Or just make the sniper a 2 model unit (spoter,shoter) with the same total HP pool that it has now (and maybe even give him the bino or "reveal cammoed unit" that the spoter has?)
With also a new cost of 320MP.
Search found 745 matches
- 07 Aug 2021, 13:36
- Forum: Balancing & Suggestions
- Topic: Rifle Section
- Replies: 7
- Views: 629
- 15 Jun 2021, 20:06
- Forum: General - CoH1 / BKMOD1
- Topic: Luftwaffe Arty Ideas?
- Replies: 29
- Views: 2865
Re: Luftwaffe Arty Ideas?
Either mortar or 88 with arty capabilities and upkeep sounds nice.
- 07 Jun 2021, 22:14
- Forum: Balancing & Suggestions
- Topic: [Beta] - MG teams secondary weapons
- Replies: 21
- Views: 2390
Re: [Beta] - MG teams secondary weapons
I guess it would be possible to give the MGs the "Shoot ground" order back. Although, I think it was removed for some reason (it allowed some glitch or something?). Anyway - way to balance it on your own would be to have an infantry team nearby to cover flanks. i guess the only thing that you could...
- 07 Jun 2021, 22:10
- Forum: Balancing & Suggestions
- Topic: Forgotten units
- Replies: 9
- Views: 1210
Re: Forgotten units
Chaffe is the most forgotten and useless unit for a long long time lmao. 400MP ,400 for that shit.
- 07 Jun 2021, 22:05
- Forum: Balancing & Suggestions
- Topic: Give the PE SS Squad Marksman Ability
- Replies: 10
- Views: 1035
Re: Give the PE SS Squad Marksman Ability
I understand why the sniper was taken from the squad but now PS has even less recourse against snipers than the other two PE docs do. The Marksman ability would help this out a bit. Wald Or maybe keep pushing for sniper changes since devs says that they're 'harassing units' but they totally stop be...
- 07 Jun 2021, 00:31
- Forum: General - CoH1 / BKMOD1
- Topic: BETA [5.2.8] v3 General Feedback
- Replies: 12
- Views: 1650
- 29 May 2021, 20:39
- Forum: Matchmaking & Strategies
- Topic: [BETA] 5.2.8 - MKVII Churchill's Are Aids
- Replies: 6
- Views: 990
Re: [BETA] 5.2.8 - MKVII Churchill's Are Aids
The tanks usually have pretty solid penetration chance from the rear and in this game the Ace got immobilized and the Churchill activated hulldown mode. Tanks in hulldown get harder to penetrate by further 15%. If the Ace hadn't been immobilised it could have moved to a better position where it cou...
- 29 May 2021, 20:35
- Forum: Balancing & Suggestions
- Topic: Panthers in the Beta version
- Replies: 105
- Views: 9848
Re: Panthers in the Beta version
@mark last time i tried stupa it took 4 shoots at least to destroy a 17p emplacements, giving the enemy enough time to build up another one before destroying the one im shooting lol, are you sure about the 1-2 to destroy such emplacements? (RE emplacements so pretty sure it had fortificed emplacemen...
- 27 May 2021, 20:53
- Forum: Balancing & Suggestions
- Topic: Panthers in the Beta version
- Replies: 105
- Views: 9848
Re: Panthers in the Beta version
StuH/StuPa/Mortar Halftrack/Maultier/Stuka plane? The StuPa could actually use a buff in his hability to destroy emplacements, the ROF is to low and the damage output having in mind such ROF dosn't make it that usefull. And regarding the post im pretty sure that has warhawks said we really need a s...
- 26 May 2021, 20:55
- Forum: General - CoH1 / BKMOD1
- Topic: Anti tank mines and who uses them actively?
- Replies: 10
- Views: 1540
Re: Anti tank mines and who uses them actively?
The problem is when playing PE, you're not able to defuse mines even with all the unlocks the panzergranediers can't detect mines even when there's one unlock that actually says that you're able to detect mines when your inf is standing, so the only thing you have to detect mines is the ketenkrad wi...
- 22 May 2021, 17:00
- Forum: Balancing & Suggestions
- Topic: Infantry in the Beta version
- Replies: 12
- Views: 1312
Re: Infantry in the Beta version
I REALLY like Hawks idea becuase it finally opens up the CP trees that you dont need to go the same route every time if you dont want to get steamrolled by HE tanks and Stugs/76 shermans. But i would say, that it is not necessary to make like the 76 and P4 H CP free. I think making Stugs and M10s C...
- 22 May 2021, 16:57
- Forum: Balancing & Suggestions
- Topic: Panther in the Luft doc
- Replies: 16
- Views: 1557
Re: Panther in the Luft doc
i would be ok with replacing every PZ4 F unlock with J/H.
- 21 May 2021, 20:12
- Forum: Balancing & Suggestions
- Topic: Infantry in the Beta version
- Replies: 12
- Views: 1312
Re: Infantry in the Beta version
I would stick to only change the % cost of reinforcing infantry.
- 21 May 2021, 05:29
- Forum: General - CoH1 / BKMOD1
- Topic: Sniper vs Sniper combat
- Replies: 24
- Views: 2562
Re: Sniper vs Sniper combat
What about adding spotting reveal hability to recon vehicles like jeeps,schiwms,bikes,m10,puma, etc?
- 26 Apr 2021, 18:22
- Forum: General - CoH1 / BKMOD1
- Topic: US vs Scout Car
- Replies: 13
- Views: 1812
Re: US vs Scout Car
double 37mm and your starting riflemens with grenade launchers
- 25 Feb 2021, 20:26
- Forum: General - CoH1 / BKMOD1
- Topic: Stug IV late version
- Replies: 6
- Views: 1055
Re: Stug IV late version
Why does this stug cost 480 MP while BK can get normal Stug IV for 400? The late version top MG just makes noises and endless long bursts. But it doesnt kill like the normal stug IV gunner does. Prop doc is pretty handicaped when compared to BK doc in this regard. Can anyone explain why things are ...
- 25 Feb 2021, 01:49
- Forum: General - CoH1 / BKMOD1
- Topic: Stug IV late version
- Replies: 6
- Views: 1055
Re: Stug IV late version
Why does this stug cost 480 MP while BK can get normal Stug IV for 400? The late version top MG just makes noises and endless long bursts. But it doesnt kill like the normal stug IV gunner does. Prop doc is pretty handicaped when compared to BK doc in this regard. Can anyone explain why things are ...
- 24 Feb 2021, 00:55
- Forum: Balancing & Suggestions
- Topic: Make skirts cost MP instead of ammo
- Replies: 20
- Views: 1967
- 21 Feb 2021, 00:37
- Forum: Balancing & Suggestions
- Topic: Everything wriong with (axis) def doc armor
- Replies: 20
- Views: 2207
Re: Everything wriong with (axis) def doc armor
I mean, i think AxisTD's are performing pretty well except of their price wich was always pretty exagerated having in mind how cheap the stug4 is.
- 17 Feb 2021, 03:04
- Forum: Balancing & Suggestions
- Topic: Buff Flame Tank Prices for Fuel
- Replies: 15
- Views: 1536
- 16 Feb 2021, 21:51
- Forum: Balancing & Suggestions
- Topic: AT repack time [POLL]
- Replies: 11
- Views: 1316
Re: AT repack time [POLL]
How do you suggest to solve the reload glitch? With this suggestion 17pounder would be able to shoot approximately every 3 seconds, PaK43 every 4 seconds. If your answer is something along the lines of "I don't care I just don't wanna have AT guns like now because some people abuse the glitch", the...
- 16 Feb 2021, 21:25
- Forum: Balancing & Suggestions
- Topic: British Lieutenant Rework Framework Proposal
- Replies: 18
- Views: 2060
Re: British Lieutenant Rework Framework Proposal
Just give more aura range to every officer / captain in the game please.
- 16 Feb 2021, 21:18
- Forum: Balancing & Suggestions
- Topic: AT repack time [POLL]
- Replies: 11
- Views: 1316
AT repack time [POLL]
Example:
-76mm at gun 3 sec repack time from 6 sec.
-57mm at gun 1,5 sec repack time from 3 sec.
Same with other AT guns across the factions board.
-76mm at gun 3 sec repack time from 6 sec.
-57mm at gun 1,5 sec repack time from 3 sec.
Same with other AT guns across the factions board.
- 16 Feb 2021, 21:12
- Forum: Balancing & Suggestions
- Topic: Bring Back Tank Reverse Controls
- Replies: 50
- Views: 5793
Re: Bring Back Tank Reverse Controls
I think we just need time to get used to it TBH, give it a month and then make a poll. It dosn't need time, its just been proven over and over that the problem persist and using current reverse controls is not worth for the sake of fixing something that isn't fixed lol. The only problem and read we...
- 15 Feb 2021, 06:20
- Forum: Balancing & Suggestions
- Topic: Bring Back Tank Reverse Controls
- Replies: 50
- Views: 5793
Re: Bring Back Tank Reverse Controls
Same, i preffer having reverse function back again, the pathing issues still happen, i would really check if the speed changes over terrain wasn't the main thing producing this.