Search found 3397 matches

by Warhawks97
22 May 2019, 15:25
Forum: Balancing & Suggestions
Topic: CQB Squad / Axis Infantry Weaponry
Replies: 3
Views: 116

Re: CQB Squad / Axis Infantry Weaponry

Try to maintain this post weapon infantry focused or just very early phase where only Puma20mm and m8's are available (High Res) Axis (WH): So after a ton of games playing beta with my friends i have been noticing that surviving the first phases playing WH is way more harder and you have to put a l...
by Warhawks97
20 May 2019, 18:17
Forum: Announcements
Topic: 5.1.8. beta (Doctrine rework, update 1)
Replies: 49
Views: 1514

Re: 5.1.8. beta (Doctrine rework, update 1)

It did. Havent used it in a long time but it was the case till 5. something. yes, it did. but now it does not. and it was fixed exactly on version 495 long time before bk mod comes to steam, you may recheck the changelog yourself. it added a delay before the shot. But still from what i can tell is ...
by Warhawks97
20 May 2019, 16:49
Forum: Announcements
Topic: 5.1.8. beta (Doctrine rework, update 1)
Replies: 49
Views: 1514

Re: 5.1.8. beta (Doctrine rework, update 1)

But also Tiger ALRS works this way and JP deadshot as well. Its related to reload time in the weapon file. Using such abilties gives the tank a new gun with new stats and the reload times there are often very low. no, the alrs doesn't work the same way and cant be exploited to fire the gun twice. I...
by Warhawks97
19 May 2019, 12:25
Forum: Announcements
Topic: 5.1.8. beta (Doctrine rework, update 1)
Replies: 49
Views: 1514

Re: 5.1.8. beta (Doctrine rework, update 1)

new/current example: so the one thing i want to address and give my opinion about is.....the tank commander offmap artillery barrage for armor doctrine. this is not a normal artillery barrage, and now it only require 1 command point :?: lets compare it with infantry doctrine artillery barrage.........
by Warhawks97
17 May 2019, 20:34
Forum: Announcements
Topic: 5.1.8. beta (Doctrine rework, update 1)
Replies: 49
Views: 1514

Re: 5.1.8. beta (Doctrine rework, update 1)

Exactly as I said - mortars are unchanged because the 107mm mortar emplacements never had any limit ;) . I don't want to nag but could you keep change suggestions in another topic? Knight Cross and AI are not connected to changes in this patch. well, last time its have limit, max only 3x 105mm mort...
by Warhawks97
17 May 2019, 20:31
Forum: Balancing & Suggestions
Topic: Suggestions for changes
Replies: 6
Views: 154

Re: Suggestions for changes

blacktigerace wrote:
how to keep tiger alive in every situation


if that would be possible, it would be the definition of OP.
by Warhawks97
17 May 2019, 18:03
Forum: Announcements
Topic: 5.1.8. beta (Doctrine rework, update 1)
Replies: 49
Views: 1514

Re: 5.1.8. beta (Doctrine rework, update 1)

For the scott/stuh issue of 1 shot at an emplacment doesnt help, what about having like 2 or 3 types of barrage available. Like for example, if you think you have to hit an emplacment twice with a stupa, you can use the ability that makes two shots at it for higher cost and the risk of being shot by...
by Warhawks97
17 May 2019, 13:53
Forum: Balancing & Suggestions
Topic: Turret rotations on vehicles.
Replies: 4
Views: 140

Re: Turret rotations on vehicles.

@kwok, have you guys ever considered slowing down the turret rotation speed of the 20mm armored cars and adjusting their damage to reflect the open top flak halftracks in the game? Might just be me but they seem considerably weaker than the halftracks in terms of DPS even though they have the same ...
by Warhawks97
17 May 2019, 12:47
Forum: Announcements
Topic: 5.1.8. beta (Doctrine rework, update 1)
Replies: 49
Views: 1514

Re: 5.1.8. beta (Doctrine rework, update 1)

- Blitz doc tech tree looks much better now, despite that I would still suggest replacing ammo unlock with Maultier for 2CP (1CP can be borrowed from Stuka plane unlock) while making it independent from the mass production line.. and then finally allowing LeiG.18 as a special unit in this doctrine....
by Warhawks97
17 May 2019, 12:33
Forum: Announcements
Topic: 5.1.8. beta (Doctrine rework, update 1)
Replies: 49
Views: 1514

Re: 5.1.8. beta (Doctrine rework, update 1)

Hello once again! Another completely new thing this update brings is ammunition upkeep for howitzer units. The upkeep values are different based on the strength of each unit so weaker arty units (Pack howitzers, LeiG18, Autocar...) have a lot lower upkeep than Hummels, 210mm Nebels and other strong...
by Warhawks97
14 May 2019, 09:49
Forum: Balancing & Suggestions
Topic: Def doctrine meta
Replies: 8
Views: 218

Re: Def doctrine meta

As for the balance suggestions, while it might be boring for you and warhawks to play, i wouldn't say it's the common opinion. I've seen plenty of players who do like def doc & its still (admittedly mostly comp stompers but def some pvp players too). And in terms of not played often, definitely...
by Warhawks97
13 May 2019, 09:22
Forum: Balancing & Suggestions
Topic: Def doctrine meta
Replies: 8
Views: 218

Re: Def doctrine meta

Last few days I was playing doctrine and thanks to my friend, I found a really OP meta: T2 - halftrack with AA, pak36 T3 - Marder with top MG42/Pz4 with short barrel (both things are great at supressing infantry, but one is more focused on tanks and other on infantry, your choice) Doctrinal unlocks...
by Warhawks97
09 May 2019, 11:14
Forum: Balancing & Suggestions
Topic: Captain/Officers
Replies: 4
Views: 134

Re: Captain/Officers

What about this: WH Blitz + Terror Officer: 1 radioman(Gewehr 43) + 1 Bodyguard (kar98) + Officer. <--- Call in smoke habilities maybe? (While removing force retreat) I would make terror and BK officer different. I am not sure whether i want that dude in BK doc to keep one men or not. BK doc alread...
by Warhawks97
08 May 2019, 10:23
Forum: Balancing & Suggestions
Topic: Captain/Officers
Replies: 4
Views: 134

Re: Captain/Officers

1. US captain should be a special one in inf doc with a 3 men squad and nice abilities (eg heroic charge and stuff, smoke call or whatever). 2. WH depends on doc, def doc one with perhaps some sector bonus on friendly territory to underline the doctrines defensive approach with some sort of defensiv...
by Warhawks97
07 May 2019, 10:33
Forum: Balancing & Suggestions
Topic: A possible re-work of British Tiering
Replies: 2
Views: 102

Re: A possible re-work of British Tiering

When playing with and vs British for sometime in BK I noticed that they have a very linear-playstyle that always goes from AT Boys to Recce to Armor truck/AT weapons stuff. There's no variation to how one can play British because of how most units are locked behind either the officers or the trucks...
by Warhawks97
05 May 2019, 12:26
Forum: Balancing & Suggestions
Topic: Flamethrower tanks shouldn't cost CP's and be cheaper
Replies: 11
Views: 230

Re: Flamethrower tanks shouldn't cost CP's and be cheaper

Just bringing up a lot of caution because for as long as it was remembered, flame weapons have been adjusted many times but never balanced. Almost every tweak either did nothing or morphed the game in a way that was pretty divisive. No matter what version i played, i never really saw flamethrowers ...
by Warhawks97
04 May 2019, 23:29
Forum: Announcements
Topic: 5.1.8 beta (Blitzkrieg doctrine rework)
Replies: 158
Views: 5222

Re: 5.1.8 beta (Blitzkrieg doctrine rework)

Are you in love with me? ... let me tell you that it was Warhawks who started talking about realism, regardless of the game (read the hawks post), he deviated from the topic, and here people should come to talk about the game. the only link i made between game and realism was that in both cases str...
by Warhawks97
04 May 2019, 18:47
Forum: Announcements
Topic: 5.1.8 beta (Blitzkrieg doctrine rework)
Replies: 158
Views: 5222

Re: 5.1.8 beta (Blitzkrieg doctrine rework)

I didnt even talk about the game here. I talk about tank warfare in reality. The right use of tanks is more important than the pure armor/gun stats. 1-If we are talking about reality, a pershing could be captured just like a tiger and the firing range of these tanks would be huge .. you are deviati...
by Warhawks97
04 May 2019, 15:28
Forum: Announcements
Topic: 5.1.8 beta (Blitzkrieg doctrine rework)
Replies: 158
Views: 5222

Re: 5.1.8 beta (Blitzkrieg doctrine rework)

@Warhawks....stop crying, I always had good arguments, but I will not write 1000 times the same words, you do not pay attention to what others write, unfortunately it is a reality. On the other hand you tell me that I have no experience with armor, while you do not appear in any PVP or simply hide ...
by Warhawks97
04 May 2019, 13:39
Forum: Balancing & Suggestions
Topic: Flamethrower tanks shouldn't cost CP's and be cheaper
Replies: 11
Views: 230

Re: Flamethrower tanks shouldn't cost CP's and be cheaper

If reload times are set to zero, I’m inclined to say it’s important cooldowns are longer. And I don’t think bursts should be too long without knowing the damage impacts as well. Flame weaponry has always been tricky to tweak because of the damage over time (dot) values. I assume you think 6s is too...
by Warhawks97
04 May 2019, 13:27
Forum: Announcements
Topic: 5.1.8 beta (Blitzkrieg doctrine rework)
Replies: 158
Views: 5222

Re: 5.1.8 beta (Blitzkrieg doctrine rework)

I have lowkey played this patch now, and i admit bk is still the same unbalanced mod as before, maybe one day it will be like the good old days until that enjoy lolololollol when i hear that "good old days".. When ranger had an accuracy of Axis Pios and lower rate of fire, 57 mm unable to...
by Warhawks97
03 May 2019, 18:38
Forum: Balancing & Suggestions
Topic: Flamethrower tanks shouldn't cost CP's and be cheaper
Replies: 11
Views: 230

Re: Flamethrower tanks shouldn't cost CP's and be cheaper

by change the reload mechanism, what do you mean? make it 1 burst per reload? change it so it doesnt stop shooting when units leave range? i can't remember how it's actually set up tbh, which i guess is your point in the flame tanks aren't used much. you fire 3 bursts, each 1-2 sec long with 0.5 se...
by Warhawks97
02 May 2019, 18:13
Forum: History/Realism
Topic: How to defeat Tigers (clickbait) and other interesting stuff (Tactics etc)
Replies: 3
Views: 48

Re: How to defeat Tigers (clickbait) and other interesting stuff (Tactics etc)

gtu660 wrote:Tiger its weak on this mod aswell spawn some konigtiger ;)


watch the vid and you would know why :D ;)

In 1944 the Tiger had to behave like all other tanks and couldnt ignore principles of battles anymore. And in BK we have 1944 equipment.
by Warhawks97
02 May 2019, 12:34
Forum: History/Realism
Topic: How to defeat Tigers (clickbait) and other interesting stuff (Tactics etc)
Replies: 3
Views: 48

How to defeat Tigers (clickbait) and other interesting stuff (Tactics etc)

I wanted to share this video as well as others. This one is about anti Tiger tactics. Others that i will add (in future) about tank warfare in general including (Tank as offensive weapon, tank to tank combat and anti tank combat). Also defensive techniques. The channel from this dude in particular i...

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