Search found 174 matches
- 31 Jan 2019, 22:10
- Forum: Balancing & Suggestions
- Topic: Weapon choices for PE AG
- Replies: 19
- Views: 2538
Re: Weapon choices for PE AG
Sorry not understanding, if you don’t want the lmg then don’t upgrade it? you don’t need to upgrade the lmg to upgrade any other weapons. Yes - and no. If you do not take the LMG42, then you can indeed take three upgrades of Gr43 and/or MP44. However, you cannot have *all three upgrades* being Gr43...
- 31 Jan 2019, 16:41
- Forum: Balancing & Suggestions
- Topic: Weapon choices for PE AG
- Replies: 19
- Views: 2538
Re: Weapon choices for PE AG
the lmg42 is very important for the heavy panzergrenadiers. In general yes, but in any use case when you're moving most of the time, because it's never safe to stop, it's dead weight; you almost never get to fire it. i think they should lose the g43 upgrade. because g43 is available for the normal ...
- 31 Jan 2019, 14:55
- Forum: Balancing & Suggestions
- Topic: Weapon choices for PE AG
- Replies: 19
- Views: 2538
Weapon choices for PE AG
I play PE pretty much, tank-hunter. I have an infantry group and a tank destroyer group (and the healing reinforcement half-track, doing a Rimmer and hiding behind the scanner table in the back of Starbug). With the infantry, currently they can be given a single LMG42 and if they take this, then any...
- 31 Jan 2019, 11:53
- Forum: General - CoH1 / BKMOD1
- Topic: AI is much better at offence than defence
- Replies: 0
- Views: 5672
AI is much better at offence than defence
Afternoon The AI is okay at offence. It will build up a strong force and then strike. In that sense, offence is pretty easy to design, as a programmer - you don't have to find a way to think very much about what the other side is doing. You basically only need to think about the path you'll take, to...
- 30 Jan 2019, 17:06
- Forum: General - CoH1 / BKMOD1
- Topic: New CoH patch? or BKM?
- Replies: 1
- Views: 860
New CoH patch? or BKM?
I just went to run BKM and Steam patched what looked like COH.
I've Googled, but no info on BKM or COH patches.
Anyone?
I've Googled, but no info on BKM or COH patches.
Anyone?
- 30 Jan 2019, 00:55
- Forum: General - CoH1 / BKMOD1
- Topic: White cover
- Replies: 3
- Views: 994
Re: White cover
Yeah - it's nice to know the numbers for this.
I was using it earlier.
I was using it earlier.
- 29 Jan 2019, 23:05
- Forum: General - CoH1 / BKMOD1
- Topic: Odd behaviour from armour against overlapping enemy armour.
- Replies: 2
- Views: 1508
Odd behaviour from armour against overlapping enemy armour.
I had two PV/70. Side by side. Sherman runs up, goes behind them, *right* behind them - their shapes are overlapping - parks. Starts to roll the turret around. The TDs then decide the highest priority target is a HMG bunker on the edge of vision, and ignore the Sherman. W. T. F.? I had a 75 nearby s...
- 29 Jan 2019, 22:02
- Forum: General - CoH1 / BKMOD1
- Topic: Skepticism
- Replies: 0
- Views: 4898
Skepticism
I am becoming skeptical, about some of the vehicle kills I see occurring. I've just had one such experience. It's a long, thin map. I'm PE. I have the following group - three AG squads, three IV/70, one amubulance half-track. I've attacked, and I'm in the top right corner - right behind an enemy, Am...
- 29 Jan 2019, 21:10
- Forum: General - CoH1 / BKMOD1
- Topic: Mortar rounds tracking targets?
- Replies: 7
- Views: 1227
Re: Mortar rounds tracking targets?
kwok wrote:I motion for the moderators of the forum to memorialize the skit.
YAY! WOOHOO! FAME!!
- 29 Jan 2019, 21:07
- Forum: General - CoH1 / BKMOD1
- Topic: Bren Carrier Wasp basically immune to MG42 fire
- Replies: 3
- Views: 798
Re: Bren Carrier Wasp basically immune to MG42 fire
You mean shooting at it with AP rounds on MG42s? No - normal fire. Good call though, I completely forgot about AP rounds (I've never used them in fact!) Without the AP rounds the MG42 can't kill the bren carrier. I may be utterly wrong, but that seems amiss to me. I've seen Bren Carriers. I've seen...
- 29 Jan 2019, 18:55
- Forum: General - CoH1 / BKMOD1
- Topic: Bren Carrier Wasp basically immune to MG42 fire
- Replies: 3
- Views: 798
Bren Carrier Wasp basically immune to MG42 fire
Is this expected?
I thought they'd pretty much go down like a jeep, maybe a but tough but not much more.
I've got one here ATM with a 42 firing at the front and it looks like it's just bouncing off.
I don't know if the normal Bren carriers are as tough as well - anyone?
I thought they'd pretty much go down like a jeep, maybe a but tough but not much more.
I've got one here ATM with a 42 firing at the front and it looks like it's just bouncing off.
I don't know if the normal Bren carriers are as tough as well - anyone?
- 29 Jan 2019, 17:48
- Forum: General - CoH1 / BKMOD1
- Topic: Mortar rounds tracking targets?
- Replies: 7
- Views: 1227
Re: Mortar rounds tracking targets?
I have to say I am very disappointed there were no +1s for my amazing "Hans & Hans, zer Mortar Team" skit!
You lot clearly uncultured and probably all Bavarians
You lot clearly uncultured and probably all Bavarians
- 29 Jan 2019, 13:34
- Forum: General - CoH1 / BKMOD1
- Topic: COH/BKM under WINE
- Replies: 0
- Views: 4819
COH/BKM under WINE
Just an FYI for people looking for answers.
With WINE before 4.0, the DX11 library must be disabled for COH/BKM to run (run "winecfg", then "libraries" tab at the top).
With WINE 4.0 (just out), this is no longer necessary.
With WINE before 4.0, the DX11 library must be disabled for COH/BKM to run (run "winecfg", then "libraries" tab at the top).
With WINE 4.0 (just out), this is no longer necessary.
- 27 Jan 2019, 23:05
- Forum: General - CoH1 / BKMOD1
- Topic: Mortar rounds tracking targets?
- Replies: 7
- Views: 1227
Re: Mortar rounds tracking targets?
These guys are clearly not firing mortar rounds but in fact German acoustic homing torpedoes. "Hans! get zer torpedo in zer tube! zat vill give zer Americanas a surprise! ha ha ha!" "But Hans, zer is a problem!" "Vot??!" "Zer torpedo is six meters long!" "...
- 27 Jan 2019, 17:28
- Forum: Bugs
- Topic: 75mm AT icon/build problem on 2nd PE SE building
- Replies: 2
- Views: 3580
Re: 75mm AT icon/build problem on 2nd PE SE building
Thankyou.
My bad!
Admin can delete the thread if they wish.
My bad!
Admin can delete the thread if they wish.
- 27 Jan 2019, 14:06
- Forum: General - CoH1 / BKMOD1
- Topic: Mortar rounds tracking targets?
- Replies: 7
- Views: 1227
Mortar rounds tracking targets?
Mmm. You know how an AT round once fired tracked the target? I'm pretty sure I just had that with a mortar round, and is really not what you expect from something which takes an appreciable time in the air. I had two PE AG squads out, together. One was capping a point, the other was on guard. An Ame...
- 27 Jan 2019, 13:49
- Forum: General - CoH1 / BKMOD1
- Topic: Suppression lasting a very long time after incoming finishes
- Replies: 1
- Views: 515
Suppression lasting a very long time after incoming finishes
Hej. It is just me, or... PE AG. Two squads. Both zero experience. HMG fire at long range, they pin, I move them out of firing range. There is a parachute squad nearby, the two-man squads, and a bit later a squad of grease gun inf turns up. There's occasional incoming "mortar-like" fire - ...
- 26 Jan 2019, 00:49
- Forum: Bugs
- Topic: 75mm AT icon/build problem on 2nd PE SE building
- Replies: 2
- Views: 3580
75mm AT icon/build problem on 2nd PE SE building
I had a game as PE SE. My options let me build 75mm AT. The building which makes them initially shows the wrong icon - a vehicle. There's no mouse-over for it. Once you upgrade the building, the icon changes to the 75mm icon. During the game, after some time, the icon changed back to the vehicle. I ...
- 24 Jan 2019, 22:25
- Forum: General - CoH1 / BKMOD1
- Topic: Wehr 75mm field arty
- Replies: 5
- Views: 955
Re: Wehr 75mm field arty
Ahh.
Thanks, kwok.
So no indirect fire, unless you use the special ability.
I'll experiment with it a bit now.
(Addendum. I've just realised - the AI never builds these.)
Thanks, kwok.
So no indirect fire, unless you use the special ability.
I'll experiment with it a bit now.
(Addendum. I've just realised - the AI never builds these.)
- 24 Jan 2019, 21:21
- Forum: General - CoH1 / BKMOD1
- Topic: Wehr 75mm field arty
- Replies: 5
- Views: 955
Wehr 75mm field arty
This little field arty unit - does it, like a mortar, fire by itself?
Or does it only fire when you use a barrage?
I think I've seen it fire by itself, but I'm not certain.
Or does it only fire when you use a barrage?
I think I've seen it fire by itself, but I'm not certain.
- 23 Jan 2019, 19:56
- Forum: Balancing & Suggestions
- Topic: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
- Replies: 44
- Views: 15074
Re: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
You call me crazy? Ok. I am glad I am not going to start calling you a crying noob... seriously. You mean me? No. I don't insult people, well, unless they're abusive and only then to shut them up, and you're not. I do sometimes say what they're *arguing* is crazy. I suspect you might be refering to...
- 23 Jan 2019, 00:15
- Forum: Balancing & Suggestions
- Topic: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
- Replies: 44
- Views: 15074
Re: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
Can you guys at least make it so that you can't call airstrikes in base sectors like the rest of arty call ins? Don't forget, which-ever sector CW base vehicles are in are considered base sectors. (Actually, is that true for all three vehicles, or just the first vehicle?) It's a shame the game can'...
- 22 Jan 2019, 23:20
- Forum: Balancing & Suggestions
- Topic: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
- Replies: 44
- Views: 15074
Re: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
I agree with mefisto You have not said why, which, although I may be wrong, I think significantly reduces the value of your agreement, because we cannot know why you agree - if the reasons for agreeing are crazy, agreement doesn't mean very much. Mefisto in his post is arguing a view properly tantm...
- 22 Jan 2019, 19:52
- Forum: Balancing & Suggestions
- Topic: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
- Replies: 44
- Views: 15074
Re: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
Maybe it would be possible to set it so that the plane, when destroyed, uses the "pull up and crash god-knows-where" death type more often than the "dive down and slightly to the side". This should (if it is possible to do) cause that the planes will crash directly into objects ...
- 22 Jan 2019, 19:51
- Forum: Balancing & Suggestions
- Topic: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
- Replies: 44
- Views: 15074
Re: For the love of God, STOP AIRBORNE AIRSTRIKES IN BASE SECTORS
Hey guys it is simple, you know some peoples abuse doing base bomb without any reason in this case he abuse using those planes to destroy our base and units in the base so the solution is simple remermber his nic name leave the game, and rehost and don' t play with that peace of sh....t Any more, a...