Search found 174 matches
- 22 Jan 2019, 19:45
- Forum: Balancing & Suggestions
- Topic: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
- Replies: 44
- Views: 15027
Re: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
ehm.... we do have "hold fire" abilties that prevent all units from exactly what they are supposed to do: shooting the enemie. I may be wrong, but these are used to prevent a unit from giving its position away. So i just thought about "disable aa to fire at planes".... if its to...
- 22 Jan 2019, 14:58
- Forum: Balancing & Suggestions
- Topic: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
- Replies: 44
- Views: 15027
Re: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
If you make recons "near invincible" it will turn the ability into a "non-downside" recon. Normal recon units need to be sneaked into some position from where they provide vision. Recon planes reveal area for a short time without any need for "setting up". Sure, but ai...
- 22 Jan 2019, 13:15
- Forum: Balancing & Suggestions
- Topic: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
- Replies: 44
- Views: 15027
Re: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
A recon plane typically would be at a high altitude, going very fast. They were almost never shot down, by anything, fighters or AA. If you did shoot one down, given its altitude, it would crash many miles away. Perhaps recon planes are immune or almost immune to damage. (In fact kwok has suggested ...
- 22 Jan 2019, 00:46
- Forum: Balancing & Suggestions
- Topic: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
- Replies: 44
- Views: 15027
So, what to do?
I regard what happened an as exploit. It was clearly not the COH/BKM intended use of the recon plane. So much damage from a 50 muni ability is not in line with the rest of the game, nor it is in line with any reasonable view of the use of recon planes in WW2. A recon plane should be a cheap action. ...
- 22 Jan 2019, 00:31
- Forum: Balancing & Suggestions
- Topic: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
- Replies: 44
- Views: 15027
Re: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
> I would add a button for aa guns that makes them stop shooting airplanes. I may be wrong, but that on the face of it seems crazy. Stop and think about it for a minute - a button to stop a weapon from doing the very thing that weapon was created to do. What would we think of a button on anti-tank w...
- 22 Jan 2019, 00:29
- Forum: Bugs
- Topic: Hold Position Bug/Exploit
- Replies: 15
- Views: 7405
Re: Hold Position Bug/Exploit
FWIW, I've never, not once, ever, used forced retreat.
I'm normally facing more than one unit so I can't see much value in its cost for what I'd get, and it's too micro.
But maybe if I'd used it I'd have a different view of its value.
I'm normally facing more than one unit so I can't see much value in its cost for what I'd get, and it's too micro.
But maybe if I'd used it I'd have a different view of its value.
- 20 Jan 2019, 17:17
- Forum: General - CoH1 / BKMOD1
- Topic: I just had an unprecedented, almost unique and truly astounding experience.
- Replies: 2
- Views: 1128
I just had an unprecedented, almost unique and truly astounding experience.
I played an entire 3 v 3 AI game without desyncing.
This is almost unheard of.
It's been *months* since this happened.
Now what's interesting is that I hosted.
This is almost unheard of.
It's been *months* since this happened.
Now what's interesting is that I hosted.
- 19 Jan 2019, 23:17
- Forum: Bugs
- Topic: AI moving units
- Replies: 1
- Views: 7223
AI moving units
So I'm on Steam, current BK version whateverthatis, and I just had the most annoying game ever. Two humans vs two expert AI, standard map (can't remember which - can look it up if you need it). The problem? AI - and aggresively - moving units. I was Brit. Most of the time as soon as I made a tank, A...
- 18 Jan 2019, 00:19
- Forum: General - CoH1 / BKMOD1
- Topic: Does the unit type matter when recrewing?
- Replies: 6
- Views: 1115
Re: Does the unit type matter when recrewing?
One more question - the aura bonuses from officers.
If an inf unit is holding those bonuses when they recrew a building, are they retained when the officer moves away?
Or do the bonuses stop having an effect once the men are in the building?
If an inf unit is holding those bonuses when they recrew a building, are they retained when the officer moves away?
Or do the bonuses stop having an effect once the men are in the building?
- 17 Jan 2019, 22:35
- Forum: Balancing & Suggestions
- Topic: Proposal : units can only recrew if they have at least one more man than needed
- Replies: 2
- Views: 627
Proposal : units can only recrew if they have at least one more man than needed
The point of recrewing is that it's a cheap way to get a weapon or building back in action. When a unit loses a man or men *just* before recrewing and so has the same or less men required to recrew fully, the inf unit disappears into the recrewed weapon, and it is then *expensive* to have recrewed, ...
- 17 Jan 2019, 22:33
- Forum: General - CoH1 / BKMOD1
- Topic: Does the unit type matter when recrewing?
- Replies: 6
- Views: 1115
Re: Does the unit type matter when recrewing?
But this is big - it means you should make a squad of high quality troops, fight them till they are experienced and so have lots of bonuses, then use them and them alone to recrew buildings and weapons.
- 17 Jan 2019, 13:32
- Forum: General - CoH1 / BKMOD1
- Topic: Does the unit type matter when recrewing?
- Replies: 6
- Views: 1115
Re: Does the unit type matter when recrewing?
Thankyou, MarKr.
An *excellent* answer. Clear and concise.
However, there is one matter omitted - that of buildings.
From what you've said, I guess the building crew health will be affected, but that's all?
An *excellent* answer. Clear and concise.
However, there is one matter omitted - that of buildings.
From what you've said, I guess the building crew health will be affected, but that's all?
- 17 Jan 2019, 05:09
- Forum: General - CoH1 / BKMOD1
- Topic: Do decimated inf squads lose weapons?
- Replies: 4
- Views: 994
Re: Do decimated inf squads lose weapons?
The thing which is on my mind is this - lets's say I have a PE AG squad. I kit them out with a 42 and two MP44. They then get decimated, and there's one guy left. I reinforce, now there are six. Now, the problem is, the butons to equip the squad with weapons are *gone*. They're one-use only, *even i...
- 17 Jan 2019, 05:07
- Forum: General - CoH1 / BKMOD1
- Topic: Does the unit type matter when recrewing?
- Replies: 6
- Views: 1115
Does the unit type matter when recrewing?
When a weapon team is lost, the weapon sometimes remains on the ground and can be recrewed. Similarly, when a building is decrewed, but the building remains, it can be recrewed. Does it make a difference which type of unit recrews the weapon? If I'm Wehr, I could have Pios, VG, Grenadiers. In combat...
- 16 Jan 2019, 16:35
- Forum: General - CoH1 / BKMOD1
- Topic: Do decimated inf squads lose weapons?
- Replies: 4
- Views: 994
Do decimated inf squads lose weapons?
1. Let's say I have a Wehr Gren squad and they've picked up three brens (this happened last night). The squad loses men, and comes to the point where there is only one man remaining. The squad is retreaed, and reinforced. Does it still have all three brens? 2. With PE AG squads, I equip them first w...
- 09 Jan 2019, 20:41
- Forum: General - CoH1 / BKMOD1
- Topic: Missing SMG
- Replies: 7
- Views: 1645
Re: Missing SMG
"Main SMG" is sort of wonky term. I think that in Forgotten Weapons (and some other videos too, I think) they said that Thompsons were more known and iconic SMGs of the USA during the war but the M3 was better in several aspects. I am not 100% sure but I think they mentioned that M3 was l...
- 09 Jan 2019, 13:08
- Forum: General - CoH1 / BKMOD1
- Topic: Missing SMG
- Replies: 7
- Views: 1645
Re: Missing SMG
Ah, I hardly play American, I'd not seen it.
I watched a Forgotton Weapons video about the M3 and understood from it they were the main SMG in WW2, but all I remembered seeing for the US were Thompsons.
I watched a Forgotton Weapons video about the M3 and understood from it they were the main SMG in WW2, but all I remembered seeing for the US were Thompsons.
- 09 Jan 2019, 13:08
- Forum: Bugs
- Topic: [5.1.6] M2A2 (Brit Airborne) broken
- Replies: 5
- Views: 1197
Re: [5.1.6] M2A2 (Brit Airborne) broken
Ah, my mistake.
I thought it was field artillery.
So... why does it exist, when the glider can make a 6-pounder anyway?
Or is it more an anti-infantry weapon?
I thought it was field artillery.
So... why does it exist, when the glider can make a 6-pounder anyway?
Or is it more an anti-infantry weapon?
- 08 Jan 2019, 00:33
- Forum: Bugs
- Topic: [5.1.6] M2A2 (Brit Airborne) broken
- Replies: 5
- Views: 1197
[5.1.6] M2A2 (Brit Airborne) broken
Hej. II've been playing around with the Cromwell rush and when doing that, going Airborne (or whatever it is the Brits call that - Commandos?) The heavy glider can produce the M2A2, a 75mm piece of field artillery. I made one. It looks broke - the only command options are halt, attack move and fire ...
- 05 Jan 2019, 22:18
- Forum: General - CoH1 / BKMOD1
- Topic: Missing SMG
- Replies: 7
- Views: 1645
Missing SMG
Just realised - there are no M3 grease guns in COH/BKM.
- 03 Jan 2019, 20:55
- Forum: General - CoH1 / BKMOD1
- Topic: There's nothing worse than...
- Replies: 13
- Views: 2354
Re: There's nothing worse than...
Being just about the build something at a critical moment in a big battle when the fucking UI unselects what you're building, and in the time it takes you to get building again, half your troops get slaughtered because you can't attend to them.
I'd almost call it cheating.
I'd almost call it cheating.
- 28 Dec 2018, 15:55
- Forum: Balancing & Suggestions
- Topic: Doctrine Rework Survey
- Replies: 31
- Views: 6890
Re: Doctrine Rework Survey
> On a scale of 1 (poor) - 10 (strong) how well does the doctrine currently perform in game? Real life is more complicated than we are able to imagine : the answer to this question is not unqualified. I play PE Tank destroyer. With high resources, I'd give it a 10. With standard resources, I'd give ...
- 24 Dec 2018, 13:14
- Forum: General - CoH1 / BKMOD1
- Topic: British QF 6-pounder is the M1A1 - are the stats identical?
- Replies: 3
- Views: 753
Re: British QF 6-pounder is the M1A1 - are the stats identical?
There was work on a "Little John" type adapter for the 6 pounder, but it never went into production or combat.
- 24 Dec 2018, 11:06
- Forum: General - CoH1 / BKMOD1
- Topic: British QF 6-pounder is the M1A1 - are the stats identical?
- Replies: 3
- Views: 753
British QF 6-pounder is the M1A1 - are the stats identical?
I'm pretty surprised I didn't know this, but I've just read that the British QF 6-pounder AT was actually manufactured in the US, and it *is* the M1A1. The original QFs had a shorter barrel, 43 calibre, which later went up to the originally intended 50 calibres. The M1A1 was 50 calibre from the star...
- 23 Dec 2018, 20:32
- Forum: General - CoH1 / BKMOD1
- Topic: Does loss of crew members reduced the rate of fire for crewed weapons?
- Replies: 12
- Views: 2128
Re: Does loss of crew members reduced the rate of fire for crewed weapons?
It is possible to make the teams less efficient with losses but I would say it is not needed. HMG teams can work with one man but mortars and AT guns need at least two soldiers to work, once there is just one soldier left he goes full harakirri on himself. The mortars and AT guns are operated by 2 ...