Search found 134 matches

by Eldrak1911
16 Feb 2016, 10:15
Forum: Balancing & Suggestions
Topic: Nashorn replacement
Replies: 48
Views: 8144

Re: Nashorn replacement

It would certainly help if this MG had any efficency because, as you know, all MG's in Tank Hunters are virtually non existent I almost sure that this is the same for every tank and th ^^ On the other side, I am not sure people would build the Nashorn having already a Jagdpanzer IV/70 for the same ...
by Eldrak1911
16 Feb 2016, 09:40
Forum: Balancing & Suggestions
Topic: Nashorn replacement
Replies: 48
Views: 8144

Re: Nashorn replacement

If i refer to WWII Vehicles , it seems that the nashorn had an mg34. Perhaps adding it to it could resolve this I don't know, some efficency for the TH mg's, at least paying 35 ammo, so enemy squads can not stand half a minute in front of a tank without suffering casualties ? You know, like for the ...
by Eldrak1911
04 Feb 2016, 18:49
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

So always turn your tanks directly to the biggest threat. If you are flanked, chances of penetration go up (of course the closer you get the higher the chances too). As a WoT player, that's a thing that i know ^^ In fact, i was thinking that the coh penetration system was closer tot the wot than th...
by Eldrak1911
04 Feb 2016, 17:59
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

Talking about def doc...they have a HT that can field 88mm Paks...This is just an idea but would anybody be interested/would it change anything if the 75mm PaK emplacement was replaced by 88mm PaK emplacement? You mean, the one with 6 or more guys ? It would interesting but.. Why would anybody take...
by Eldrak1911
04 Feb 2016, 12:55
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

I know Sukin, and you're right about that, i should. But >
Everything down there is just a proposition, to see if we can think of it


I'm just doing this to "start" the reflexion about those subjects.
by Eldrak1911
04 Feb 2016, 11:27
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

About the Royal Engineers : Everything down there is just a proposition, to see if we can think of it : I think that royal engineer could be the breakthrough doc, for cw, even for allies in general. But for that, we need some real big tank. Churchills are those tanks, but they are still way too easy...
by Eldrak1911
03 Feb 2016, 05:46
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

Ok, but a minute and a half, even 2 minutes ? A bit too much imo, 30 seconds would greatly enough, since almost every encounter in bkmod are solved in something like 10 seconds (I mean, encounter between two tanks, or between one tank/vehicle and a at squad)
by Eldrak1911
03 Feb 2016, 04:20
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

On the ammo swap ability. I'd say a 75-100 cost and no cost for the activation itself, but with a minute and a half or two minutes of cooldown to put more weight on the decision of if switching ammo for the situation is the right thing to do or not. That's a pretty good idea. But, imo, the high cos...
by Eldrak1911
02 Feb 2016, 22:07
Forum: Balancing & Suggestions
Topic: 75/76/88-mm AT-Guns - emplacements only...
Replies: 10
Views: 2491

Re: 75/76/88-mm AT-Guns - emplacements only...

I am dreaming again, sorry:D
Yeah, that's kind of a complete rework here ^^
by Eldrak1911
02 Feb 2016, 20:54
Forum: General - CoH2 / BKMOD2
Topic: Actual SYSTEM requirement of BKMOD???
Replies: 8
Views: 14103

Re: Actual SYSTEM requirement of BKMOD???

I don't know tho... When I'm playing COH TOV my turbo goes up to 3.5Ghz and STAYS at that, then not sure why is bk mod lagging... As i said, bk mod is requiring way more ressources than vcoh. This is simple. Don't use any settings upper than high. Don't touch ultra. De-activate anti-aliasing (In or...
by Eldrak1911
02 Feb 2016, 14:36
Forum: Balancing & Suggestions
Topic: 75/76/88-mm AT-Guns - emplacements only...
Replies: 10
Views: 2491

Re: 75/76/88-mm AT-Guns - emplacements only...

pak emplacments for all docs? I dont like it. I mean where would be the reason to get certain docs (inf, CW except RAF, def doc) if all could just get many different emplacments. And arent we currently in a situation where players complain a lot about emplacments. Perhaps is this possible to "...
by Eldrak1911
02 Feb 2016, 12:30
Forum: General - CoH2 / BKMOD2
Topic: Actual SYSTEM requirement of BKMOD???
Replies: 8
Views: 14103

Re: Actual SYSTEM requirement of BKMOD???

GTX 950m v2 4GB Processor: i7 6700HQ 2.6Ghz ( turbo up to 3.5) This is not what i would call a high end gaming laptop... First, the 950 is a low end card. (In Nvidia it's like this 50 < 60 < 70 < 80). Second, I7 with only 2.6ghz in standard mode... Lel. But we're not here to talk about that. In fac...
by Eldrak1911
02 Feb 2016, 10:10
Forum: Balancing & Suggestions
Topic: 75/76/88-mm AT-Guns - emplacements only...
Replies: 10
Views: 2491

Re: 75/76/88-mm AT-Guns - emplacements only...

Yeah, that's right ^^

If warhawks or Markr is passing here, could you guys please explain us the way that The Sd.Kfz. 251/7 Halftrack (28mm sPzB) is working ? For the spawn of the AT-Gun, cause iirc, we can't choose the direction of the at gun that get built by it.
by Eldrak1911
02 Feb 2016, 09:20
Forum: Balancing & Suggestions
Topic: 75/76/88-mm AT-Guns - emplacements only...
Replies: 10
Views: 2491

Re: 75/76/88-mm AT-Guns - emplacements only...

VERY-COMPLEX variant (probably unrealizable by coding). - all heavy AT-guns stay as present time, but it requires to tractor, such as HTs or truck, which transport AT-gun from main base to position; - following at this point balancing editions... Or, instead of doing them pulled by something, we co...
by Eldrak1911
31 Jan 2016, 20:52
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

@ Kwok : In fact, i'm the one feeling sorry now...
by Eldrak1911
31 Jan 2016, 19:35
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

@ Yafa : i would thank tiger for his support to this mod instead of insulting him while he is not even here. He's more here than you think, if he was not, this would have not happend... @ Kwok : I see. It seems that i got involved, without any will, in something bigger than me... Politics, always po...
by Eldrak1911
31 Jan 2016, 12:53
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

I understand that reaction, and respect it but, there is just one thing that i don't understand, this : All that work and time invested to end up being trash talked behind my back? I did not talk about you in any bad manner. And, as far as i'm concern, neither did Tiger, or is there something that i...
by Eldrak1911
31 Jan 2016, 09:44
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

@ Sukin : Me and Tiger are working on it, we have already chosen 8 new maps. @ Markr, From Tiger : I am also somewhat disappointed with this recent decisions MarKr posted btw... No cheaper emplaced flak88s or even arty barrage for Luft ones.. only -40MP reduction for Luft Pioneers and more likely be...
by Eldrak1911
30 Jan 2016, 18:16
Forum: General - CoH1 / BKMOD1
Topic: Changes for the next patch
Replies: 67
Views: 10035

Re: Changes for the next patch

Anyway it is true that RE usually has tons of ammo and no use for it.

Or a simple rez trade ? Re often needs Fuel and mp more than Ammo, if Re could trade fuel for ammo, it would be something else to worry about.
by Eldrak1911
30 Jan 2016, 16:54
Forum: General - CoH1 / BKMOD1
Topic: Changes for the next patch
Replies: 67
Views: 10035

Re: Changes for the next patch

Of course its because of the name, because the name is Defensive and you say so has to to be the tactic too. Well, if you take it like this then tell me - if you chose Infantry doctrine, do you fight mainly with tanks or Infantry? I am pretty sure you'll say infantry - if you do, then why don't you...
by Eldrak1911
30 Jan 2016, 03:40
Forum: General - CoH1 / BKMOD1
Topic: Changes for the next patch
Replies: 67
Views: 10035

Re: Changes for the next patch

Are you pvp player? Good luck with this tactic:D
Ok, i must admit it, i'm more a pve player. But still. especialy with team mates, def doc prepare the field with bombing emplacements etc, and then, blitz or others can go forward.
by Eldrak1911
30 Jan 2016, 03:02
Forum: General - CoH1 / BKMOD1
Topic: Changes for the next patch
Replies: 67
Views: 10035

Re: Changes for the next patch

If Def doc get some cheaper grens or more manpower income i would think people would play more offensive and maybe stop spamming emplacements. Pardon me but... Defensive doc is not, at all, means to be offensive. Its name's Defensive doc, that's not for nothing (Burnt by Markr ^^ ). But i agree wit...
by Eldrak1911
30 Jan 2016, 01:10
Forum: General - CoH1 / BKMOD1
Topic: Changes for the next patch
Replies: 67
Views: 10035

Re: Changes for the next patch

A sniper of Limit of 1 for all doctrines would help the flow of gameplay realy much because 2-4 Men(snipers) can stop the enemy in a frustrating way that just destroys the flow and the fun. Increased manpower Income for Sapper doctrine (At the moment Sappers are just waiting and sitting on the as i...
by Eldrak1911
26 Jan 2016, 22:27
Forum: Matchmaking & Strategies
Topic: Blitzkrieg Tech Tree (List of All Units & Prices)
Replies: 74
Views: 105248

Re: Blitzkrieg Tech Tree (List of All Units & Prices)

Personally the AT squad should be unlocked with that infantry support center and not with logistic company. The sdkfz 251 with 75 mm stubby (the reward for 37 mm HT) in return comes too late. It requires three buildings and the logistic company upgrade. This one instead should come when logistic an...
by Eldrak1911
25 Jan 2016, 23:11
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50880

Re: Final initial list! v4.95/v5.00

http://i68.servimg.com/u/f68/18/95/50/92/sd_kfz19.jpg - from 300 MP/35 fuel to 300 MP/20 fuel. The same gun on a PE car costs 320/15. So 35 fuel for an AT rifle is ridiculous. For 70 more MP, you can build a Puma with a 50mm cannon that damages Shermans! I think you're missing the point : That HT i...