Interesting, makes one wonder why it does that.
Thanks for the reply!
Search found 53 matches
- 13 Jul 2022, 01:01
- Forum: General - CoH1 / BKMOD1
- Topic: First impression of 531
- Replies: 38
- Views: 4570
- 12 Jul 2022, 20:31
- Forum: General - CoH1 / BKMOD1
- Topic: First impression of 531
- Replies: 38
- Views: 4570
Re: First impression of 531
Do call-ins cause desyncs?Krieger Blitzer wrote: ↑07 Jul 2022, 10:17Maybe next patches we could have BeuteShermans buildable for the sake of less desync.
- 21 Jun 2022, 22:15
- Forum: Balancing & Suggestions
- Topic: Hotkey Suggestions
- Replies: 35
- Views: 4000
Re: Hotkey Suggestions
I am not against it, but i can imagine a handful number of players will dislike what's happening with hotkeys for several months.. they will be like "wtf!! pressed T hundred times & my units don't retreat anymore!!!! u broke the game" i can totally picture some players in the community with this at...
- 07 Jun 2022, 01:01
- Forum: Balancing & Suggestions
- Topic: Hotkey Suggestions
- Replies: 35
- Views: 4000
Re: Hotkey Suggestions
Some problems come to my mind. I'm not 100% sure but I think that the abilities in the first line of UI are hard-coded and "A" is already "Attack move", so that would mess up the the option "b". Also, not every languange has the same keyboard layout. For example czech keyboards have swapped letters...
- 02 Jun 2022, 03:04
- Forum: Balancing & Suggestions
- Topic: Hotkey Suggestions
- Replies: 35
- Views: 4000
Re: Hotkey Suggestions
Can we revive this topic again, please? The duplicate hotkeys and inconsistent mapping of hotkeys is slowly but surely driving me insane. I want my bois to sprint, not to throw smoke. I would highly recommend option B - while it would take some time to re-learn some of the new hotkeys, at least you ...
- 20 Apr 2022, 19:37
- Forum: Balancing & Suggestions
- Topic: AoE Effects of HE Weapons
- Replies: 4
- Views: 496
Re: AoE Effects of HE Weapons
Actually quite baffelled no one has responded yet. This is a massive issue for me and my mates. I only play vs AI but HE has been insane in 99% of cases for a long, long time now. It's especially noticeable on HE tanks (M4 Sherman, the dreaded Pz 3 N) but mortars also do a ridiculous amount of damag...
- 15 Dec 2021, 22:43
- Forum: Balancing & Suggestions
- Topic: Most mortars should not deal (that much) damage to solid structures
- Replies: 5
- Views: 592
Re: Most mortars should not deal (that much) damage to solid structures
Yes I am aware. It should be inf only.
Anyways, can we get back to the actual topic, please? What's your stance on it?
Anyways, can we get back to the actual topic, please? What's your stance on it?
- 14 Dec 2021, 01:42
- Forum: Balancing & Suggestions
- Topic: Most mortars should not deal (that much) damage to solid structures
- Replies: 5
- Views: 592
Re: Most mortars should not deal (that much) damage to solid structures
Also, slightly related: Airborne should not get the 80mm mortar, give them the 60mm one instead. :) Aren't ab only get 80mm mortar via paradrop and their barracks mortar is 60mm? Yeah that's what I mean - the airdrop mortars shouldn't be 80mm. You already have the ability to drop them wherever you ...
- 13 Dec 2021, 23:55
- Forum: Balancing & Suggestions
- Topic: Most mortars should not deal (that much) damage to solid structures
- Replies: 5
- Views: 592
Most mortars should not deal (that much) damage to solid structures
Talking mostly about the buildings in your base. I don't think that the 60/80mm mortars should be able to deal significant damage to those buildings, if any at all. The heavy mortars? Sure, but it should still be worse than proper artillery or HE vehicles/tanks. This is probably not so much an issue...
- 23 Oct 2021, 19:51
- Forum: Balancing & Suggestions
- Topic: Bring back .55 Boys AT commandos
- Replies: 1
- Views: 373
Re: Bring back .55 Boys AT commandos
Never understood why they were taken out of the roster in the first place. They had a clear role (anti vehicle) which is not really filled by any other commando unit. PIATs are more anti tank and can be dodged by vehicles - and apart from that, there is no designated AV unit.
- 23 Oct 2021, 19:47
- Forum: Technical Support
- Topic: 60Hz BK in Fullscrene
- Replies: 2
- Views: 1453
Re: 60Hz BK in Fullscrene
Can I also up the refresh rate to 144 Hz or does the game break with such a high number?
- 05 Oct 2021, 07:14
- Forum: Balancing & Suggestions
- Topic: Make the Sturmtiger more than a meme unit
- Replies: 72
- Views: 5720
Re: Make the Sturmtiger more than a meme unit
Agreed. The damage and radius are always a bit of a disappointment when it finally hits.
Big boom but a lot of smoke and not much to justify the CP, ammo and manpower put into it.
Give it more damage towards the outer edges and increase the radius a bit.
Big boom but a lot of smoke and not much to justify the CP, ammo and manpower put into it.
Give it more damage towards the outer edges and increase the radius a bit.
- 07 Apr 2021, 02:12
- Forum: Bugs
- Topic: SD.KFZ 250/10 37 mm PAK - 2 taps British HQ trucks when they're not deployed
- Replies: 0
- Views: 325
SD.KFZ 250/10 37 mm PAK - 2 taps British HQ trucks when they're not deployed
This vehicle is available to PE. Damage values are normal against any other vehicles/structures and the deployed HQ trucks. When those trucks are not deployed though, they get 2 shot by the SD.KFZ 250/10. With a 37mm PAK. We tested the undeployed HQ trucks against the normal 37mm PAK and 75mm PAK as...
- 20 Sep 2020, 01:48
- Forum: Bugs
- Topic: Panzergrenadiers (Tank Support) varying squad size
- Replies: 1
- Views: 353
Panzergrenadiers (Tank Support) varying squad size
So the Panzergrenadiers can be built from both the HQ and the combat group building (the infantry one) if you select Tank Support as doctrine. If I research larger squad sizes, the PZGs from HQ get 7 man squads, the infantry building PZGs still remain at 6 per squad. I presume it's just a minor over...
- 21 May 2020, 20:55
- Forum: Balancing & Suggestions
- Topic: Test Mode
- Replies: 12
- Views: 1285
Re: Test Mode
Worked for me, had to create the Data and subsequent folders for the "MyDocuments" folders - but it works fine.
Haven't played a full match but I could pick up all the resources.
Haven't played a full match but I could pick up all the resources.
- 15 May 2020, 15:28
- Forum: Balancing & Suggestions
- Topic: Not All Tanks Have Top-MGs/Suppression Abilities
- Replies: 8
- Views: 961
Re: Not All Tanks Have Top-MGs/Suppression Abilities
Filthy Pve scrub reporting in. I think the .50cal on the Yankee tanks suffice, they slay infantry out of cover and them having suppressive fire on top of it just seems like overkill, even on non-HE tanks. It's also immensely frustrating to flank a tank with elite infantry like Fallschirmjägers and t...
- 12 May 2020, 16:14
- Forum: Balancing & Suggestions
- Topic: Allies are OP and need to be nerfed, and here are the reasons why.
- Replies: 35
- Views: 8947
Re: Allies are OP and need to be nerfed, and here are the reasons why.
The only thing I as a PvE scrub would like to know is in what ways the Panther's gun is superior to the Tiger's. Because it isn't damage, my Panthers leave 76 Shermans on 1/3 HP more often than not. Tigers usually one shot them. So is the pen better? Accuracy? I am genuinely asking because for me it...
- 04 May 2020, 11:31
- Forum: Balancing & Suggestions
- Topic: Prevent tanks from showing rear end to enemy when manouvering
- Replies: 12
- Views: 1674
Re: Prevent tanks from showing rear end to enemy when manouvering
I will record some scenes to show you that it is not the user's faulty input that makes tanks reverse into the enemy. One of the most common problems i had was when clickin on an enemy tank with my tank, instead of getting on the range stopping and shoot, it just seems to keep going forward forward ...
- 04 May 2020, 01:36
- Forum: Balancing & Suggestions
- Topic: Prevent tanks from showing rear end to enemy when manouvering
- Replies: 12
- Views: 1674
Re: Prevent tanks from showing rear end to enemy when manouvering
I am trying very hard not to interpret your comment as condescending so allow me the joke of "Thanks for comparing me to an inept AI". I don't want to set 10 waypoints however to make my Tiger move through wrecks or tight spaces without showing his arse to the enemy by reversing into them. That is n...
- 04 May 2020, 00:45
- Forum: General - CoH1 / BKMOD1
- Topic: The Shrinking Blitzkrieg Mod Community
- Replies: 62
- Views: 10094
Re: The Shrinking Blitzkrieg Mod Community
If you abandoned the concept of focusing on the PvP scene only then more players would be interested in partaking in the community at large. I also recall a poll in the old forum where it was asked how many preferred PvP or PvE and the latter won out with a large margin. So I never understood this ...
- 01 May 2020, 15:10
- Forum: Balancing & Suggestions
- Topic: Prevent tanks from showing rear end to enemy when manouvering
- Replies: 12
- Views: 1674
Re: Prevent tanks from showing rear end to enemy when manouvering
*bump*
This happens so often now, especially if tanks need to maneuver around wrecks or through tight spaces and is especially annoying if your Tiger gets rear-ended by 2 Shermans when it could have simply gone forward. It just makes no sense.
This happens so often now, especially if tanks need to maneuver around wrecks or through tight spaces and is especially annoying if your Tiger gets rear-ended by 2 Shermans when it could have simply gone forward. It just makes no sense.
- 30 Apr 2020, 00:33
- Forum: Bugs
- Topic: Airborne HQ squad medics
- Replies: 3
- Views: 594
Airborne HQ squad medics
So this is kind of a strange one. It seems like when you call in Airborne Medics, the game sees how much Manpower you have available, divides it by 150 (the manpower needed for Medics) and deploys that many medics on the field. So e.g. I have 600 MP, click on "Call in Medics" on my Airborne HQ squad...
- 18 Apr 2020, 18:16
- Forum: Balancing & Suggestions
- Topic: Possible Airborne Doctrine Rework
- Replies: 18
- Views: 2554
Re: Possible Airborne Doctrine Rework
I love the reworked doc tree, it makes sense (HQ squad + mortar ability tied together, 82nd + phosphor grenades) and allows for more flexibility. Well done keeping the balance in mind when it comes to support weapons, so it's 2 CP for mortar + MG. This might weaken the Airborne a bit in the early ga...
- 18 Apr 2020, 17:25
- Forum: Balancing & Suggestions
- Topic: Proposal: Camo should not give bonus modifiers to tank destroyers
- Replies: 50
- Views: 6056
Re: Proposal: Camo should not give bonus modifiers to tank destroyers
The flare idea sounds great! Currently there is no real counter to this except "tank" the shots and see where they come from or try to rush in with inf and hope those poor twits don't die.
- 18 Apr 2020, 17:20
- Forum: Balancing & Suggestions
- Topic: Should Tank Destroyers be weaker if they are not in camo?
- Replies: 10
- Views: 1503
Re: Should Tank Destroyers be weaker if they are not in camo?
The only thing camo should improve (imo) is range, so you can hit enemy tanks before they can hit you.
So non-camo TDs can still be strong but have a little less range, meaning they are more prone to enemy fire.
So non-camo TDs can still be strong but have a little less range, meaning they are more prone to enemy fire.