Search found 3461 matches
- 15 Jul 2023, 20:56
- Forum: Balancing & Suggestions
- Topic: Haven't played in a while, lot has changed, Germans way too powerful
- Replies: 2
- Views: 1047
Re: Haven't played in a while, lot has changed, Germans way too powerful
Gotta love how people say "I haven't played for years but now BK is shit". Not caring what led to the changes, not caring that most of the stuff was requested by players...just everything is shit now, change it ASAP. I recommend joining the Discord, as we moved from this forum there (link is in the ...
- 08 Feb 2023, 20:00
- Forum: Balancing & Suggestions
- Topic: Thoughts on Tank Damage Reworks
- Replies: 7
- Views: 1546
Re: Thoughts on Tank Damage Reworks
The forum has mostly been moved to the Discord (info post).mofetagalactica wrote: ↑08 Feb 2023, 14:41There is a new Beta to try out? couldnt see any new post in the forum
It is not a beta but more of an alpha at this stage.
- 30 Dec 2022, 19:23
- Forum: Bugs
- Topic: 5.3.2 is terrible
- Replies: 15
- Views: 2387
Re: 5.3.2 is terrible
Also noticed, the fortified 105 howitzer in the german def doc only works when using the "FERN" rounds ability. When trying to shoot normal HE rounds, it just sits there doing nothing, sometimes 1 or 2 rounds and that´s it. And don´t know if this bug existed before, since i didn´t use the 251/7 tha...
- 06 Dec 2022, 17:39
- Forum: Balancing & Suggestions
- Topic: Royal Artillery
- Replies: 7
- Views: 1518
Re: Royal Artillery
The direct hit numbers are against tanks. Infantry actually takes higher damage, but still... The direct hit on infantry from a 25 pounder deals 225 base damage. The strongest Axis infantry has 85 or 90HP, green cover reduces the damage by half so you're looking at 112 damage on direct hit. This can...
- 06 Dec 2022, 16:16
- Forum: Balancing & Suggestions
- Topic: Royal Artillery
- Replies: 7
- Views: 1518
Re: Royal Artillery
It costs "only" 35 ammo but it is because the 25 pounders are much weaker than the 105mm howitzers of Wehr and US. The 105mm deal 452 damage on direct hit but the 25pounder deals 168 damage on direct hit. Damage falloff is the same but 25pounders have smaller AoE. Even if they shoot a lot, they need...
- 27 Nov 2022, 20:51
- Forum: Bugs
- Topic: [5.3.2] Can't build Snipers as US Airborne Doctrine
- Replies: 3
- Views: 1024
Re: [5.3.2] Can't build Snipers as US Airborne Doctrine
I can't reproduce this. I just built a US sniper, killed him with a grenade form a Rifle squad and I was able to build another sniper immediately. Killed him the same way and another was available.
Can you give me exact steps to reproduce the bug?
Can you give me exact steps to reproduce the bug?
- 27 Nov 2022, 19:56
- Forum: Bugs
- Topic: incendiary flames
- Replies: 1
- Views: 686
Re: incendiary flames
I think I found what caused this. The maximum duration of "invisible flames" was about 20 seconds which is far from "permanent" so if it still lasts in live release, let me know and I'll try to figure out what is causing it.
- 21 Nov 2022, 17:14
- Forum: Announcements
- Topic: 5.3.2 Patch
- Replies: 3
- Views: 5865
Re: 5.3.2.1 Patch
Hello, the beta branch has been updated with a new version. This version is for now marked as 5.3.2.1 as it focuses on expanding the goals of 5.3.2 - further polishing the new hotkey system, fixing bugs and very few minor tweaks. - Fixed reported hotkeys that don't follow the new hotkey system (base...
- 15 Nov 2022, 21:07
- Forum: Balancing & Suggestions
- Topic: Return the HE Panzer 4 to SE
- Replies: 1
- Views: 639
Re: Return the HE Panzer 4 to SE
The tank was removed by a mistake. It is coming back in the next update. The update comes when the map fixes are ready, which hopefully shouldn't take longer than a few more days.
- 14 Nov 2022, 21:27
- Forum: Balancing & Suggestions
- Topic: Seven man rifleman squad
- Replies: 11
- Views: 1615
Re: Seven man rifleman squad
Seems I don't remember anything anymore lol
- 14 Nov 2022, 17:48
- Forum: Balancing & Suggestions
- Topic: Seven man rifleman squad
- Replies: 11
- Views: 1615
Re: Seven man rifleman squad
Yea yea yea. I tried the BAR out and I think that it doesn't do any less damage than it did before. I have no idea how that rumor got started. O.o I think Sukin used to talk about BAR as "totally useless" after BAR was changed to be unable to shoot on the move. Given how low accuracy it had on the ...
- 14 Nov 2022, 15:02
- Forum: Balancing & Suggestions
- Topic: Seven man rifleman squad
- Replies: 11
- Views: 1615
Re: Seven man rifleman squad
1. Have there been a change to the BAR? 2. If it has or if it has not, what to do about the seven man rifleman squad? I think the weapon hasn't been changed, but the squad comes with one BAR instead of two. Just like the normal Riflemen can upgrade BAR only once now. If I remeber it right, it was b...
- 07 Nov 2022, 22:36
- Forum: Bugs
- Topic: Wrong hotkey reports (beta 5.3.2)
- Replies: 26
- Views: 3566
Re: Wrong hotkey reports (beta 5.3.2)
Everything reported here up to now (and whatever I managed to notice on Discord) will be fixed in the next update (ETA a few days).
- 02 Nov 2022, 13:05
- Forum: Balancing & Suggestions
- Topic: ALRS for Allies
- Replies: 31
- Views: 3617
Re: ALRS for Allies
ALRS ability was meant for 88 tanks only. However; it got added to Panther ACE at some point.. that's when i believe now it should also be given to both the Firefly & Pershing ACE. This is not accurate. The ALRS wasn't meant to be "exclusive" to 88mm tanks or anything. It was meant to represent the...
- 23 Oct 2022, 14:19
- Forum: Bugs
- Topic: Sherman 105
- Replies: 11
- Views: 1595
Re: Sherman 105
The turret rotation will be enabled in full 360° for the next update. I also tried to adjust the targetting priorities so that the gun preffers softer targets over heavy armor - targetting priorities in general are sort of wonky so we'll see if that works, but the weapon traverse should be fine.
- 23 Oct 2022, 10:19
- Forum: Bugs
- Topic: gmc cckw ammunition transport truck
- Replies: 5
- Views: 880
Re: gmc cckw ammunition transport truck
I just tested it. The Ammo truck removed ammo cost on barrage and creeping barrage on both 60mm, 81mm mortars as well as the 107mm mortar emplacement. It also removed the cost from Mortar HT for barrage and the special "heavy shot" ability. It seems to work fine. If you find some way to replicate th...
- 23 Oct 2022, 09:56
- Forum: Bugs
- Topic: Def mines blow up after defuse
- Replies: 7
- Views: 1167
Re: Def mines blow up after defuse
I found the problem. Some mines were set to have 25% chance to explode when they got defused, others have 0% chance. The chance has been set to 0% for all mines for the next update.
- 23 Oct 2022, 09:49
- Forum: Bugs
- Topic: Pz3 missing in SE doc
- Replies: 2
- Views: 709
Re: Pz3 missing in SE doc
Will be fixed.
- 22 Oct 2022, 19:31
- Forum: Bugs
- Topic: Mass production pz4
- Replies: 5
- Views: 1045
Re: Mass production pz4
It lowers the cost of: PIV H by 25MP 10F PIV F2 by 30MP 5F The PIII isn't a PIV so it doesn't affect them but PIII is already 390MP 40F so it would become cheaper than halftracks. BK doc also has access to PIV J and that one is not affected either because it already is a "massproduced" version of PI...
- 20 Oct 2022, 08:13
- Forum: General - CoH1 / BKMOD1
- Topic: Light Vehicles step over
- Replies: 7
- Views: 1576
Re: Light Vehicles step over
I think it would move light vehicles/light tanks to the OP side. If you have such a vehicle that is intended as anti-infantry, it already can deal with infantry with its own guns. If it is a vehicle with anti-tank cannon, it will only get pretty strong anti-infantry capability. I would rather try to...
- 19 Oct 2022, 21:16
- Forum: Bugs
- Topic: Can't paradrop mg squad with airborne's forward spotter
- Replies: 2
- Views: 752
Re: Can't paradrop mg squad with airborne's forward spotter
I cannot replicate this. The MG drop is visible at the 2nd ability tab. After unlocking it, it can be normally used.
- 19 Oct 2022, 08:49
- Forum: Balancing & Suggestions
- Topic: 5.3.2 BK doctrine abilities.
- Replies: 5
- Views: 1072
Re: 5.3.2 BK doctrine abilities.
My bad, the hotkeyes will be removed from commander abilities.
There is no clear pattern to establish there because their position on the command panel depends on what you unlock first.
There is no clear pattern to establish there because their position on the command panel depends on what you unlock first.
- 18 Oct 2022, 09:15
- Forum: Bugs
- Topic: 5.3.2 is terrible
- Replies: 15
- Views: 2387
Re: 5.3.2 is terrible
As for the "how did bugs jump out of nowhere"? - It is connected to the hotkeys. Every unit or ability has its hotkey set in its file. The game works the way that there is a "vanilla" file with all the units, abilities and upgrades, and then BK has its "base" file with changes made by the mod and th...
- 09 Oct 2022, 15:14
- Forum: Bugs
- Topic: Wrong hotkey reports (beta 5.3.2)
- Replies: 26
- Views: 3566
Re: Wrong hotkey reports (beta 5.3.2)
I thought some of these were fixed already. Will look at them.
Anyway, this:
Anyway, this:
What callin from what unit is blocking 2nd menu?Redgaarden wrote: ↑09 Oct 2022, 12:58Call ins have hotkeys now? Z would call in stormtrooper squad can't remember which, Can't access 2nd menu due to call ins.
- 08 Oct 2022, 20:58
- Forum: Bugs
- Topic: Wrong hotkey reports (beta 5.3.2)
- Replies: 26
- Views: 3566
Re: Wrong hotkey reports (beta 5.3.2)
US AB 82nd he grenade, satchel US AB101st satchel US Stuart direct fire US AB 101st obs and HQ squad mortar strike US Ab hq squad he nade US engi demo charge Sappers in LT glider are listed as S instead of Q LT Heroic Charge is set to C instead of X Rilfe Section Trench is T instead of Q Rilfe Sect...