Search found 1774 matches

by MarKr
24 Sep 2018, 13:37
Forum: Balancing & Suggestions
Topic: some questions
Replies: 6
Views: 88

Re: some questions

I know, right? Outrageous! How dare they not to answer every single topic created on this forum!

Wolf is a statue, MarKr tries to steal the mod!
by MarKr
24 Sep 2018, 11:15
Forum: Balancing & Suggestions
Topic: Defensive Doctrine vehicles cost efficiency problem
Replies: 20
Views: 346

Re: Defensive Doctrine vehicles cost efficiency problem

It is not about the time spent on it, really, if had a problem with investing my time into modding the game I wouldn't have started with it in the first place. I just reacted to the part of your post which said that "changing it would be easier than keeping it the way it is" - which didn't...
by MarKr
24 Sep 2018, 10:28
Forum: Balancing & Suggestions
Topic: Defensive Doctrine vehicles cost efficiency problem
Replies: 20
Views: 346

Re: Defensive Doctrine vehicles cost efficiency problem

I wonder if you read it entirely. Tanks with top mounted would get some drawbacks since they wont be able to engage Tanks/vehicles and flanking infantry at the same time since aiming the gun on a tank would make it impossible to fire it at infantry coming from the sides. It would also make it much ...
by MarKr
24 Sep 2018, 06:09
Forum: Bugs
Topic: American M1A1 AT mine is bugged
Replies: 10
Views: 95

Re: American M1A1 AT mine is bugged

- Anti-infantry mines get triggered by everything but can only damage infantry and non-armored vehicles (Schwims, Jeeps etc.) - Multi-purpose mines (Greyhound has them) can also be triggered by everything. They are more deadly vs infantry than the first type, can deal good damage to vehicles and me...
by MarKr
23 Sep 2018, 23:50
Forum: Balancing & Suggestions
Topic: Defensive Doctrine vehicles cost efficiency problem
Replies: 20
Views: 346

Re: Defensive Doctrine vehicles cost efficiency problem

I didnt say buff. ... The Coax and Top mounted have together approx the same damage output (at some distances perhaps slightly more) as the current top mounts have currently. ... Obviously not much. If the final effect is pretty much "(almost) nothing has changed" then why bother with it ...
by MarKr
23 Sep 2018, 20:11
Forum: Balancing & Suggestions
Topic: Defensive Doctrine vehicles cost efficiency problem
Replies: 20
Views: 346

Re: Defensive Doctrine vehicles cost efficiency problem

Yes, I know you wanted buffs for coaxial and hull MGs several times and I heard you but it is also about you not hearing me. There is this simple question: Why do you want to make those changes? Your answer was usually "because the MGs do nothing and it is ridiculous because in reality those MG...
by MarKr
23 Sep 2018, 08:44
Forum: Balancing & Suggestions
Topic: Defensive Doctrine vehicles cost efficiency problem
Replies: 20
Views: 346

Re: Defensive Doctrine vehicles cost efficiency problem

The 75 mm Halftracks have a coaxial MG mounted next to the gun with very little or non effect like coaxial MG´s. The same weapon is mounted on the Puma version with that stubby 75 mm (reward for the 50 mm) just using top mounted MG42 stats. Thus both vehicles cost about the same (350 MP or so) just...
by MarKr
22 Sep 2018, 20:15
Forum: Bugs
Topic: American M1A1 AT mine is bugged
Replies: 10
Views: 95

Re: American M1A1 AT mine is bugged

OK, it is just a describtion error. As I said above, true AT mines which can only be triggered by vehicles are available to Armor doctrine and can only be placed by normal Engineers. 20180922211038_1.jpg Green is the "Anti-infantry" mine Orange is the "Multi-purpose" mine Red is ...
by MarKr
22 Sep 2018, 17:37
Forum: Bugs
Topic: American M1A1 AT mine is bugged
Replies: 10
Views: 95

Re: American M1A1 AT mine is bugged

If u place them with greyhound, yes they will be triggered with inf. Greyhound does not have these AT mines. Some time ago we classified mines into 3 types - anti-infantry, multi-purpose and AT mines. - Anti-infantry mines get triggered by everything but can only damage infantry and non-armored veh...
by MarKr
22 Sep 2018, 17:29
Forum: Balancing & Suggestions
Topic: Defensive Doctrine vehicles cost efficiency problem
Replies: 20
Views: 346

Re: Defensive Doctrine vehicles cost efficiency problem

Flakpanzer 38(t) Gepard: 320 mp / 30 fuel Armor is sort of "meh", gun quite good but because of mobility and lack of rotating turret you don't get to use it that often, no abilities...it seems to me as one more example of unit which "is there just to have more units". Def Doctri...
by MarKr
22 Sep 2018, 16:02
Forum: Bugs
Topic: American M1A1 AT mine is bugged
Replies: 10
Views: 95

Re: American M1A1 AT mine is bugged

Are you 100% sure? I checked the settings and triggering is set the same way as other AT mines in the game. Is it possible that perhaps some unit revealed the mine and the soldiers opened fire at it and thus detonated it? It can happen and if they are close enough, they get caught in the explosion. ...
by MarKr
22 Sep 2018, 13:23
Forum: Announcements
Topic: Blitzkrieg Mod 5.1.5
Replies: 78
Views: 3089

Re: Blitzkrieg Mod 5.1.5

Sofar I tried US 60mm, 80mm, mortar HT, CW 2-inch mortar and mortar emplacement and all worked. Only the morar emplacement did not fire when I used the attack ground at as much range as possible. I guess the game allows to click a little bit behind the max range and because the mortar cannot move, i...
by MarKr
22 Sep 2018, 11:55
Forum: Announcements
Topic: Blitzkrieg Mod 5.1.5
Replies: 78
Views: 3089

Re: Blitzkrieg Mod 5.1.5

I just tried that - it does. You give them Attack ground order and they start shooting at the position :?
by MarKr
22 Sep 2018, 11:42
Forum: Announcements
Topic: Blitzkrieg Mod 5.1.5
Replies: 78
Views: 3089

Re: Blitzkrieg Mod 5.1.5

As for the "mortar barrage should cost ammo" - I am not really against it. Especsially when mortars have the "Attack ground" button which allows you to pretty much keep shelling some location non-stop for free anyway. So perhaps it could be made the way that "normal" sh...
by MarKr
21 Sep 2018, 17:15
Forum: Balancing & Suggestions
Topic: What's the point of getting Tigers now?
Replies: 4
Views: 87

Re: What's the point of getting Tigers now?

Tigers will get some changes. They will have more basic accuracy at longer ranges (had less than Panthers) which should help to reduce DPS drops caused by missed shots - it will also make the Tiger a bit more accurate when shooting on the move. They will also receive a bit more basic damage because ...
by MarKr
15 Sep 2018, 11:06
Forum: Bugs
Topic: Airborne HQ Strafe bug
Replies: 7
Views: 136

Re: Airborne HQ Strafe bug

That would be still better than losing it. But i cant remember that it happend in the past that AP upgrade made them disappearing. It would depend on how far into "past" your memory goes. The straffing raid used to use non-AP ammo even after you upgraded your straffing plane with AP bulle...
by MarKr
14 Sep 2018, 20:25
Forum: Bugs
Topic: Airborne HQ Strafe bug
Replies: 7
Views: 136

Re: Airborne HQ Strafe bug

So there seems to be 3 possible bugs regarding this ability. 1. It disappears after first use, 2. It disappears when AP ammo for planes gets upgraded, 3. It disappears once the buildable HQ got build which makes other AB HQ´s losing it. 1) This would need confirming. I haven't found anything that w...
by MarKr
14 Sep 2018, 13:57
Forum: Balancing & Suggestions
Topic: Royal Engineers Buildable MK VII Churchills
Replies: 22
Views: 555

Re: Royal Engineers Buildable MK VII Churchills

Yes, the Mk.VII could be added but still - how effectivelly would you be able to bounce off PaK43 shots? Curently these guns have like 85% chance to penetrate the MkVII (Crocodile) armor at max range and if it stays like that then the MkVII will not be all that useful because PaK43 is present in Def...
by MarKr
14 Sep 2018, 13:17
Forum: Balancing & Suggestions
Topic: Royal Engineers Buildable MK VII Churchills
Replies: 22
Views: 555

Re: Royal Engineers Buildable MK VII Churchills

Currently a 76 sherman gets penetrated with approx 65% chance by 75 mm L/48 guns. Make it approx 50% or 45% for churchills (reflecting the higher side armor values when angled to the enemie) and its good... or 40%. (...) So basically we would have churchills with 6 pdr or 75 mm fighting at least Ta...
by MarKr
14 Sep 2018, 07:48
Forum: Bugs
Topic: Airborne HQ Strafe bug
Replies: 7
Views: 136

Re: Airborne HQ Strafe bug

Was the HQ building garrisoned?
by MarKr
13 Sep 2018, 13:43
Forum: Balancing & Suggestions
Topic: Royal Engineers Buildable MK VII Churchills
Replies: 22
Views: 555

Re: Royal Engineers Buildable MK VII Churchills

I went through it again and I can see I got it wrong at the first time. So just so I am clear on this: 1 CP -> MK VI and MK VI Churchills are unlocked. They have sherman levels of armor, and are slightly faster than MK VII Churchill tanks. When MK VII Churchill tanks are unlocked(total would be 5 CP...
by MarKr
12 Sep 2018, 20:46
Forum: Balancing & Suggestions
Topic: More accurate descriptions are needed
Replies: 3
Views: 98

Re: More accurate descriptions are needed

Hi and welcome to the forum! Yes, some descriptions are outdated because we made some changes and did not adjust the texts. If you feel like you would like to help with it you can get access to the ingame texts, look up what is off and correct it. Wolf grants access to the google sheets but if you s...
by MarKr
12 Sep 2018, 20:41
Forum: Balancing & Suggestions
Topic: Royal Engineers Buildable MK VII Churchills
Replies: 22
Views: 555

Re: Royal Engineers Buildable MK VII Churchills

Angled armor equally to 100 mm and pure 100 thickness without any angle behaves still different+ churchillls. The sherman could (depending on source) stand shots from 75 mm L/48 better than churchills, however churchills had better side armor which could be used to advantage when being angled towar...
by MarKr
12 Sep 2018, 17:45
Forum: Announcements
Topic: Blitzkrieg Mod 5.1.5
Replies: 78
Views: 3089

Re: Blitzkrieg Mod 5.1.5

So what would you want me to do? Make it so that you will reverse half a meter behind and immediately cancel the effect of the ability, making it basically useless? There is a lot of unrealistic abilities/things in the game, I think it is better to have an ability that makes little sense but is usef...
by MarKr
12 Sep 2018, 15:44
Forum: Announcements
Topic: Blitzkrieg Mod 5.1.5
Replies: 78
Views: 3089

Re: Blitzkrieg Mod 5.1.5

The old ability of Tommies stopped working when they moved or when the vehicle moved out of range (which used be be shorter than now). Before we did the rework we asked about it and people said that any changes would be pointless because the ability would suffer from the same problem - you move your...

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