The description is just wrong.. it's intentionally requiring vet 3, so this is not a bug.
It can be vet 2 though, which i would support.
As for the Pershing, that's why i said "as suggested before" as there is a topic on that already.
Search found 5037 matches
- 13 Jun 2022, 19:53
- Forum: Bugs
- Topic: 5.3.0. WM BK Panther ace ALRS.
- Replies: 4
- Views: 463
- 13 Jun 2022, 14:10
- Forum: Bugs
- Topic: 5.3.0. WM BK Panther ace ALRS.
- Replies: 4
- Views: 463
Re: 5.3.0. WM BK Panther ace ALRS.
ALRS for Panther ACE requires vet3, but to be fair; i would be down if it's vet 2 as well.
And the Pershing ACE needs this ability too, as suggested before.
And the Pershing ACE needs this ability too, as suggested before.
- 13 Jun 2022, 12:59
- Forum: Balancing & Suggestions
- Topic: Doctrinal unlocks
- Replies: 105
- Views: 8452
Re: Doctrinal unlocks
I played vs Tara like 4 times 1v1 several months ago, i won once, lost 3, as far as i recall.
I must say tho Wurf with Luft doc is lately super scary.. very hard to beat him.
Why are we talking about this tho? I think we already addressed how overhauls\re-works aren't something healthy anymore.
I must say tho Wurf with Luft doc is lately super scary.. very hard to beat him.
Why are we talking about this tho? I think we already addressed how overhauls\re-works aren't something healthy anymore.
- 11 Jun 2022, 18:51
- Forum: Balancing & Suggestions
- Topic: Snipers camo
- Replies: 12
- Views: 1226
- 08 Jun 2022, 22:59
- Forum: Balancing & Suggestions
- Topic: Adding of a "No Artillery mode" Just like "Only Inf mode"
- Replies: 3
- Views: 447
Re: Adding of a "No Artillery mode" Just like "Only Inf mode"
Not worth it in my opinion... MarKr would have to go through a couple of arty units and disable them (so workload) but then you achieve a game mode where camping is dominant.. what for? That's how i see it.
- 08 Jun 2022, 07:39
- Forum: Balancing & Suggestions
- Topic: Snipers camo
- Replies: 12
- Views: 1226
Re: Snipers camo
Range is fine, but camo for snipers is not.. needs a revert.
- 04 Jun 2022, 15:43
- Forum: General - CoH1 / BKMOD1
- Topic: BeuteShermans
- Replies: 12
- Views: 2133
Re: BeuteShermans
They can keep the current MP price.. after all it's not weird for a captured tank to cost more than the original.. the upgrades can be purchasable then, including the 50.cal upgrade.
- 04 Jun 2022, 13:37
- Forum: General - CoH1 / BKMOD1
- Topic: BeuteShermans
- Replies: 12
- Views: 2133
BeuteShermans
These things are spammable as hell.. can we have them build-able for the beta?
Should be at the normal price of a regular 76 Sherman & Firefly.
However, they can remain being fully upgraded out of the factory.. since they are captured.
Should be at the normal price of a regular 76 Sherman & Firefly.
However, they can remain being fully upgraded out of the factory.. since they are captured.
- 04 Jun 2022, 13:34
- Forum: Balancing & Suggestions
- Topic: Snipers camo
- Replies: 12
- Views: 1226
Snipers camo
Currently in 531, snipers are very bad as they not only can't crawl when under fire (which is fine) but also can't re-hide behind cover as long as they are being targetted.. their passive camo should allow them to be hidden when in cover, otherwise they will be shot back to death. I'd say; let's rev...
- 04 Jun 2022, 13:18
- Forum: General - CoH1 / BKMOD1
- Topic: Sturmtiger
- Replies: 36
- Views: 3970
Re: Sturmtiger
ST can't be typical with Stupa at any rate.. they work differently at every aspect.
There is no point in that much range when u have superior armor.. 100 range would be still higher than Flak88s.
There is no point in that much range when u have superior armor.. 100 range would be still higher than Flak88s.
- 04 Jun 2022, 01:11
- Forum: Balancing & Suggestions
- Topic: RAF commando AT squad.
- Replies: 3
- Views: 333
Re: RAF commando AT squad.
Good idea.
- 04 Jun 2022, 01:10
- Forum: Balancing & Suggestions
- Topic: Hetzer and other Axis TDs
- Replies: 12
- Views: 1115
Re: Hetzer and other Axis TDs
bump back to this topic......i played more and the 76 seem to be overperforming vs the jagdpanzer in game You quoted the stats I gave here. Can you say what "overperforming" means in this sense and can you provide any replay we could check for unusual performance? Tested this thoroughly with Tara, ...
- 02 Jun 2022, 22:38
- Forum: General - CoH1 / BKMOD1
- Topic: Sturmtiger
- Replies: 36
- Views: 3970
Re: Sturmtiger
Should be halved from 200 to a 100 or slightly lower. Why though? The Sturmtiger's shot is neither very accurate (especially from medium range upwards), nor is its damage profile hyper reliable. To be quite honest, the unit is really only effective versus emplacement clusters and dug in infantry. A...
- 31 May 2022, 21:05
- Forum: Balancing & Suggestions
- Topic: Sturmtiger Beta Poll
- Replies: 7
- Views: 840
Re: Sturmtiger Beta Poll
I call my views based on what i think is right, it's not like i am holding off anyone from telling their views too. And i can't be blamed if most of the time my opinion happens to be leaning with the majority (recent ex; tank reinforce poll) remember not everyone here engages in discussions, but a l...
- 31 May 2022, 18:30
- Forum: Balancing & Suggestions
- Topic: Sturmtiger Beta Poll
- Replies: 7
- Views: 840
Re: Sturmtiger Beta Poll
Fine, but said tweaks are necessary.. however; nothing beyond that.
- 31 May 2022, 18:28
- Forum: General - CoH1 / BKMOD1
- Topic: Sturmtiger
- Replies: 36
- Views: 3970
Re: Sturmtiger
The call in ability already requires you to have the heavy tank factory built, so what does it matter if you build the factory and then click on an ability, or build the factory and click on a unit in it? +1 - can shoot only at distance of "50" (ST can shoot at distance of "200") Should be halved f...
- 30 May 2022, 18:59
- Forum: General - CoH1 / BKMOD1
- Topic: Sturmtiger
- Replies: 36
- Views: 3970
Re: Sturmtiger
An option I didn't see come up is making the unit buildable instead of a call in. Or extended the call-in cooldown. These are macro controls. What do people think of this as counter balances? If buildable; then i suggest a price of 1000 MP, 100 fuel. If not buildable; then a price of 1500 MP or so....
- 29 May 2022, 22:15
- Forum: Balancing & Suggestions
- Topic: Sturmtiger Beta Poll
- Replies: 7
- Views: 840
Re: Sturmtiger Beta Poll
I think a poll wasn't necessary, but i casted my views.
ST in the beta is good now, just increase MP cost & reduce the range.
ST in the beta is good now, just increase MP cost & reduce the range.
- 28 May 2022, 11:13
- Forum: Balancing & Suggestions
- Topic: Remove CW infantry sectiin sniper ability
- Replies: 34
- Views: 2408
Re: Remove CW infantry sectiin sniper ability
Ye, i actually think giving CW a dedicated sniper would be better. RAF sniper won't be affected... I mean, USA AB sniper is there despite having snipers in barracks. in order to make air doctrine snipers more unique though, we could remove snipers from barracks\glider (or AB HQ) as soon as an air do...
- 27 May 2022, 20:31
- Forum: General - CoH1 / BKMOD1
- Topic: Sturmtiger
- Replies: 36
- Views: 3970
Re: Sturmtiger
Since it has a lot of range, it does not need to be able to take any hits in order to perform that role. Catching it out with infantry or a 76er should allow you to take it out. I would not mind making it cost slightly more, just to make it more punishing if you end up losing it. On the other hand,...
- 27 May 2022, 20:21
- Forum: Balancing & Suggestions
- Topic: Heavy rocket arty.
- Replies: 45
- Views: 3069
Re: Heavy rocket arty.
And now u r comparing Calliope jeep with Nebels & Stuka ? O.o You can't just put all rocket arty in one basket like that.. rocket arty are no subject for standardization. Each one is special on its own. I agree with Walder & Sukin, as i also disapprove with the changes proposed.. units mentioned in ...
- 27 May 2022, 11:10
- Forum: Balancing & Suggestions
- Topic: Heavy rocket arty.
- Replies: 45
- Views: 3069
Re: Heavy rocket arty.
Nebler alpha damage would go down from current 100-150 down to 50-75 with 1.5 damage modifier on direct impact point. Walking Stuka damage would go down from current 350 to 180 and also 1.5 damage modifier on direct impact point. Cost would ofc go down. I would actually turn it into an upgrade for ...
- 26 May 2022, 20:15
- Forum: Balancing & Suggestions
- Topic: Heavy rocket arty.
- Replies: 45
- Views: 3069
Re: Heavy rocket arty.
We already have 150mm Nebels in this doc with affordable price... Walking Stuka is a high tier rocket barrage unit & can't be converted to another mediocre arty piece.Warhawks97 wrote: ↑26 May 2022, 19:31cost can get adjusted. i just dont like "ultimate rambo nuke units" that remove any skill or tactical use.
- 26 May 2022, 18:51
- Forum: Balancing & Suggestions
- Topic: Heavy rocket arty.
- Replies: 45
- Views: 3069
Re: Heavy rocket arty.
And the argument of "i need to rEtREaT each time" doesn't sound any better.. in fact, if anything; it shows these barrages achieve nothing but 100+ ammo spent for forcing enemy to just retreat. Stuka rockets current damage potential & AoE work well vs emplacements spam (specifically RE doc after for...
- 26 May 2022, 18:40
- Forum: Matchmaking & Strategies
- Topic: Finally Beat Vantury
- Replies: 5
- Views: 1131
Re: Finally Beat Vantury
I beat him yesterday 3 times in the row on 3 different maps, twice as Axis & once as Allied.
On D913, Langres & Kurland Pocket.. the longest game was 27 minutes.
On D913, Langres & Kurland Pocket.. the longest game was 27 minutes.