Search found 53 matches

by TheUndying
13 Jul 2022, 01:01
Forum: General - CoH1 / BKMOD1
Topic: First impression of 531
Replies: 38
Views: 4553

Re: First impression of 531

Interesting, makes one wonder why it does that.

Thanks for the reply!
by TheUndying
12 Jul 2022, 20:31
Forum: General - CoH1 / BKMOD1
Topic: First impression of 531
Replies: 38
Views: 4553

Re: First impression of 531

Krieger Blitzer wrote:
07 Jul 2022, 10:17
Maybe next patches we could have BeuteShermans buildable for the sake of less desync.
Do call-ins cause desyncs?
by TheUndying
21 Jun 2022, 22:15
Forum: Balancing & Suggestions
Topic: Hotkey Suggestions
Replies: 35
Views: 3979

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...
by TheUndying
07 Jun 2022, 01:01
Forum: Balancing & Suggestions
Topic: Hotkey Suggestions
Replies: 35
Views: 3979

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...
by TheUndying
02 Jun 2022, 03:04
Forum: Balancing & Suggestions
Topic: Hotkey Suggestions
Replies: 35
Views: 3979

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 ...
by TheUndying
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...
by TheUndying
15 Dec 2021, 22:43
Forum: Balancing & Suggestions
Topic: Most mortars should not deal (that much) damage to solid structures
Replies: 5
Views: 591

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?
by TheUndying
14 Dec 2021, 01:42
Forum: Balancing & Suggestions
Topic: Most mortars should not deal (that much) damage to solid structures
Replies: 5
Views: 591

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 ...
by TheUndying
13 Dec 2021, 23:55
Forum: Balancing & Suggestions
Topic: Most mortars should not deal (that much) damage to solid structures
Replies: 5
Views: 591

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...
by TheUndying
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.
by TheUndying
23 Oct 2021, 19:47
Forum: Technical Support
Topic: 60Hz BK in Fullscrene
Replies: 2
Views: 1433

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? :D
by TheUndying
05 Oct 2021, 07:14
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

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.
by TheUndying
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...
by TheUndying
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...
by TheUndying
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.
by TheUndying
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...
by TheUndying
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: 8938

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...
by TheUndying
04 May 2020, 11:31
Forum: Balancing & Suggestions
Topic: Prevent tanks from showing rear end to enemy when manouvering
Replies: 12
Views: 1673

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 ...
by TheUndying
04 May 2020, 01:36
Forum: Balancing & Suggestions
Topic: Prevent tanks from showing rear end to enemy when manouvering
Replies: 12
Views: 1673

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...
by TheUndying
04 May 2020, 00:45
Forum: General - CoH1 / BKMOD1
Topic: The Shrinking Blitzkrieg Mod Community
Replies: 62
Views: 10088

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 ...
by TheUndying
01 May 2020, 15:10
Forum: Balancing & Suggestions
Topic: Prevent tanks from showing rear end to enemy when manouvering
Replies: 12
Views: 1673

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. :(
by TheUndying
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...
by TheUndying
18 Apr 2020, 18:16
Forum: Balancing & Suggestions
Topic: Possible Airborne Doctrine Rework
Replies: 18
Views: 2553

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...
by TheUndying
18 Apr 2020, 17:25
Forum: Balancing & Suggestions
Topic: Proposal: Camo should not give bonus modifiers to tank destroyers
Replies: 50
Views: 6037

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. :D
by TheUndying
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.