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? :')
Search found 334 matches
- 02 Jun 2022, 21:30
- Forum: Balancing & Suggestions
- Topic: Hotkey Suggestions
- Replies: 35
- Views: 4061
- 02 Jun 2022, 21:24
- Forum: General - CoH1 / BKMOD1
- Topic: Sturmtiger
- Replies: 36
- Views: 4068
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...
- 26 May 2022, 20:34
- Forum: Balancing & Suggestions
- Topic: Heavy rocket arty.
- Replies: 45
- Views: 3083
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.
Their effectiveness against emplacements or defensively placed infantry wouldn't be lowered.
- 08 May 2022, 20:22
- Forum: Balancing & Suggestions
- Topic: PE minesweeper.
- Replies: 32
- Views: 2416
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...
- 07 May 2022, 10:48
- Forum: Balancing & Suggestions
- Topic: PE minesweeper.
- Replies: 32
- Views: 2416
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).
Although I feel like this would imply improved tank repair capabilities (e.g. the 3-man team US Repair Engineers).
- 07 May 2022, 10:41
- Forum: Balancing & Suggestions
- Topic: Retreat point for AB
- Replies: 11
- Views: 842
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...
- 06 May 2022, 10:04
- Forum: Balancing & Suggestions
- Topic: Retreat point for AB
- Replies: 11
- Views: 842
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...
- 05 May 2022, 14:35
- Forum: Bugs
- Topic: 5.3.0 PE heavy tank buster unit restriction and captured houses
- Replies: 2
- Views: 406
- 29 Apr 2022, 12:20
- Forum: General - CoH1 / BKMOD1
- Topic: First impression of 531
- Replies: 38
- Views: 4628
- 29 Apr 2022, 12:08
- Forum: Bugs
- Topic: 5.3.1 bugs
- Replies: 42
- Views: 4226
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....
- 29 Apr 2022, 04:30
- Forum: Bugs
- Topic: 5.3.1 bugs
- Replies: 42
- Views: 4226
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...
- 17 Apr 2022, 08:22
- Forum: Balancing & Suggestions
- Topic: Tank ammo unlock costs.
- Replies: 14
- Views: 1132
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...
- 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: 2699
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.
- 13 Apr 2022, 07:38
- Forum: Bugs
- Topic: Sabotage sqaud building mine
- Replies: 17
- Views: 1353
Re: Sabotage sqaud building mine
That might look great, like a real building demolition with different charges going off in sequence.
- 11 Apr 2022, 17:48
- Forum: Bugs
- Topic: Sabotage sqaud building mine
- Replies: 17
- Views: 1353
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.
Not that it's a terribly important ability, though.
- 31 Mar 2022, 10:40
- Forum: Balancing & Suggestions
- Topic: Flank speed
- Replies: 14
- Views: 1180
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.
Can't drive like the devil if your tank starts falling apart.
Btw., as far as I'm concerned, I'd keep the ability.
- 27 Mar 2022, 14:16
- Forum: General - CoH1 / BKMOD1
- Topic: Walking stuka
- Replies: 7
- Views: 1232
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...
- 27 Mar 2022, 14:03
- Forum: Balancing & Suggestions
- Topic: Revise the tank costs in BK
- Replies: 21
- Views: 1685
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
PS: I know there is "allied war machine" already
- 22 Feb 2022, 08:41
- Forum: Bugs
- Topic: 5.3.0 - CW Artillery Spotter - Incorrect tooltip or incorrect call-in location
- Replies: 7
- Views: 798
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 ...
- 23 Jan 2022, 02:41
- Forum: Matchmaking & Strategies
- Topic: Two 1v1s
- Replies: 2
- Views: 438
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.
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.
- 16 Jan 2022, 22:23
- Forum: Bugs
- Topic: US AB MG drop
- Replies: 2
- Views: 401
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.
It was possible to do with parachuted AT guns.
- 28 Dec 2021, 22:52
- Forum: Balancing & Suggestions
- Topic: Make the Sturmtiger more than a meme unit
- Replies: 72
- Views: 5730
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.
Fixing the main purpose would certainly reduce the Sturmtiger's need for "something else to do" while reloading.
- 26 Dec 2021, 18:26
- Forum: Balancing & Suggestions
- Topic: Make the Sturmtiger more than a meme unit
- Replies: 72
- Views: 5730
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...
- 23 Dec 2021, 21:39
- Forum: Balancing & Suggestions
- Topic: [US Inf] 76mm AT gun at Field HQ
- Replies: 5
- Views: 596
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.
Airborne can airdrop one from the Airborne HQ / forward base too, but that's a different story.
- 23 Dec 2021, 06:45
- Forum: Balancing & Suggestions
- Topic: [US Inf] 76mm AT gun at Field HQ
- Replies: 5
- Views: 596
[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
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