Can we bring down the Firestorm CP requirement from 5 to 3 by unlinking it from the Arty branch on this beta?
I mean, it already has red flares alarm.. & it's not that devastating.
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- 15 Aug 2022, 15:58
- Forum: Balancing & Suggestions
- Topic: FireStorm CP
- Replies: 6
- Views: 1234
- 15 Aug 2022, 15:50
- Forum: Bugs
- Topic: Sherman 105
- Replies: 11
- Views: 1504
Sherman 105
I think i mentioned about this before somewhere.. but it didn't get noticed. The 105 Sherman is a path-finding error behemoth, arguably the most game engine heavy unit in the entire game... This is due to the very limited turret rotation it currently has (only 60 degrees!!) & false targetting permis...
- 14 Aug 2022, 12:27
- Forum: Balancing & Suggestions
- Topic: 5.3.2 Beta hotkeys.
- Replies: 3
- Views: 958
Re: 5.3.2 Beta hotkeys.
I mean, it's definitely more organised this way, but going to take a while for players to get used to. Overall, even in Gates of Hell, some hot-key buttons are not necessarily related to their spellings. For example, rotating units is "Y" while it should be "R" but this last key is already used for ...
Re: Map bugs
Some buildings are misplaced.. also, 2 locations on the map have no fog of war, easy to fix but i have no time as i am occupied with assignments these following 2 weeks, so whoever did it should get around the problem for now. Also, Wolfeze (4p) appears in 2v2 match-up but still with 6 player slots ...
Map bugs
High Valley on the beta is bugged, whoever did it would need to fix.. or they can wait until i am done with my uni assignments so i can mend it myself.
- 13 Aug 2022, 01:15
- Forum: Balancing & Suggestions
- Topic: 5.3.2 Beta hotkeys.
- Replies: 3
- Views: 958
Re: 5.3.2 Beta hotkeys.
I once said: To be fair; while the idea of the re-work sounds cool.. yet, i think it's not worth the effort. Most players are wired to the current hotkey layout, so i would encourage to keep the current setup but only re-assign any contradictions that get to be reported on individual basis. Not to d...
- 09 Aug 2022, 20:51
- Forum: Balancing & Suggestions
- Topic: Timed HE to HE Switch and Shotgun Vehicles
- Replies: 9
- Views: 1084
Re: Timed HE to HE Switch and Shotgun Vehicles
I would keep it timed as is.
We don't need to entirely remove the Timed HE abilities from the game, plus.. they actually provide the advantage of shooting while on the move, unlike single-shot HE modes where the tank has to stop.
Timed HE is particularly useful for the 50mm Puma.
We don't need to entirely remove the Timed HE abilities from the game, plus.. they actually provide the advantage of shooting while on the move, unlike single-shot HE modes where the tank has to stop.
Timed HE is particularly useful for the 50mm Puma.
- 07 Aug 2022, 20:33
- Forum: Matchmaking & Strategies
- Topic: RA doc 2v2
- Replies: 0
- Views: 941
- 21 Jul 2022, 12:03
- Forum: General - CoH1 / BKMOD1
- Topic: What are the top 3 doctrines that are hardest to play?
- Replies: 19
- Views: 4713
Re: What are the top 3 doctrines that are hardest to play?
I kinda forgot to throw my opinion & only reacted to Sukin's part. Personally, i think the 3 hardest doctrines to play are; 1. Panzer Support 2. Defensive 3. RAF Panzer Support is exceptionally hard particularly with the TD path. Defensive is rather feeble in terms of inf compared to inf doc, or RA ...
- 21 Jul 2022, 10:35
- Forum: General - CoH1 / BKMOD1
- Topic: What are the top 3 doctrines that are hardest to play?
- Replies: 19
- Views: 4713
Re: What are the top 3 doctrines that are hardest to play?
AB has the worst cost to efficiency infantry in the mod (101s), which are practically rifles with very poor anti-inf performance. Even if they get garands + x2 johnsons any axis squad with MG or g43 beats them easily. Not to mention theirs close to zero AT capability. Sometimes the doc rocks if you...
- 13 Jul 2022, 11:01
- Forum: General - CoH1 / BKMOD1
- Topic: Sherman 105
- Replies: 0
- Views: 1012
Sherman 105
I wanted to speak about this unit since a long time. This thing behaves really weird. it's a pile of misfunctioning on its own... First, it can not target any structures/buildings except with the ability, which means that if u order it to attack an AA emplacement for example, it will not do anything...
- 11 Jul 2022, 22:43
- Forum: Balancing & Suggestions
- Topic: 95 mm artillery Churchil
- Replies: 31
- Views: 3336
Re: 95 mm artillery Churchil
Bro the main problem and what makes this unit a pain is its armor and its indirect fire vs any unit in the game, you can’t get close enough with infantry because its accuracy and reload time, and if you manage to get close somehow its armor will protect it so good. The armor of the 95 Churchill isn...
- 11 Jul 2022, 21:50
- Forum: Balancing & Suggestions
- Topic: 95 mm artillery Churchil
- Replies: 31
- Views: 3336
Re: 95 mm artillery Churchil
I did not suggest any buff. However; i am against nerfing its stats; like reload or damage, etc. Rather i would want to see of all these howitzer tanks (which i mentioned above) with projectiles behaving differently. Remember the 95 Churchill is the only reliable arty RE doc has, and is available af...
- 11 Jul 2022, 20:06
- Forum: Balancing & Suggestions
- Topic: 95 mm artillery Churchil
- Replies: 31
- Views: 3336
Re: 95 mm artillery Churchil
Personally, my aim wouldn't be to nerf the 95 Churchill in particular, but to add tracers & adjust the projectile speed for 95 Churchill, Stupa, StuH & 105 Sherman (perhaps excluding the Scott) they will not be useless.. the direct fire will be still useful against towed AT guns, trenches & immobili...
- 11 Jul 2022, 13:15
- Forum: Balancing & Suggestions
- Topic: 95 mm artillery Churchil
- Replies: 31
- Views: 3336
Re: 95 mm artillery Churchil
iirc, projectile speed & target speed both play a significant role in overall accuracy, & i think this is something hardcoded in the Essence Engine of CoH. For instance, take a look at PIATs (which is a handheld AT weapon but still) clearly proves that u can not only avoid it, but u can also drive a...
- 11 Jul 2022, 13:04
- Forum: Balancing & Suggestions
- Topic: Artillery makes this game unplayable
- Replies: 8
- Views: 942
Re: Artillery makes this game unplayable
I think arty is currently in a good state, relative to camping.. both balnced against 1 another.
- 09 Jul 2022, 18:47
- Forum: Balancing & Suggestions
- Topic: Smoke changes.
- Replies: 18
- Views: 1761
Re: Smoke changes.
I have an idea which i will later propose for the smoke in Bk Mod.. will do once i have time.
- 09 Jul 2022, 18:45
- Forum: Matchmaking & Strategies
- Topic: EPIC - Black Barons
- Replies: 8
- Views: 1475
Re: EPIC - Black Barons
I find it easier to use inf units with 5 men rather than 7 as u can easier place them behind cover. This was a battle of heavy armor on both sides.. the Allied had superior numbers & later equal firepower as well. Storms still saved my team-mate as there was a point he was about to surrender after l...
- 08 Jul 2022, 19:02
- Forum: Matchmaking & Strategies
- Topic: EPIC - Black Barons
- Replies: 8
- Views: 1475
EPIC - Black Barons
Vet4 Tiger AND Vet4 King Tiger in a tough 2v2 game.
https://www.youtube.com/watch?v=Oip47430el0
v5.3.0
https://www.youtube.com/watch?v=Oip47430el0
v5.3.0
- 07 Jul 2022, 10:17
- Forum: General - CoH1 / BKMOD1
- Topic: First impression of 531
- Replies: 38
- Views: 4571
Re: First impression of 531
The patch is quite good, we have less orbital strikes (although few special ones still exist on certain units for those who like them) yet these orbital strikes were not over-nerfed so they are still powerful, we have better SturmTiger, we have less bugs generally, etc. I can only see it's better......
- 06 Jul 2022, 10:46
- Forum: General - CoH1 / BKMOD1
- Topic: First impression of 531
- Replies: 38
- Views: 4571
Re: First impression of 531
So far good changes on the latest BETA, no complaints. Firestorm is good now. Very happy Bundle Grenades work now too (tested Storms & PE SturmPios) however, AB 101st & 82nd seem to still have a time out after satchels - You will no longer lose control of squads when using satchel charges (not sure ...
- 06 Jul 2022, 10:41
- Forum: General - CoH1 / BKMOD1
- Topic: 76mm m7 ATG (HE)
- Replies: 4
- Views: 1030
Re: 76mm m7 ATG (HE)
I think it works but u only have enough time for 1 HE shot
- 04 Jul 2022, 17:15
- Forum: Balancing & Suggestions
- Topic: 95 mm artillery Churchil
- Replies: 31
- Views: 3336
Re: 95 mm artillery Churchil
95mm Churchill armor is fine, just the price is too low.
And maybe all of these "howitzer" tanks could have a tweaked projectile, as Hawks suggested.
And maybe all of these "howitzer" tanks could have a tweaked projectile, as Hawks suggested.
- 04 Jul 2022, 15:00
- Forum: Balancing & Suggestions
- Topic: 95 mm artillery Churchil
- Replies: 31
- Views: 3336
Re: 95 mm artillery Churchil
Generally speaking when i compare BK mod to pretty much other ww2 strat game that has such howitzer tanks, i noticed that the fired shots have a very high speed and reaching targets nearly instantly. Stupa is a very powerfull example for "teleporting" shells. In vcoh, as well as eruope at war mod a...
- 04 Jul 2022, 11:14
- Forum: Balancing & Suggestions
- Topic: 95 mm artillery Churchil
- Replies: 31
- Views: 3336
Re: 95 mm artillery Churchil
I'd argue 95mm Churchill should be more expensive, currently it's very cheap.