Search found 5037 matches

by Krieger Blitzer
13 Jun 2022, 19:53
Forum: Bugs
Topic: 5.3.0. WM BK Panther ace ALRS.
Replies: 4
Views: 463

Re: 5.3.0. WM BK Panther ace ALRS.

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.
by Krieger Blitzer
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.
by Krieger Blitzer
13 Jun 2022, 12:59
Forum: Balancing & Suggestions
Topic: Doctrinal unlocks
Replies: 105
Views: 8450

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.
by Krieger Blitzer
11 Jun 2022, 18:51
Forum: Balancing & Suggestions
Topic: Snipers camo
Replies: 12
Views: 1226

Re: Snipers camo

MEFISTO wrote:
08 Jun 2022, 15:00
More range will create another balance problem, (snipers the ultimate untouchable unit) camouflage for snipers needs to be reverted, they already got nerf when we limit this unit to 1.
Yup
by Krieger Blitzer
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.
by Krieger Blitzer
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.
by Krieger Blitzer
04 Jun 2022, 15:43
Forum: General - CoH1 / BKMOD1
Topic: BeuteShermans
Replies: 12
Views: 2131

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.
by Krieger Blitzer
04 Jun 2022, 13:37
Forum: General - CoH1 / BKMOD1
Topic: BeuteShermans
Replies: 12
Views: 2131

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.
by Krieger Blitzer
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...
by Krieger Blitzer
04 Jun 2022, 13:18
Forum: General - CoH1 / BKMOD1
Topic: Sturmtiger
Replies: 36
Views: 3967

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.
by Krieger Blitzer
04 Jun 2022, 01:11
Forum: Balancing & Suggestions
Topic: RAF commando AT squad.
Replies: 3
Views: 333

Re: RAF commando AT squad.

Good idea.
by Krieger Blitzer
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, ...
by Krieger Blitzer
02 Jun 2022, 22:38
Forum: General - CoH1 / BKMOD1
Topic: Sturmtiger
Replies: 36
Views: 3967

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...
by Krieger Blitzer
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...
by Krieger Blitzer
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.
by Krieger Blitzer
31 May 2022, 18:28
Forum: General - CoH1 / BKMOD1
Topic: Sturmtiger
Replies: 36
Views: 3967

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...
by Krieger Blitzer
30 May 2022, 18:59
Forum: General - CoH1 / BKMOD1
Topic: Sturmtiger
Replies: 36
Views: 3967

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....
by Krieger Blitzer
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.
by Krieger Blitzer
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...
by Krieger Blitzer
27 May 2022, 20:31
Forum: General - CoH1 / BKMOD1
Topic: Sturmtiger
Replies: 36
Views: 3967

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,...
by Krieger Blitzer
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 ...
by Krieger Blitzer
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 ...
by Krieger Blitzer
26 May 2022, 20:15
Forum: Balancing & Suggestions
Topic: Heavy rocket arty.
Replies: 45
Views: 3069

Re: Heavy rocket arty.

Warhawks97 wrote:
26 May 2022, 19:31
cost can get adjusted. i just dont like "ultimate rambo nuke units" that remove any skill or tactical use.
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.
by Krieger Blitzer
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...
by Krieger Blitzer
26 May 2022, 18:40
Forum: Matchmaking & Strategies
Topic: Finally Beat Vantury
Replies: 5
Views: 1128

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.