Search found 1923 matches

by MarKr
19 Nov 2018, 15:33
Forum: General - CoH1 / BKMOD1
Topic: BK mod Is awesome ! One small error about realism (Axis have nukes?)
Replies: 6
Views: 72

Re: BK mod Is awesome ! One small error about realism (Axis have nukes?)

What is your problem? You make a post with obvious sarcasm and exageration and when you receive a reply in the same way, you get triggered? Anyway, have you played any games in the beta where Hotchkiss received changes? It is nice to keep complaining about something but more constructive would be to...
by MarKr
19 Nov 2018, 11:31
Forum: General - CoH1 / BKMOD1
Topic: BK mod Is awesome ! One small error about realism (Axis have nukes?)
Replies: 6
Views: 72

Re: BK mod Is awesome ! One small error about realism (Axis have nukes?)

I believe that the developers are wrong in giving the axis side tactical nukes as they weren't even invented yet, and the Germans didn't even invent them. I believe poster is wrongly informed about the effects of an actual nuclear warhead, especially when he brings up the "realism" argume...
by MarKr
18 Nov 2018, 23:05
Forum: General - CoH1 / BKMOD1
Topic: Strongest substance in the world?
Replies: 8
Views: 130

Re: Strongest substance in the world?

this will make it easier because when the crew is only 2 soldiers. if you kill 1 of them. there is no third guy who can replace. it is not always the third guy who dies first. sometimes one of the 2 soldiers operating the gun die first. That is not very reliable solution - usually the extra soldier...
by MarKr
18 Nov 2018, 22:50
Forum: General - CoH1 / BKMOD1
Topic: Strongest substance in the world?
Replies: 8
Views: 130

Re: Strongest substance in the world?

and how does that solve the problem? Only the two guys that operate the gun are hard to kill because they are in the "cover zone" of the AT. If you reduce the number of soldier to 2, then the one extra (standing behind the gun) will not be there and the two operating the gun will still be ...
by MarKr
18 Nov 2018, 22:27
Forum: General - CoH1 / BKMOD1
Topic: Strongest substance in the world?
Replies: 8
Views: 130

Re: Strongest substance in the world?

Actually it was kwok who first came with the theory that the problem is the model and it seems to be the case. In every other aspect the gun is set the same way as Axis 37mm gun and the problem is not showing there so it suggests the problem is really with the model. The reason why shots are hitting...
by MarKr
18 Nov 2018, 16:22
Forum: Announcements
Topic: 5.1.6 beta3
Replies: 66
Views: 4890

Re: 5.1.6 beta3

Sorry if I took an agressive attitude but it is simply because I said these things many times and it gets boring to keep saying it over and over.
by MarKr
18 Nov 2018, 13:54
Forum: Announcements
Topic: 5.1.6 beta3
Replies: 66
Views: 4890

Re: 5.1.6 beta3

By "sherman equivalent to StuG IV" you mean that Sherman should have no turret, should have camo, should cost 400MP 40F, should have its HP lowered to 636 form the current 700? And what exactly do you mean "a bit less of penetration power against it"?
by MarKr
18 Nov 2018, 12:51
Forum: Announcements
Topic: 5.1.6 beta3
Replies: 66
Views: 4890

Re: 5.1.6 beta3

mofetagalactica wrote:Was the brumbauer buffed after arty changes accidntly?

Can you specify what behavior you mean? I mean, it hasn't been touched so I'm quite curious what you mean...
by MarKr
17 Nov 2018, 17:56
Forum: General - CoH1 / BKMOD1
Topic: idea for gunners
Replies: 8
Views: 128

Re: idea for gunners

now when the tank top gunners die, you repair the tank and they come back to life again..... unrealistic . (...) it will be possible to upgrade only next to HQ buildings or ammo & transporter trucks. I can see how that is so much more realistic :D "Sir, Pvt. Litoris got hit!" "Wh...
by MarKr
14 Nov 2018, 21:50
Forum: Bugs
Topic: [5.1.5] 81mm M1 mortar recovered by PE has "60mm barrage" tooltip
Replies: 1
Views: 134

Re: [5.1.5] 81mm M1 mortar recovered by PE has "60mm barrage" tooltip

This is just a wrong text applied. You don't need to worry about the mortar shooting "weaker" rounds. It will be fixed.
by MarKr
13 Nov 2018, 17:26
Forum: Balancing & Suggestions
Topic: Poor Doctrine Design - Luft
Replies: 54
Views: 2628

Re: Poor Doctrine Design - Luft

"bullet is a bullet" yes, it is true but the different stats such as HP and damage taken is there to make a difference between basic and elite infantry. Yes, I know that some people would like to make "elites" to only have more abilities and so more tactical options but then agai...
by MarKr
13 Nov 2018, 16:55
Forum: Announcements
Topic: 5.1.6 beta3
Replies: 66
Views: 4890

Re: 5.1.6 beta3

The mobile howitzers have all got a range cut down to 180. What bugs me a bit is that even with long range ability that costs ammo additional ammo (axis) or CP (CW) they dont get the range static howitzers have. Would it be possible to give them their old boost back so they can get the same range a...
by MarKr
12 Nov 2018, 10:49
Forum: Announcements
Topic: 5.1.6 beta3
Replies: 66
Views: 4890

Re: 5.1.6 beta3

1) The defense bonuses are pretty strong and giving them to the sniper would make it a lot harder to kill. Snipers are often the best counter to the Luft infantry, if you support them with your own sniper who would be extremely hard to kill with the bonus, they would be a bit stronger once again. So...
by MarKr
11 Nov 2018, 14:16
Forum: Announcements
Topic: 5.1.6 beta3
Replies: 66
Views: 4890

Re: 5.1.6 beta3

Guys, we're having another look at the arty spread setup. There were some mistakes made in the spread calculations so some arty is too inaccurate. During the tests I noticed that the static howitzers (both naked and emplaced) have probably the longest reload times - longer than any mobile arty unit....
by MarKr
09 Nov 2018, 10:46
Forum: General - CoH1 / BKMOD1
Topic: north america
Replies: 7
Views: 328

Re: north america

For solo player I have no evidence but I think it is about equally divided between skirmishers and skirmishers. :lol: Yes, that is probably a save assumption :D Well, if this meant to be "look, there is more PvE players than PvP so the mod should be PvE oriented" then sorry, I'm not rewor...
by MarKr
09 Nov 2018, 09:42
Forum: General - CoH1 / BKMOD1
Topic: import panzer2 from afrika
Replies: 18
Views: 1976

Re: import panzer2 from afrika

Also if I'm not mistaken, the maps use some objects (such as palm trees and others) that were made specifically for the maps. This means the objects are not in vanilla game and neither in BK. So it would require more than just uploading the map, you would need to upload some additional models and su...
by MarKr
09 Nov 2018, 07:51
Forum: General - CoH1 / BKMOD1
Topic: north america
Replies: 7
Views: 328

Re: north america

Point being....?
by MarKr
08 Nov 2018, 12:19
Forum: General - CoH1 / BKMOD1
Topic: import panzer2 from afrika
Replies: 18
Views: 1976

Re: import panzer2 from afrika

BK should stay clean because it would be an illegal usage of someone else's belongings, also I doubt Steam would be OK with it if someone reported that BK uses stolen models (and trust me, there are people who would do it).
by MarKr
08 Nov 2018, 11:47
Forum: General - CoH1 / BKMOD1
Topic: import panzer2 from afrika
Replies: 18
Views: 1976

Re: import panzer2 from afrika

No, there were two different models of Elephant - one was ripped off and the other was user-made. BK used to have the user-made. Now it actually has even newer model which was user-made again - it was announced here . This new model can swap between the "early" version (Ferdinand) and the ...
by MarKr
07 Nov 2018, 21:04
Forum: Announcements
Topic: 5.1.6 beta3
Replies: 66
Views: 4890

Re: 5.1.6 beta3

If howitzers have too much scatter, it should be adressed before the release.
by MarKr
06 Nov 2018, 22:45
Forum: Announcements
Topic: 5.1.6 beta3
Replies: 66
Views: 4890

Re: 5.1.6 beta3

a spread of 25 is a bit much isn't it? especially if you're going for long range you're essentially making the potentially miss distance xtan(25)? so if you are shooting at min range of 30 units distance, you're going to potentially be off by 13 units. just for scale, if it was shooting at max rang...
by MarKr
06 Nov 2018, 11:18
Forum: Announcements
Topic: 5.1.6 beta3
Replies: 66
Views: 4890

Re: 5.1.6 beta3

Setting up arty correctly is not a question of 2 values. It is possible that some arty units still have the old modifiers for shooting into FoW (which makes them spread a lot more). This worked quite well with the old setup when the basic spread was very small, but now with the bigger basic spread, ...
by MarKr
06 Nov 2018, 10:07
Forum: Announcements
Topic: 5.1.6 beta3
Replies: 66
Views: 4890

Re: 5.1.6 beta3

It was intentional on some units. What unit was that and did you have vision on the are or were you shooting into the FoW?
by MarKr
05 Nov 2018, 00:58
Forum: Balancing & Suggestions
Topic: AB 101st Recoilless rifle bug
Replies: 15
Views: 1204

Re: AB 101st Recoilless rifle bug

You don't understand it either. If we release patches without testing, then it leads to more problems especially in cases like the Hotchkiss. Hotchkiss is not something that can be fixed like "oh, just change this number from X to Y and everything will be cool". Some people said that Hotch...
by MarKr
04 Nov 2018, 20:19
Forum: Balancing & Suggestions
Topic: AB 101st Recoilless rifle bug
Replies: 15
Views: 1204

Re: AB 101st Recoilless rifle bug

I reacted to the original post which is actually connected to the topic of the post. Your question is off-topic and actually answered already - Hotchkiss is changed in the beta. It was actually changed in the first beta (more than a month ago) but we were waiting for a feedback from players who play...

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