Search found 563 matches
- 27 Nov 2018, 11:50
- Forum: Balancing & Suggestions
- Topic: the jumbo is weak
- Replies: 105
- Views: 11377
Re: the jumbo is weak
can axis get a tiger tank for 800 manpower only?
- 27 Nov 2018, 00:55
- Forum: Balancing & Suggestions
- Topic: the jumbo is weak
- Replies: 105
- Views: 11377
Re: the jumbo is weak
it's funny some people think jumbo is weak when it costs only 780 manpower.
the real cost for this tank would be something like 900 manpower and 100 fuel.
the real cost for this tank would be something like 900 manpower and 100 fuel.
- 26 Nov 2018, 04:30
- Forum: General - CoH1 / BKMOD1
- Topic: Tanks seem worse than tank destroyers
- Replies: 22
- Views: 6498
Re: Tanks seem worse than tank destroyers
I don't think this is a problem though - think about TDs. When you tell them to go somewhere, they go there. They only start to auto-rotate when they're not moving. Tanks can do the same, except the turret can rotate at any time, even while they're on their way somewhere. thats what i said. with ho...
- 26 Nov 2018, 04:27
- Forum: Balancing & Suggestions
- Topic: M36 90mm Jackson and Sherman Variant overpriced in manpower
- Replies: 17
- Views: 2312
Re: M36 90mm Jackson and Sherman Variant overpriced in manpower
panthers should never be weaker. otherwise people will just build panzer4.h
- 26 Nov 2018, 04:26
- Forum: Matchmaking & Strategies
- Topic: Once Upon a time 4 Hotchkiss!
- Replies: 5
- Views: 2007
Re: Once Upon a time 4 Hotchkiss!
sounds like an over.nerf
- 26 Nov 2018, 01:10
- Forum: Balancing & Suggestions
- Topic: M36 90mm Jackson and Sherman Variant overpriced in manpower
- Replies: 17
- Views: 2312
Re: M36 90mm Jackson and Sherman Variant overpriced in manpower
agree jacksons manpower can be less. We have also the same concern on some axis tanks, its in discussion. yes. panther.g is overpriced. 890 manpower. 155 fuel and 7 command point. it can be 800 manpower and 145 fuel. nothing too special about this tank anymore after losing the scope upgrade. tiger1 ...
- 26 Nov 2018, 01:00
- Forum: Announcements
- Topic: 5.1.6 beta4
- Replies: 48
- Views: 38862
Re: 5.1.6 beta4
yes. i agree with everyone. move panther.d to blitz doctrine as reward for panther.a and get leig18 unlock in luft. remove firefly from raf and get 75mm howitzers unlock same as american airborne. it will be small arty tool for raf too. just like lieg18 for luft. keep hetzer and achilles in luft and...
- 24 Nov 2018, 15:20
- Forum: General - CoH1 / BKMOD1
- Topic: Tanks seem worse than tank destroyers
- Replies: 22
- Views: 6498
Re: Tanks seem worse than tank destroyers
im not sure if anyone of you have played coh2 but all units in coh2 have hold fire ability. and it works very well in preventing issues like this turret problems. because your tanks will not rotate their turret or decide to engage enemies without your permission so it is much easier to keep their t...
- 24 Nov 2018, 14:06
- Forum: General - CoH1 / BKMOD1
- Topic: Tanks seem worse than tank destroyers
- Replies: 22
- Views: 6498
Re: Tanks seem worse than tank destroyers
im not sure if anyone of you have played coh2 but all units in coh2 have hold fire ability. and it works very well in preventing issues like this turret problems. because your tanks will not rotate their turret or decide to engage enemies without your permission so it is much easier to keep their tu...
- 23 Nov 2018, 20:40
- Forum: General - CoH1 / BKMOD1
- Topic: Tanks seem worse than tank destroyers
- Replies: 22
- Views: 6498
Re: Tanks seem worse than tank destroyers
it should be easier when abilities like hold fire are added for all tanks.
- 23 Nov 2018, 14:25
- Forum: Announcements
- Topic: 5.1.6 beta4
- Replies: 48
- Views: 38862
Re: 5.1.6 beta4
This has been around for a long time and it happens to all kinds of static howitzers - US, WM and CW to both emplaced and naked versions. Unless there is someone who can tell me how to reproduce the bug, it is hard to fix it. :/ i know. but i think the 25 pounders are now particularly more broken w...
- 23 Nov 2018, 05:05
- Forum: Announcements
- Topic: 5.1.6 beta4
- Replies: 48
- Views: 38862
Re: 5.1.6 beta4
im surprised there is still no one talking about these bugs. so it is time to tell. the 25 pounders are bugged. most of the time they dont want to fire. unless it is very close range and only when they don't have to rotate. and when the supercharge rounds in royal artillery is unlocked. the yellow c...
- 21 Nov 2018, 20:46
- Forum: General - CoH1 / BKMOD1
- Topic: BK mod Is awesome ! One small error about realism (Axis have nukes?)
- Replies: 34
- Views: 6678
Re: BK mod Is awesome ! One small error about realism (Axis have nukes?)
so there will be beta 5 ?
i think it will need to be tested again after you remove the crit to make sure it's not suddenly too weak or still too op
i think it will need to be tested again after you remove the crit to make sure it's not suddenly too weak or still too op
- 21 Nov 2018, 15:51
- Forum: Balancing & Suggestions
- Topic: Brumm
- Replies: 6
- Views: 7123
Re: Brumm
150mm cannon. and m10 has weak armor and the crew are exposed. are you saying a tank costs 600 manpower 100 fuel and 50 ammo killing another tank that costs only 320 manpower and 35 fuel....is over powered ????? it will be over powered only if the 320 manpower and 35 fuel unit can kill the other wit...
- 21 Nov 2018, 14:54
- Forum: General - CoH1 / BKMOD1
- Topic: BK mod Is awesome ! One small error about realism (Axis have nukes?)
- Replies: 34
- Views: 6678
Re: BK mod Is awesome ! One small error about realism (Axis have nukes?)
increasing the scatter will make it worse. this way you will never know where the rocket will land and hit your units. it will be more unexpected and harder to dodge. at least now you know where the rockets will land so you move away. and lowering the damage itself will not make sense too. because i...
- 21 Nov 2018, 14:31
- Forum: General - CoH1 / BKMOD1
- Topic: BK mod Is awesome ! One small error about realism (Axis have nukes?)
- Replies: 34
- Views: 6678
Re: BK mod Is awesome ! One small error about realism (Axis have nukes?)
hotchkiss does not need more scatter. does not need less damage. hotchkiss needs more ammo cost for the barrage. from 55 to 80 ammo.
and it is easy change to do. without need for another beta.
and it is easy change to do. without need for another beta.
- 19 Nov 2018, 19:30
- Forum: General - CoH1 / BKMOD1
- Topic: BK mod Is awesome ! One small error about realism (Axis have nukes?)
- Replies: 34
- Views: 6678
Re: BK mod Is awesome ! One small error about realism (Axis have nukes?)
ok. if we assume 1 rocket costs 20 ammo. then hotchkiss 4 rockets barrage should cost 80 ammo maximum. with current damage of course.
- 19 Nov 2018, 19:00
- Forum: General - CoH1 / BKMOD1
- Topic: BK mod Is awesome ! One small error about realism (Axis have nukes?)
- Replies: 34
- Views: 6678
Re: BK mod Is awesome ! One small error about realism (Axis have nukes?)
Proposal to fix strategic nuke: -Increase the munition cost to match that of the 210mm Nebel ( 100-110 Munition I forget) -Reduce AOE splash damage -Reduce damage overall -Give allies nukes too too much nerf in my opinion. i agree with mark. hotchkiss is fine on the beta. maybe barrage price can be...
- 18 Nov 2018, 23:00
- Forum: General - CoH1 / BKMOD1
- Topic: Strongest substance in the world?
- Replies: 8
- Views: 2004
Re: Strongest substance in the world?
and how does that solve the problem? Only the two guys that operate the gun are hard to kill because they are in the "cover zone" of the AT. If you reduce the number of soldier to 2, then the one extra (standing behind the gun) will not be there and the two operating the gun will still be...
- 18 Nov 2018, 22:40
- Forum: General - CoH1 / BKMOD1
- Topic: Strongest substance in the world?
- Replies: 8
- Views: 2004
Re: Strongest substance in the world?
possible solution....reduce the gun crew from 3 to only 2 soldiers.
in addition....you could also make it same as bigger anti tank guns, can not be operated with 1 crew.
and there are many other solutions you can squeeze out if you give it just some thought. without touching the model.
in addition....you could also make it same as bigger anti tank guns, can not be operated with 1 crew.
and there are many other solutions you can squeeze out if you give it just some thought. without touching the model.
- 17 Nov 2018, 18:28
- Forum: General - CoH1 / BKMOD1
- Topic: idea for gunners
- Replies: 8
- Views: 2615
Re: idea for gunners
Well not really, the gunner add more options to some tanks who really need it, removing this option by making it more dificult to recrew the gunner would nerf these units a bit too much imho. it is sometimes easier to drive your tank back to base or bring a transporter truck nearby than to bring en...
- 17 Nov 2018, 16:55
- Forum: General - CoH1 / BKMOD1
- Topic: idea for gunners
- Replies: 8
- Views: 2615
idea for gunners
now when the tank top gunners die, you repair the tank and they come back to life again.....unrealistic. the idea....when the tank gunner dies, free upgrade will appear. it will be possible to upgrade only next to HQ buildings or ammo & transporter trucks. more like "reinforcing" but f...
- 12 Nov 2018, 16:15
- Forum: Announcements
- Topic: 5.1.6 beta3
- Replies: 74
- Views: 65268
Re: 5.1.6 beta3
you seem so obsessed only about british artillery. is it because you like it the most ? and did you test all other artillery in the game and from axis side too or only the british ? the damage was buffed on the center of the explosion. not nerfed. there might be accuracy mistakes now. but i also thi...
- 12 Nov 2018, 13:06
- Forum: Announcements
- Topic: 5.1.6 beta3
- Replies: 74
- Views: 65268
Re: 5.1.6 beta3
what replay ???? static howitzers should fire quicker than mobile howitzers. i said what markr said to show i agree. so what do you speak about? edit ............. if you mean the replay file when i tested the priest. yes, i no longer have the replay file but mark said the reload is 4 seconds at max...
- 12 Nov 2018, 12:00
- Forum: Announcements
- Topic: 5.1.6 beta3
- Replies: 74
- Views: 65268
Re: 5.1.6 beta3
During the tests I noticed that the static howitzers (both naked and emplaced) have probably the longest reload times - longer than any mobile arty unit. This lowers further their usefulness because they can be counter-shot before they finish their barrage. So this might be another thing to change....