Search found 113 matches

by MenciusMoldbug
16 Feb 2019, 17:55
Forum: Announcements
Topic: 5.1.7patch
Replies: 21
Views: 514

Re: 5.1.7patch

My own opinion on rifle grenade is to give it 2 second aim time and 55 or 50 range. It should be a self defense weapon not "sprint to the target with 2 rifle squads and instantly kill the vehicle." Also, will these click-to-camo abilities be changed to passive camouflage on units? I could ...
by MenciusMoldbug
07 Feb 2019, 08:09
Forum: Bugs
Topic: 50cal upgrade on Sherman ejects the tank commander
Replies: 2
Views: 143

50cal upgrade on Sherman ejects the tank commander

If you upgrade the 50cal on some shermans while the tank commander is inside. When the upgrade finishes the tank commander will be ejected out of the vehicle. Very annoying, I've found my tank commander thousands of miles away from the front sitting on a dead cow as cover because of this. Patch if p...
by MenciusMoldbug
06 Feb 2019, 23:23
Forum: Balancing & Suggestions
Topic: Vampyre
Replies: 26
Views: 592

Re: Vampyre

I have my own problems with PE but tank awareness is not one of them. I rather see it buffed so your TD's can automatically spot enemy tanks around them because that's what happens anyway when you put a tank commander inside a vehicle as PE. Since he counts as an infantry model and can spot hidd...
by MenciusMoldbug
06 Feb 2019, 21:10
Forum: Balancing & Suggestions
Topic: Vampyre
Replies: 26
Views: 592

Re: Vampyre

If you want to reach peak levels of omniscience as PE. Have one guy go Tank Hunters and immediately unlock 'tank awareness' and the other goes Luftwaffe and gets the Vampire. Now you can see every single unit through the mini-map. Invisible TD's, Snipers, MG's, etc. From what I remember I think tank...
by MenciusMoldbug
01 Feb 2019, 16:24
Forum: Balancing & Suggestions
Topic: Weapon choices for PE AG
Replies: 19
Views: 498

Re: Weapon choices for PE AG

They would be doctrineless; you can take them without a doctrine. I know some mods have stuff like this tied to reward options. Where you can replace your infantry with another form of infantry before you start the game but idk if that's the right choice here for inf sizes. I don't like panzer grena...
by MenciusMoldbug
01 Feb 2019, 04:31
Forum: Balancing & Suggestions
Topic: Weapon choices for PE AG
Replies: 19
Views: 498

Re: Weapon choices for PE AG

I don't like snipers; I made posts about how they were broken in the past with almost 0 aim time and I still think they are broken. They are 'backflip shooters' who can run at units from max range. Take a shot within a second and then start moving backwards like they are doing MJ's moonwalk. Even if...
by MenciusMoldbug
31 Jan 2019, 19:59
Forum: Balancing & Suggestions
Topic: Weapon choices for PE AG
Replies: 19
Views: 498

Re: Weapon choices for PE AG

Yeah I would like to see smaller inf squads for PE so they aren't so catastrophic to lose. I've seen games where a PE player lost his entire Panzergrenadier squad to something like a single mortar shell within 5 minutes and he never came back from it. The Infantry Halftrack and the infantry size upg...
by MenciusMoldbug
30 Jan 2019, 16:42
Forum: Balancing & Suggestions
Topic: Poor Doctrine Design - Luft
Replies: 176
Views: 11006

Re: Poor Doctrine Design - Luft

@MarKr Afaik, the Wirbelwind isn't really better than the quad 50cal in terms of damage. When you take a look at the total damage each of these weapons are doing. You will find that the Wirbelwinds gun in a duration of 3 seconds has a rate of fire of 32 and a damage of 3-4 on each bullet. The quad 5...
by MenciusMoldbug
29 Jan 2019, 19:38
Forum: General - CoH1 / BKMOD1
Topic: Bren Carrier Wasp basically immune to MG42 fire
Replies: 3
Views: 89

Re: Bren Carrier Wasp basically immune to MG42 fire

You mean shooting at it with AP rounds on MG42s? Without the AP rounds the MG42 can't kill the bren carrier. I think I know what you mean by just pelleting the guys driving it with bullets and just killing it that way but that's how bren carrier armor works. You can't kill it with the MG's normal fi...
by MenciusMoldbug
29 Jan 2019, 03:16
Forum: Balancing & Suggestions
Topic: Buildable Stug 4 Late Version
Replies: 16
Views: 411

Re: Buildable Stug 4 Late Version

What's the weakest force you can get from the call-in: - Volksgrenadiers with 4 MP40s - A Stug 3 fully upgraded How much are these units worth in terms of manpower, munitions, and fuel? Stug 3 is 350 MP, 40 fuel, with 100 munitions worth of upgrades on it. The Volksgrenadier is 265 MP, with 50 munit...
by MenciusMoldbug
28 Jan 2019, 23:44
Forum: Balancing & Suggestions
Topic: Buildable Stug 4 Late Version
Replies: 16
Views: 411

Re: Buildable Stug 4 Late Version

Paratroopers are easier for the game to handle because they don't come from the spawning points generated on the map but where you clicked. I don't know the reasoning behind it but the game seems to find it a bit easier to work with stuff that doesn't rely on those spawn points. Problem with mass ca...
by MenciusMoldbug
27 Jan 2019, 03:01
Forum: General - CoH1 / BKMOD1
Topic: White cover
Replies: 3
Views: 194

Re: White cover

All weapons have their own modifiers against cover. The general modifiers for units shooting at stuff in yellow cover (such as M1 Garands that I'm looking at now) is 50% decreased accuracy against them. Green cover is 75% decreased accuracy and 50% damage reduction. So if you think it's better to bu...
by MenciusMoldbug
26 Jan 2019, 17:06
Forum: Balancing & Suggestions
Topic: Buildable Stug 4 Late Version
Replies: 16
Views: 411

Re: Buildable Stug 4 Late Version

Thing about the other call-ins is I rarely ever see them used. Blitzkrieg Doctrine's combat group gets spammed like no tommorow sometimes; like just the second the cooldown is done refreshing. So yes, I've never seen a game where the 76 sherman call-ins for RE de-synced the game. But those games did...
by MenciusMoldbug
26 Jan 2019, 06:58
Forum: Balancing & Suggestions
Topic: Buildable Stug 4 Late Version
Replies: 16
Views: 411

Buildable Stug 4 Late Version

It's an idea I had going on in my head for a while and now I think I will organize it into a coherent thought regarding this unit and general rework of Axis Doctrines. First, I would like to mention that Kwok's thread on 'Call Ins Cause Desyncs' proves right by my experience. Specifically call-ins t...
by MenciusMoldbug
19 Jan 2019, 19:35
Forum: Balancing & Suggestions
Topic: Camouflage ability for american airborne squads
Replies: 7
Views: 198

Re: Camouflage ability for american airborne squads

I wanted this for Rangers actually, not as an ability but as a passive camouflage. They are currently using the AT inf squad camouflage which is kinda wonky (it also says something about how this is an AT squad camouflage when you read the description on the Rangers). Because it takes so long for th...
by MenciusMoldbug
18 Jan 2019, 04:00
Forum: Balancing & Suggestions
Topic: Sniper Rapid Fire Ability
Replies: 3
Views: 160

Sniper Rapid Fire Ability

I don't remember what the ability exactly did, but I think it was 15% less accuracy and 50% or 25% faster cooldown on Sniper units. By itself it doesn't sound too bad but when you take all the other stuff that decreases cooldown like: - Being in certain buildings (higher elevation buildings give Sni...
by MenciusMoldbug
16 Jan 2019, 11:26
Forum: Balancing & Suggestions
Topic: Poor Doctrine Design - Luft
Replies: 176
Views: 11006

Re: Poor Doctrine Design - Luft

If it was luftwaffe vs tank hunter for me I would give luftwaffe 3 or 4 less points than tank hunter. Luftwaffe is very fun to play but I don't see what it does better that a good build order vs any doctrine as tank hunter cannot do. You don't need the luftwaffe infantry, the vampire isn't too impor...
by MenciusMoldbug
16 Jan 2019, 10:16
Forum: Balancing & Suggestions
Topic: Poor Doctrine Design - Luft
Replies: 176
Views: 11006

Re: Poor Doctrine Design - Luft

Thing is the Hetzer is using better gun ranges than it's reward counterpart. So the reward version which costs more should have the same gun ranges but it doesn't; it's using the same ranges as an M10. I remember thinking back then that the 1 MP upkeep for the Hetzer was an intended design. But then...
by MenciusMoldbug
16 Jan 2019, 09:52
Forum: Balancing & Suggestions
Topic: Poor Doctrine Design - Luft
Replies: 176
Views: 11006

Re: Poor Doctrine Design - Luft

Allied TD's are simpler because they get revealed after a single shot with the damage not being high enough to kill any of the heavy or even medium tanks with the first penetrating hit (if it even penetrates). So you get return fire on them very easily. Never seen an M10 kill my Jagdpanther with one...
by MenciusMoldbug
16 Jan 2019, 09:19
Forum: Balancing & Suggestions
Topic: Poor Doctrine Design - Luft
Replies: 176
Views: 11006

Re: Poor Doctrine Design - Luft

The Hetzer to me has always been one of those 'broken' and abusable tanks you get as PE. I never really mentioned it all that much because everything in PE costs so much that you usually get 1 hetzer for every 2-3 tanks/vehicles an allied player gets. Reason I find TH the best doctrine in the game i...
by MenciusMoldbug
14 Jan 2019, 21:03
Forum: Balancing & Suggestions
Topic: HE/AP Switch Cooldown Standardization
Replies: 13
Views: 337

Re: HE/AP Switch Cooldown Standardization

I mostly wanted the normal riflemen squad that was built of the barracks to be useful later on in the game. Most people just skip it later on to get Captain BAR Riflemen for 300 MP with their cheaper reinforcement cost. As saving 7 MP per man matters a lot when other things are taken into account. M...
by MenciusMoldbug
14 Jan 2019, 15:36
Forum: Balancing & Suggestions
Topic: HE/AP Switch Cooldown Standardization
Replies: 13
Views: 337

Re: HE/AP Switch Cooldown Standardization

I had a faint idea about the Crocodile Churchill being an ace unit for some reason. Might have had something to do with its naming/description or the icon symbol it has on the map making it seem like an ace. Well now I know better. Going to bring this thread up again because I want to talk about Upk...
by MenciusMoldbug
14 Jan 2019, 15:01
Forum: Announcements
Topic: 5.1.6 Patch
Replies: 54
Views: 5132

Re: 5.1.6 Patch

I don't think you can change the aim times based on ranges. The initial aim time for units is called ready_aim_time (call it RAT) and the 'reload mechanic' for aim times is called fire_aim_time (call it FAT). All units use RAT for when they are 'tracking' onto the target. If that timer is set to 0, ...
by MenciusMoldbug
09 Jan 2019, 05:08
Forum: Balancing & Suggestions
Topic: Give All Stug IVs camo without vet requirements
Replies: 27
Views: 560

Re: Give All Stug IVs camo without vet requirements

Take into account that Stug 4 can shoot high explosive shells from camouflage without being revealed for pretty much forever. Stug 4 requires 2 ambush shots to 'de-cloak.' Allied TD's require only one. I suspect the reason why Marder III only has 1 ambush shot and a poor detection radius compared to...
by MenciusMoldbug
09 Jan 2019, 04:55
Forum: Balancing & Suggestions
Topic: Give All Stug IVs camo without vet requirements
Replies: 27
Views: 560

Re: Give All Stug IVs camo without vet requirements

Thing with axis camo is that if an axis unit gets camo, HE shells from it are usually taken away. Jagdpanther, Hetzer, JP4 L/70 should all technically have HE shells but don't because camo bonuses themselves are insanely strong and shooting HE from camo is a deadly combination to infantry. Which is ...

Go to advanced search