Search found 3461 matches
- 27 Sep 2018, 16:32
- Forum: Announcements
- Topic: Blitzkrieg Mod 5.1.6 beta
- Replies: 43
- Views: 38273
Re: Blitzkrieg Mod 5.1.6 beta
- When M10 gets its bulldozer upgrade and you put it into ambush position, the bulldozer ability hides the 'hold fire' button on the tank. So you can no longer hold fire on ambushed M10's if you have the bulldozer upgrade. - Captain riflemen squad that is 7 man and 2 BARs for 300 mp cost 18 to rein...
- 27 Sep 2018, 12:15
- Forum: Announcements
- Topic: Blitzkrieg Mod 5.1.6 beta
- Replies: 43
- Views: 38273
Re: Blitzkrieg Mod 5.1.6 beta
The accuracy of those grenades vs soldiers in green or yellow cover is very low. It is there to clear buildings from safe distance. If it overperforms, it can be further tweaked. The percentage numbers in changelog are at maximum range and when you tried to flank the heavy tanks with these 75mm tank...
- 27 Sep 2018, 11:11
- Forum: Announcements
- Topic: Blitzkrieg Mod 5.1.6 beta
- Replies: 43
- Views: 38273
Re: Blitzkrieg Mod 5.1.6 beta
- AT grenade by PE infantry doesn't have any cool-down time for some reason. They have not been touched so there is no reason they should act any different. So it probably was like that before and you did not notice, or perahps you had the Defensive operations upgrade which reduces cooldown on most...
- 27 Sep 2018, 06:56
- Forum: Announcements
- Topic: Blitzkrieg Mod 5.1.6 beta
- Replies: 43
- Views: 38273
Re: Blitzkrieg Mod 5.1.6 beta
I still having problems to use HE on garrisoned "cammoed" units in buildings, somethimes it just dosn't shoot and stays aiming at the building is this how is supossed to work? HE riflegrenades or HE shots from tanks? In the last update there was a fix (or at least I thought it was fixed) ...
- 26 Sep 2018, 21:32
- Forum: Announcements
- Topic: Blitzkrieg Mod 5.1.6 beta
- Replies: 43
- Views: 38273
Blitzkrieg Mod 5.1.6 beta
Hi, a new update is here. I know I said last time that 5.1.6 update would bring some more changes but I wanted to finish tuning the artillery changes first before going to some more changes that will again require extensive testing. However this update includes several changes that should not need t...
- 26 Sep 2018, 00:16
- Forum: General - CoH1 / BKMOD1
- Topic: FORCE RETREAT
- Replies: 5
- Views: 2427
Re: FORCE RETREAT
To by honest, I don't think this can be fixed, due to how the ability works in the engine. In the doctrinal rework, Force Retreat (including those two abilities in Terror doc) is changed to something completely different.
- 25 Sep 2018, 11:41
- Forum: Bugs
- Topic: Misleading fire cone preview for .50 cal emplacement
- Replies: 1
- Views: 1914
Re: Misleading fire cone preview for .50 cal emplacement
yeah, it is sort of messed up for all MG nests...the "fire cone preview" is a bit off compared to the actual MG cone of fire when the the nest is built. but I haven't found a way to fix it the only thing I managed to do sofar was to "bypass" it on Axis MG nests by making the &quo...
- 25 Sep 2018, 09:44
- Forum: Balancing & Suggestions
- Topic: some questions
- Replies: 15
- Views: 2260
Re: some questions
In that quote isn't really much of an idea, but rather explaining problems with adding more soldiers to the squad when the commander has been built already
- 24 Sep 2018, 23:52
- Forum: Balancing & Suggestions
- Topic: [StG44] Fresh look on the gun
- Replies: 14
- Views: 2352
Re: [StG44] Fresh look on the gun
That is a difference in weapon settings - Garands shoot single shots and between each of them is "cooldown" - cooldown can be set differently based on range. SMGs and in general any burst-weapon work the way that they shoot a burst and there is a cooldown between bursts. You can set how ma...
- 24 Sep 2018, 23:46
- Forum: Balancing & Suggestions
- Topic: some questions
- Replies: 15
- Views: 2260
Re: some questions
Or Perhaps inf doc one would have a special captain. That way we wouldnt need to increase the cost so much since its a cruical unit for US gameplay. Perhaps with ranger Truck unlock the ranger captain would automatically get a 3 men squad? Inf doc is the doc that could use a better frontline captai...
- 24 Sep 2018, 23:31
- Forum: Balancing & Suggestions
- Topic: [StG44] Fresh look on the gun
- Replies: 14
- Views: 2352
Re: [StG44] Fresh look on the gun
This feels like one of those "let's change something that works in the game just fine, only to make it work a little bit different with very little practical impact" topics... Is there really any problem with StG efficiency? It doesn't seem so, on contrary, it is considered one of the best...
- 24 Sep 2018, 20:27
- Forum: Balancing & Suggestions
- Topic: some questions
- Replies: 15
- Views: 2260
Re: some questions
first-Could they have an escort? the US-British captains and the WM officer? They could, though I am not sure what you mean in case of CW - they have Lieutenants (bonuses for offense) and Captain (bonuses for defense). You speak about "British Captains" but they provide bonuses only to so...
- 24 Sep 2018, 13:37
- Forum: Balancing & Suggestions
- Topic: some questions
- Replies: 15
- Views: 2260
Re: some questions
I know, right? Outrageous! How dare they not to answer every single topic created on this forum!
Wolf is a statue, MarKr tries to steal the mod!
Wolf is a statue, MarKr tries to steal the mod!
- 24 Sep 2018, 11:15
- Forum: Balancing & Suggestions
- Topic: Defensive Doctrine vehicles cost efficiency problem
- Replies: 22
- Views: 3009
Re: Defensive Doctrine vehicles cost efficiency problem
It is not about the time spent on it, really, if had a problem with investing my time into modding the game I wouldn't have started with it in the first place. I just reacted to the part of your post which said that "changing it would be easier than keeping it the way it is" - which didn't...
- 24 Sep 2018, 10:28
- Forum: Balancing & Suggestions
- Topic: Defensive Doctrine vehicles cost efficiency problem
- Replies: 22
- Views: 3009
Re: Defensive Doctrine vehicles cost efficiency problem
I wonder if you read it entirely. Tanks with top mounted would get some drawbacks since they wont be able to engage Tanks/vehicles and flanking infantry at the same time since aiming the gun on a tank would make it impossible to fire it at infantry coming from the sides. It would also make it much ...
- 24 Sep 2018, 06:09
- Forum: Bugs
- Topic: American M1A1 AT mine is bugged
- Replies: 10
- Views: 2718
Re: American M1A1 AT mine is bugged
- Anti-infantry mines get triggered by everything but can only damage infantry and non-armored vehicles (Schwims, Jeeps etc.) - Multi-purpose mines (Greyhound has them) can also be triggered by everything. They are more deadly vs infantry than the first type, can deal good damage to vehicles and me...
- 23 Sep 2018, 23:50
- Forum: Balancing & Suggestions
- Topic: Defensive Doctrine vehicles cost efficiency problem
- Replies: 22
- Views: 3009
Re: Defensive Doctrine vehicles cost efficiency problem
I didnt say buff. ... The Coax and Top mounted have together approx the same damage output (at some distances perhaps slightly more) as the current top mounts have currently. ... Obviously not much. If the final effect is pretty much "(almost) nothing has changed" then why bother with it ...
- 23 Sep 2018, 20:11
- Forum: Balancing & Suggestions
- Topic: Defensive Doctrine vehicles cost efficiency problem
- Replies: 22
- Views: 3009
Re: Defensive Doctrine vehicles cost efficiency problem
Yes, I know you wanted buffs for coaxial and hull MGs several times and I heard you but it is also about you not hearing me. There is this simple question: Why do you want to make those changes? Your answer was usually "because the MGs do nothing and it is ridiculous because in reality those MG...
- 23 Sep 2018, 08:44
- Forum: Balancing & Suggestions
- Topic: Defensive Doctrine vehicles cost efficiency problem
- Replies: 22
- Views: 3009
Re: Defensive Doctrine vehicles cost efficiency problem
The 75 mm Halftracks have a coaxial MG mounted next to the gun with very little or non effect like coaxial MG´s. The same weapon is mounted on the Puma version with that stubby 75 mm (reward for the 50 mm) just using top mounted MG42 stats. Thus both vehicles cost about the same (350 MP or so) just...
- 22 Sep 2018, 20:15
- Forum: Bugs
- Topic: American M1A1 AT mine is bugged
- Replies: 10
- Views: 2718
Re: American M1A1 AT mine is bugged
OK, it is just a describtion error. As I said above, true AT mines which can only be triggered by vehicles are available to Armor doctrine and can only be placed by normal Engineers. 20180922211038_1.jpg Green is the "Anti-infantry" mine Orange is the "Multi-purpose" mine Red is ...
- 22 Sep 2018, 17:37
- Forum: Bugs
- Topic: American M1A1 AT mine is bugged
- Replies: 10
- Views: 2718
Re: American M1A1 AT mine is bugged
If u place them with greyhound, yes they will be triggered with inf. Greyhound does not have these AT mines. Some time ago we classified mines into 3 types - anti-infantry, multi-purpose and AT mines. - Anti-infantry mines get triggered by everything but can only damage infantry and non-armored veh...
- 22 Sep 2018, 17:29
- Forum: Balancing & Suggestions
- Topic: Defensive Doctrine vehicles cost efficiency problem
- Replies: 22
- Views: 3009
Re: Defensive Doctrine vehicles cost efficiency problem
Flakpanzer 38(t) Gepard: 320 mp / 30 fuel Armor is sort of "meh", gun quite good but because of mobility and lack of rotating turret you don't get to use it that often, no abilities...it seems to me as one more example of unit which "is there just to have more units". Def Doctri...
- 22 Sep 2018, 16:02
- Forum: Bugs
- Topic: American M1A1 AT mine is bugged
- Replies: 10
- Views: 2718
Re: American M1A1 AT mine is bugged
Are you 100% sure? I checked the settings and triggering is set the same way as other AT mines in the game. Is it possible that perhaps some unit revealed the mine and the soldiers opened fire at it and thus detonated it? It can happen and if they are close enough, they get caught in the explosion. ...
- 22 Sep 2018, 13:23
- Forum: Announcements
- Topic: Blitzkrieg Mod 5.1.5
- Replies: 81
- Views: 62133
Re: Blitzkrieg Mod 5.1.5
Sofar I tried US 60mm, 80mm, mortar HT, CW 2-inch mortar and mortar emplacement and all worked. Only the mortar emplacement did not fire when I used the attack ground at as much range as possible. I guess the game allows to click a little bit behind the max range and because the mortar cannot move, ...
- 22 Sep 2018, 11:55
- Forum: Announcements
- Topic: Blitzkrieg Mod 5.1.5
- Replies: 81
- Views: 62133
Re: Blitzkrieg Mod 5.1.5
I just tried that - it does. You give them Attack ground order and they start shooting at the position