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by MarKr
16 Mar 2019, 12:39
Forum: Announcements
Topic: 5.1.7 live release
Replies: 25
Views: 655

Re: 5.1.7 live release

@Hawks: I remember you complaing that forum keeps debating in theory and nothing gets implemented because everyone keeps talking theoreticaly but there is no ingame experience to back up the theory. OK, now we offer ingame experience in betas before release and you denote it upfront based on your th...
by MarKr
15 Mar 2019, 23:47
Forum: Announcements
Topic: 5.1.7 live release
Replies: 25
Views: 655

Re: 5.1.7 live release

There is a difference between "people can't test" and "people don't wanna test". People have the option to contribute to the development and to releasing a more stable live versions. If they don't want to, they don't need to but then they can't complain about buggy releases. Also...
by MarKr
15 Mar 2019, 16:29
Forum: Announcements
Topic: 5.1.7 live release
Replies: 25
Views: 655

Re: 5.1.7 live release

We're looking into this. It is probably just some issue with the text file not getting overwritten or possibly the new version did not get uploaded. It will be fixed as soon as possible.
by MarKr
15 Mar 2019, 09:26
Forum: Announcements
Topic: 5.1.7 live release
Replies: 25
Views: 655

5.1.7 live release

Hello! With a short delay (sorry about that) we officially announce the live release of 5.1.7 patch. Those of you who participated in beta already know what this new version brings but for those of you who have waited for the live version, here is the changelog: General: - Static Howitzers will no l...
by MarKr
14 Mar 2019, 20:09
Forum: General - CoH1 / BKMOD1
Topic: Vehicle Extinction and AT Rifle
Replies: 33
Views: 757

Re: Vehicle Extinction and AT Rifle

However, judging their role is quite debate-able... I mean, yes! StormTroops are frontline infantry.. but only until the veterancy unlock, that's when they become infiltrative infantry units as well. And that's what you pay the Command Points for! They have better HP and so on, but they also cost m...
by MarKr
14 Mar 2019, 13:24
Forum: General - CoH1 / BKMOD1
Topic: Vehicle Extinction and AT Rifle
Replies: 33
Views: 757

Re: Vehicle Extinction and AT Rifle

Lol, so you are basically saying "There are already tons of units able to kill a Stuart, it doesnt matter if we have one more which can do that." Not really, You use the "it makes light tanks useless" as an argument to remove or nerf or whatever the rifle and I'm telling you tha...
by MarKr
14 Mar 2019, 12:16
Forum: General - CoH1 / BKMOD1
Topic: Vehicle Extinction and AT Rifle
Replies: 33
Views: 757

Re: Vehicle Extinction and AT Rifle

For example; Allowing 1 unit to crawl with Shreck when they pick it from the ground (PE Sabotage squad) while on the other hand disallowing another infantry unit (StormTroops) from doing the same for god knows why.. even despite they require veterancy unlock to crawl... is simply a wrong/corrupted ...
by MarKr
14 Mar 2019, 01:30
Forum: General - CoH1 / BKMOD1
Topic: Vehicle Extinction and AT Rifle
Replies: 33
Views: 757

Re: Vehicle Extinction and AT Rifle

So whats the reason why this thing must be able to damage/destroy light tanks so easily? Stuarts etc suffer enough from late deployment, weak gun and 50 mm/75 mm guns everywhere... 50 mm AT gun, 50 mm Puma, 75 mm stubby on HT and Pumas, 28 mm on cars and HT, 75 mm Pak 40 on Puma and HT.... did i fo...
by MarKr
13 Mar 2019, 22:47
Forum: General - CoH1 / BKMOD1
Topic: Vehicle Extinction and AT Rifle
Replies: 33
Views: 757

Re: Vehicle Extinction and AT Rifle

Lots of suggestions from many people, nice :) I am not against changing the unit but I would like to keep the unit in some way special, so not turn it into "BOYS squad in Wehrmacht uniform". I would be for lowering the HP and possibly also the number of the soldiers, limiting mobility in s...
by MarKr
12 Mar 2019, 20:13
Forum: General - CoH1 / BKMOD1
Topic: Vehicle Extinction and AT Rifle
Replies: 33
Views: 757

Re: Vehicle Extinction and AT Rifle

I listed issues and facts. If you consider that as rage, not my problem. You might have noticed that I used the first conditional sentence, so I did not say that the first post contains rage or whatever. What I meant was that when you don't like something and we don't give you what you want, you so...
by MarKr
12 Mar 2019, 17:54
Forum: General - CoH1 / BKMOD1
Topic: Vehicle Extinction and AT Rifle
Replies: 33
Views: 757

Re: Vehicle Extinction and AT Rifle

The rifle was implemented as a replacement for PaK36 and so it needed to have similar performance in terms of damage and also survivability. With that being said: 1) PaK36 provides green cover to 2 out of 3 crew members all the time and each of the soldiers have 70HP each (and the crew also benefits...
by MarKr
12 Mar 2019, 13:03
Forum: Balancing & Suggestions
Topic: 1 shots from Flamethrowers while in building.
Replies: 3
Views: 134

Re: 1 shots from Flamethrowers while in building.

The thing is that the squad has weapons of different ranges - flamethrowers have range of 20 while the rest of the squad has rifles with range of 60. I think that when the AI moves units around it always uses "attack move" command. This means that the squad encounters an enemy squad and th...
by MarKr
08 Mar 2019, 23:04
Forum: Balancing & Suggestions
Topic: 1 shots from Flamethrowers while in building.
Replies: 3
Views: 134

Re: 1 shots from Flamethrowers while in building.

From 5.1.6 patch changelog: General: - Flamethrowers now have 80% chance to insta-kill occupants of a building, trench or emplacement when they hit them with the flamethrower We plan to tweak it further but basically we want flamethrowers to be a very deadly to garrisoned infantry. They have a short...
by MarKr
01 Mar 2019, 18:19
Forum: Balancing & Suggestions
Topic: Wehrmacht Tech system, Tigers and Panzer IV`s
Replies: 21
Views: 468

Re: Wehrmacht Tech system, Tigers and Panzer IV`s

Wehrmacht, Terror doctrine, heavy tank factory. In reward menu you can choose between KT with Henschel or Porsche turret ;)
by MarKr
28 Feb 2019, 15:27
Forum: Announcements
Topic: 5.1.7 Beta II
Replies: 9
Views: 881

Re: 5.1.7 Beta II

I do not see any changes concerning Wasp though. Will you apply any of the changes I suggested in this thread? We have not introduced any changes to Wasp because we still have not come to a conclusion what changes should be applied. Another issue is that we want to release the 5.1.7 rather sooner t...
by MarKr
28 Feb 2019, 11:44
Forum: Announcements
Topic: 5.1.7 Beta II
Replies: 9
Views: 881

Re: 5.1.7 Beta II

Pantherthurms unlock the 88mm ATG emplacement? Still tells me in the beta patch that I need the flak 88 (after the pantherthurms) unlocked to be able to build the 88mm Pak43 emplacement. My bad, the Flak36 unlock mentions the PaK43 emplacement, changelog corrected. If the 2 pounder deflection damag...
by MarKr
28 Feb 2019, 01:13
Forum: Announcements
Topic: 5.1.7 Beta II
Replies: 9
Views: 881

5.1.7 Beta II

Hi, we've just released the second beta. It fixes some problems reported for the first beta. If the fixes work, this version will be released as live within few days. The changelog shows the changes from the first beta too, news are in green: General: - Static Howitzers will no longer refuse to fire...
by MarKr
23 Feb 2019, 12:53
Forum: Bugs
Topic: American Medic Squad
Replies: 2
Views: 102

Re: American Medic Squad

I can confirm this. I thought we fixed it before, must have slipped the net.
by MarKr
21 Feb 2019, 22:29
Forum: Announcements
Topic: 5.1.7patch
Replies: 58
Views: 2771

Re: 5.1.7patch

Please remove this penetration chance from the flak38_20mm_gun on cromwell armor; there is no reason for it to be able to do this. Puma and the quad 20mm's cannot penetrate the cromwell from the front so this flak gun shouldn't be able to either. Yep. Done. in bk mod the comet has flank speed in re...
by MarKr
21 Feb 2019, 22:04
Forum: Announcements
Topic: 5.1.7patch
Replies: 58
Views: 2771

Re: 5.1.7patch

Guys, Cromwell costs 390MP 40F and people already complain that they are very cheap and at the same time effective at killing heavy tanks due to speed and thus the ability to hit them from the rear. Do you really think it is wise to make them more resistant to anything? If they were more resistant, ...
by MarKr
21 Feb 2019, 21:42
Forum: Announcements
Topic: 5.1.7patch
Replies: 58
Views: 2771

Re: 5.1.7patch

Haven't seen the replay but I will guess they were all rear shots, because the chance of getting 5x in a row penetration against tiger frontally is about 0.2%. The minimum range being set to 0 is a problem and will be changed to the standard minimum range. It will keep the attack ground ability beca...
by MarKr
21 Feb 2019, 20:19
Forum: Announcements
Topic: 5.1.7patch
Replies: 58
Views: 2771

Re: 5.1.7patch

3 questions. 1. Are you sure the Tetrarch deals deflection damage? I can see it on unupgraded Daimler but not on Tetrarch :? 2.I could agree on the frontal penetration but why should RL jeep struggle to penetrate them from rear, especially Panthers which had very weak rear armor? Also keep in mind t...
by MarKr
21 Feb 2019, 17:10
Forum: Balancing & Suggestions
Topic: Price adjustment for Lieutenant, Captain and Command Tank after teching up
Replies: 2
Views: 119

Re: Price adjustment for Lieutenant, Captain and Command Tank after teching up

I can see what you mean but I would not remove the fuel cost because techning up of any other faction costs fuel and if you remove the fuel cost of these "tech up" units, then CW will have more fuel to field more tanks/vehicles faster than other factions which might mess up the balance. I ...
by MarKr
19 Feb 2019, 10:05
Forum: Announcements
Topic: 5.1.7patch
Replies: 58
Views: 2771

Re: 5.1.7patch

i tried panzer elite officer unit and american captain. hold position stopped riflemen and panzer grenadiers from retreating. This is weird - Riflemen and PGrens use the same file for Hold Position (same file = the abilities must act the same). PE Officer and US Captain use the same Force retreat a...
by MarKr
17 Feb 2019, 22:37
Forum: Announcements
Topic: 5.1.7patch
Replies: 58
Views: 2771

Re: 5.1.7patch

the hold position fix vs force retreat ability does not work. The problem was that units in Hold Position mode did not retreat when Force retreat ability was used on them. This should now be fixed and the squads should be forced to retreat properly. We tested this online with Shadow - we used WM Of...

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