Search found 1198 matches

by kwok
12 Sep 2015, 01:55
Forum: Bugs
Topic: Jumbo Sherman call in failure - 4.9.3
Replies: 9
Views: 635

Re: Jumbo Sherman call in failure - 4.9.3

Hm. Well I wasn't sure. But, if it is pop cap, what would be the detailed reason? Is it because it believes it's only X pop cap but in actuality it's Y? Is there a way to be SURE the Jumbo comes in? It was really aggravating to be saving up for a jumbo, and not get it, especially in at a critical mo...
by kwok
12 Sep 2015, 00:12
Forum: Bugs
Topic: Jumbo Sherman call in failure - 4.9.3
Replies: 9
Views: 635

Jumbo Sherman call in failure - 4.9.3

Tried to call in jumbo sherman, did not come in. Was costed and put on cool down. Map was angloville. Maybe it has to do with popcap?

Sorry, no screenshot. I wouldn't know how to take a picture of something that didn't happen. But attached replay.
by kwok
09 Sep 2015, 03:53
Forum: Off-Topic
Topic: DLC for a bit of work
Replies: 4
Views: 660

DLC for a bit of work

Does anyone know how to take a custom map and make it playable in a sense that the replay can be saved after the game and the game won't crash without deleting the temp file? I'm willing to pay with either the fox company or south front campaign dlc for COH2 (negotiable). If you can prove it can be ...
by kwok
07 Sep 2015, 16:02
Forum: Matchmaking & Strategies
Topic: The mighty Allies.
Replies: 12
Views: 993

Re: The mighty Allies.

@keks, I play everything except maybe British. I end up playing USA more because it's hard to find a game against Allies, only against Axis. Guys, Tiger didn't play bad. But I would say that our side did. BabySeal is pretty good, but he went afk at a really bad time for a bit too long and literally ...
by kwok
06 Sep 2015, 04:44
Forum: Matchmaking & Strategies
Topic: The mighty Allies.
Replies: 12
Views: 993

Re: The mighty Allies.

You can literally see when BabySeal went AFK.
by kwok
05 Sep 2015, 00:50
Forum: Balancing & Suggestions
Topic: Improved Squad AI
Replies: 11
Views: 1733

Re: Improved Squad AI

Pretty clever. Never thought of adjusting the squad AI as a solution.
by kwok
04 Sep 2015, 15:47
Forum: Balancing & Suggestions
Topic: PE Mortarcar
Replies: 14
Views: 971

Re: PE Mortarcar

Yeah, so PE mortar car needs something like logistics upgrade, wermacht needs 3rd phase, usa needs motor pool upgrade. Moves the mortar car to come out in a later time where they don't control the game but rather supplement a force. But I would probably only say this for small map games. When I get ...
by kwok
04 Sep 2015, 13:37
Forum: Balancing & Suggestions
Topic: Infantry Combat & Suppression Mechanic
Replies: 6
Views: 505

Re: Infantry Combat & Suppression Mechanic

Good points. You're right about a lot of things and having something like this would make the game more realistic with different tactics. This has been brought up before and here are a few points that came up: -how would veterancy bonuses work? A lot of bonuses include suppression resistance. As a u...
by kwok
04 Sep 2015, 13:25
Forum: Technical Support
Topic: [FAQ] Common Problems, read before posting!
Replies: 9
Views: 7008

Re: [FAQ] Common Problems

This is fantastic.
by kwok
04 Sep 2015, 03:40
Forum: Balancing & Suggestions
Topic: PE Mortarcar
Replies: 14
Views: 971

Re: PE Mortarcar

Yeah, I agree about how it's still difficult to fight back the mortar car. It works but the amount of skill + micro required to make it work is just ridiculously greater than evading that counter. To be honest, if I were to make a change I'd say to just put all mortar halftracks up one tier. The rea...
by kwok
04 Sep 2015, 00:08
Forum: Balancing & Suggestions
Topic: Knights cross holders not terror anymore? Bring them back!!
Replies: 29
Views: 2019

Re: Knights cross holders not terror anymore? Bring them bac

OK.... I have something to ask that has been on my mind for a long time. How do you guys "test" something? Do you just put units up once and see who wins then decide that is the outcome? Or do you fucking do it 100 times? From what I understand, the combat in this game is almost entirely R...
by kwok
03 Sep 2015, 23:58
Forum: General - CoH1 / BKMOD1
Topic: 634 Mappack Download (UPDATE! NEW GOOGLE DRIVE LINK!)
Replies: 26
Views: 4168

Re: 634 Mappack Download (UPDATE! NEW GOOGLE DRIVE LINK!)

Coming back to this conversation, is there someone willing to do what Butterkeks mentioned for just one map? I'll try to think of an incentive to do it for me.
by kwok
28 Aug 2015, 19:25
Forum: Balancing & Suggestions
Topic: PE Mortarcar
Replies: 14
Views: 971

Re: PE Mortarcar

Guys, he asked for a counter like 3 times and everyone is just giving him shit about it not being OP. The biggest problem is that the mortar comes really really early for brits to do anything to stop it. The most common counter I've seen is to preemptively build a mortar pit and keep an LT close to ...
by kwok
25 Aug 2015, 18:00
Forum: Announcements
Topic: Blitzkrieg Mod 4.9.0 Patch TEST
Replies: 745
Views: 40522

Re: Blitzkrieg Mod 4.9.0.0 Changelog Preview

Well shit. Isn't it a bit early to talk about balance?

Also, shit... any way to move specific unrelated posts elsewhere or remove them entirely?
by kwok
25 Aug 2015, 00:20
Forum: Announcements
Topic: Blitzkrieg Mod 4.9.0 Patch TEST
Replies: 745
Views: 40522

Re: Blitzkrieg Mod 4.9.0.0 Changelog Preview

I found a hold position exploit. If I hold position and hit retreat, I can break suppression and my unit stays where it is.
by kwok
23 Aug 2015, 20:51
Forum: Announcements
Topic: Blitzkrieg Mod 4.9.0 Patch TEST
Replies: 745
Views: 40522

Re: Blitzkrieg Mod 4.9.0.0 Changelog Preview

I think when the devs asked if there are any problems, they meant technical and bug issues. Not balancing issues.

Anyways, anyone want to PvP 4.9 with me?
by kwok
23 Aug 2015, 17:17
Forum: General - CoH1 / BKMOD1
Topic: A Developer Independent Solution for Balance - Large Maps
Replies: 30
Views: 2722

Re: A Developer Independent Solution for Balance - Large Map

Meh, I like 1v1's on 4v4's. But, that is an extreme example. Also, I sort of chose to avoid fights with Sukin the whole game. I can't compete with him in micro and tactics, so I played around the mobility of Werm and the lack of mobility from CW. Haha, sorry Sukin, it was 2AM in my time, I was reall...
by kwok
22 Aug 2015, 23:18
Forum: General - CoH1 / BKMOD1
Topic: A Developer Independent Solution for Balance - Large Maps
Replies: 30
Views: 2722

Re: A Developer Independent Solution for Balance - Large Map

That being said, I've been playing tons of 1v1's with BabySealBatter on 4v4 maps. Anyone down for large map games? 2v2's, even 3v3's, let me know.
by kwok
22 Aug 2015, 22:12
Forum: General - CoH1 / BKMOD1
Topic: A Developer Independent Solution for Balance - Large Maps
Replies: 30
Views: 2722

Re: A Developer Independent Solution for Balance - Large Map

TLDR: Large maps do not solve everything. Balances will be needed as always, but large maps will find true imbalances as well as allow balance changes to be more controlled compared to small maps. Erich brought up an interesting point (I just played with him and lost. What a shame. You're going down...
by kwok
22 Aug 2015, 21:58
Forum: General - CoH1 / BKMOD1
Topic: A Developer Independent Solution for Balance - Large Maps
Replies: 30
Views: 2722

A Developer Independent Solution for Balance - Large Maps

TLDR: Larger maps have the potential for "more balanced" and varied play. I'm reposting to bring up a discussion on its own thread. I feel like the other one was lost in the an old thread. This is just copied pasted, if you read it already and know what it's about, no need to read it again...
by kwok
21 Aug 2015, 23:46
Forum: General - CoH1 / BKMOD1
Topic: Changes for the mod
Replies: 43
Views: 2264

Re: Changes for the mod

Yes, you're right the 88's were a very effective hold up. Like I said, large maps solve "some" problems but not all. There are still game-breaking parts of the game, like 88's and mortar pits, etc. But, the topic at hand is the effectiveness of an offensive camp style. If you notice in the...
by kwok
21 Aug 2015, 22:59
Forum: General - CoH1 / BKMOD1
Topic: STG/MPI´s/
Replies: 6
Views: 497

Re: STG/MPI´s/

Your work is phenomenal hawks. Never change. <3
by kwok
21 Aug 2015, 01:33
Forum: General - CoH1 / BKMOD1
Topic: Changes for the mod
Replies: 43
Views: 2264

Re: Changes for the mod

You know what I think will solve some of the problems?




Big maps.

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