Search found 706 matches
- 11 Nov 2022, 03:02
- Forum: General - CoH1 / BKMOD1
- Topic: Light Vehicles step over
- Replies: 7
- Views: 1508
Re: Light Vehicles step over
I would rather try to make light vehicles more useful through some other means. Some thematically fitting/role supporting/utility abilities would probably work best. http://forum.bkmod.net/viewtopic.php?f=15&t=4801&p=43532#p43532 or possibly even http://forum.bkmod.net/viewtopic.php?f=15&t=4663&p=4...
- 11 Nov 2022, 02:12
- Forum: Balancing & Suggestions
- Topic: ALRS for Allies
- Replies: 31
- Views: 3435
Re: ALRS for Allies
I wouldn't having the ability be locked behind vet, having the option late game would be nice regardless of how long it takes to get. As for the comments about pershing's long range pen, I don't see an issue with 90mm guns not being able to pen heavies frontally at extreme range, you can still go fo...
- 11 Aug 2022, 01:04
- Forum: Balancing & Suggestions
- Topic: Timed HE to HE Switch and Shotgun Vehicles
- Replies: 9
- Views: 1084
Re: Timed HE to HE Switch and Shotgun Vehicles
I never liked timed HE at all and never understood why they exist in the first place. I prefer either single shot HE or swap instead of having HE loaded for like idk, 20 seconds or more for no reason. I would prefer all HE/AP to be a swap. The time it takes to switch from one round to another would...
- 08 Aug 2022, 05:35
- Forum: Balancing & Suggestions
- Topic: Timed HE to HE Switch and Shotgun Vehicles
- Replies: 9
- Views: 1084
Re: Timed HE to HE Switch and Shotgun Vehicles
I've never seen a puma kill more than 3 models with an HE shot, I don't think toggle HE would be bad. The Puma really isn't that scary as an AT unit, so making it function as a proper multirole unit would make sense. Shermans eat them alive and CW definitely doesn't have trouble with killing light v...
- 22 Jul 2022, 06:53
- Forum: General - CoH1 / BKMOD1
- Topic: What are the top 3 doctrines that are hardest to play?
- Replies: 19
- Views: 4713
Re: What are the top 3 doctrines that are hardest to play?
As for my votes: 1. AB doc: high micro, mediocre early game, abysmal late game if your opponent knows what they're doing. It's fun to mess around with, but so easy to counter (assuming equal skill level). You need to be substantially better than your enemy to win with it in 1v1 unless they're playin...
- 22 Jul 2022, 06:22
- Forum: General - CoH1 / BKMOD1
- Topic: What are the top 3 doctrines that are hardest to play?
- Replies: 19
- Views: 4713
Re: What are the top 3 doctrines that are hardest to play?
Surprised to see a lot of people voting Def doc. Def is my go-to doctrine when playing with vets, especially these days since I no longer play everyday. I would consider it an easy doc to play at all skill levels, at least relative to a lot of other docs. It is very easy to contribute something to a...
- 30 Jun 2022, 20:15
- Forum: Balancing & Suggestions
- Topic: Luftwaffe Glider
- Replies: 48
- Views: 3716
Re: Luftwaffe Glider
I like the idea. I think it'd establish some better synergy between gebirgs, luft officer, and fallschrimjagers. After the latter clears an area, the other 2 can come in and quickly get an FOB setup without being limited by the presence/location of ambient buildings on the map. About glider camping,...
- 16 Jun 2022, 23:21
- Forum: Balancing & Suggestions
- Topic: Flank speed
- Replies: 39
- Views: 3255
Re: Flank speed
Kind of impartial on this one, although the units that would lose flank speed should probably be compensated in some way if the change is implemented. I don't think I've ever seen this ability be used in a way that I found annoying though, even by players with good micro and aggressive playstyles li...
- 08 Jun 2022, 19:47
- Forum: Balancing & Suggestions
- Topic: Suggestion: TDs Come With AP Already Equipped
- Replies: 21
- Views: 1808
Re: TDs Come With AP Already Equipped
Like i talked about this stuff in two or three topics already. This is one of them: http://forum.bkmod.net/viewtopic.php?f=15&t=4775 Generally it does make sense, yes. And in the same way it would make sense to have normal multirole tanks being equiped with HE rounds.... I think we're on the same p...
- 07 Jun 2022, 00:23
- Forum: Balancing & Suggestions
- Topic: Blitzkrieg Officer Suggestion - Mini Blitz Ability
- Replies: 2
- Views: 334
Re: Blitzkrieg Officer Suggestion - Mini Blitz Ability
I'd rather see the bk officer get replaced by their stormtrooper officer squad. It would allow you to get some vet on it earlier and its a lot less squishy, so you can benefit from the passive buffs longer. The solo officer seems out of place on bk doc.
- 07 Jun 2022, 00:19
- Forum: Balancing & Suggestions
- Topic: Suggestion: TDs Come With AP Already Equipped
- Replies: 21
- Views: 1808
Re: TDs Come With AP Already Equipped
It's stupid that it isn't the default ammo IMO, considering you are expected to use it in like 95% of td vs tank engagements, even against tanks of similar class. I understand paying extra for HEAT, but paying extra for APCR is just unnecessary extra micro, it doesn't add anything to the game if you...
- 04 Jun 2022, 10:49
- Forum: Balancing & Suggestions
- Topic: RAF commando AT squad.
- Replies: 3
- Views: 333
Re: RAF commando AT squad.
PIAT can immobilize a tank over shotblocker to allow the zooks a free kill, so I think it'd be better to stick with the current loadout. If you want 3 zooks on one squad, just play US AB doc. If you feel like zooks are unreasonably weak and 2 isn't enough to secure a kill in many cases, I'd agree. T...
- 22 May 2022, 01:18
- Forum: Balancing & Suggestions
- Topic: Halftracks
- Replies: 34
- Views: 2563
Re: Halftracks
I like theseWalderschmidt wrote: ↑20 May 2022, 15:25What about making halftracks cap points with infantry inside them?
Or how about halftracks increase infantry cap speed?
Wald
- 20 May 2022, 04:11
- Forum: General - CoH1 / BKMOD1
- Topic: Should Tanks be able to reinforce infantry?
- Replies: 33
- Views: 3478
Re: Should Tanks be able to reinforce infantry?
Reinforcement on the tiger really isn't that strong, I don't know why you guys are tripping about it. Reinforcing around a tiger is just asking for your whole comp to get hit with arty. The ability is just there to encourage usage of supporting inf to compensate for the lack of a roof MG. The Church...
- 19 May 2022, 00:27
- Forum: General - CoH1 / BKMOD1
- Topic: Should Tanks be able to reinforce infantry?
- Replies: 33
- Views: 3478
Re: Should Tanks be able to reinforce infantry?
8 - 2 this mod is doomed There's been tanks that can reinforce inf in the game for years, mod still seems to be doing ok though. @Hawks I voted yes. The tanks that have this ability are objectively weaker than others in their class, and they are dependent on inf support for close range defense (the...
- 18 May 2022, 22:46
- Forum: Balancing & Suggestions
- Topic: Halftracks
- Replies: 34
- Views: 2563
Re: Halftracks
Aside from the Bren Carrier buff suggestion (which I agree with Tara on), I like what Red proposed. I don't know if it is needed to make the units hull down (it should be possible to do, though). Their MGs are usually forward-facing only so it would be quite limiting. Bunkers and MG teams have a lim...
- 18 May 2022, 00:23
- Forum: Balancing & Suggestions
- Topic: Halftracks
- Replies: 34
- Views: 2563
Re: Halftracks
If the main issue is that HT's can't be used in frontline combat, maybe we can find a way to address that instead of focusing on reinforcement range? I would lean towards going all-in on the idea of making HT's a mobile suppression platform similar to the Bren carrier with its upgrade. Give HTs a 50...
- 04 Apr 2022, 20:55
- Forum: Balancing & Suggestions
- Topic: Spotters, Binoculars, VT´s
- Replies: 27
- Views: 6157
Re: Spotters, Binoculars, VT´s
I like your idea about more units having spotter role/abilities. I would just add, I'd find it interesting to test a mode where spotters don't have an insane vision field around them, but have to use spotting ability, like decrease spotter vison around him, but increase spotting range and field dia...
- 04 Apr 2022, 03:01
- Forum: Balancing & Suggestions
- Topic: Does SE need changes right now?
- Replies: 46
- Views: 3795
Re: Does SE need changes right now?
So your only arguments are "it feels weird" and handwaving towards arbitrary naming conventions? Seriously, go to any forum or source document where people talk about tank naming conventions and you'll see how inconsistently they are applied, as well as how little of an impact it has on how the veh...
- 03 Apr 2022, 09:00
- Forum: Balancing & Suggestions
- Topic: Does SE need changes right now?
- Replies: 46
- Views: 3795
Re: Does SE need changes right now?
Waiting on some feedback from friends, so it's a bit unfinished but here is my revised tree so far: SE doc tree revision 040322.png Need to fill the question mark slot, no idea what to put there or what line to connect it to. Was thinking one of the following for the remaining slot: - passive camo f...
- 03 Apr 2022, 01:23
- Forum: Balancing & Suggestions
- Topic: Does SE need changes right now?
- Replies: 46
- Views: 3795
Re: Does SE need changes right now?
I am so glad to see you both, CGarr and Mofeta in the forum again. I was afraid you have also already abandoned it entirely. And thx for the detailed feedback. And i already set the past days on the desk thinking deeply about SE doc. Bad thing is, in 1-2 weeks university work starts again so i will...
- 02 Apr 2022, 01:15
- Forum: Balancing & Suggestions
- Topic: Does SE need changes right now?
- Replies: 46
- Views: 3795
Re: Does SE need changes right now?
i mean, there is nothing against it, that the elephant stays were it is as a reward unit in this presented Doc tree. my idea with SE was to be different from def doc that starts with armored casemate tanks and scale into big guns on SPG. SE idea was to go first for SPG TD´s and big guns and at the ...
- 22 Mar 2022, 04:28
- Forum: Balancing & Suggestions
- Topic: Does SE need changes right now?
- Replies: 46
- Views: 3795
Re: Does SE need changes right now?
Camo for P4s on SE as an alternative to the stupid hetzer would be nice, definitely would help differentiate it from the 4 other Axis docs that have casemate TDs as one of their core units (BK and Prop stugs, PS doc TD line is objectively better in most cases, Def doc is literally entirely casemate ...
- 22 Mar 2022, 04:13
- Forum: Balancing & Suggestions
- Topic: Is Defense Doctrine Okay? Thoughts on 2CP Arty and other things
- Replies: 5
- Views: 530
Re: Is Defense Doctrine Okay? Thoughts on 2CP Arty and other things
I'm fine with def doc overall, the only thing I would change is giving them a P4 so that you aren't entirely reliant on casemates, even if it's just an F2 or J. The doc doesn't need to be good at pushing, but pushing with casemates is mindnumbingly slow and generally not fun for any party involved.
- 17 Mar 2022, 06:50
- Forum: Balancing & Suggestions
- Topic: 75 mm leig AoE
- Replies: 34
- Views: 2866
Re: 75 mm leig AoE
CW inf spam? Well, thats quite new. There is one moment when CW comes after you with Boys AT, LT, Sappers and perhaps a inf squad and mortar crew. But once you got over it there is not much CW can make a comeback from. Playing as PE or WH you can quite easily get sufficient numbers onto the field t...