Field HQ
Replies: 5
Views: 593

Re: [US Inf] 76mm AT gun at Field HQ

I believe Armor doc and Airborne have the heavier option available. That's why I emphasized Inf doc in my post.

Airborne can airdrop one from the Airborne HQ / forward base too, but that's a different story.
by Diablo
23 Dec 2021, 06:45
Forum: Balancing & Suggestions
Topic: [US Inf] 76mm AT gun at Field HQ
Replies: 5
Views: 593

[US Inf] 76mm AT gun at Field HQ

Hey there.
Apparently the 76mm AT gun was forgotten for Infantry doc's forward/field HQ. Only the 57mm one is deployable, which is lacking severely in midgame already. Please add the stronger variant, too.

Cheers