Search found 91 matches

by lunarwolf
08 Apr 2015, 18:33
Forum: General - CoH1 / BKMOD1
Topic: The rarest Bk units
Replies: 55
Views: 9199

Re: The rarest Bk units

you can add - PE P4 aus F2 for 500mp 70 fuel. those things suck against tanks or infantry - just too expensive for the little they try to do, may as well go for hertzer which is much cheaper and much better at anti tank or vs infantry. seriously replace this unit with something like a real P4 or del...
by lunarwolf
08 Apr 2015, 12:03
Forum: Balancing & Suggestions
Topic: Medic Station Rifleman Reform Toggle
Replies: 7
Views: 1475

Re: Medic Station Rifleman Reform Toggle

don't agree they should store 3 squads. they should store just one squad max the idea of being able to select the type of unit spawned may be interesting but I don't think it's fair. for instance a rifleman squad for inf doc cost 175mp w/ CP reduction, u can recycle cheap units for more powerful exp...
by lunarwolf
08 Apr 2015, 11:55
Forum: Balancing & Suggestions
Topic: 2-pounder,6-pounder,75mm QF
Replies: 16
Views: 3322

Re: 2-pounder,6-pounder,75mm QF

agreed
by lunarwolf
07 Apr 2015, 19:55
Forum: Balancing & Suggestions
Topic: Frontal rushes into tanks issue!
Replies: 34
Views: 5215

Re: Frontal rushes into tanks issue!

It's not only a problem of AT squads but ALL squads. Yesterday a flame squad came running frontally towards my panzer IV. It managed to immobilize it and retreat loosing only 1 guy. agreed. also AB w/ recoiless rifles, rangers, luft falls, etc... all can frontally rush without issues esp with their...
by lunarwolf
05 Apr 2015, 16:31
Forum: Balancing & Suggestions
Topic: Medic Station Rifleman Reform Toggle
Replies: 7
Views: 1475

Re: Medic Station Rifleman Reform Toggle

I don't think you should get rangers, grenadiers, mg, mortar etc... for losing engineers, volks or rifelemen. this will lead to exploits, it's fine as is. maybe instead just increase the triage HP vs small arms fire. not sure if it is possible to have "hold spawn" option but am ok with tha...
by lunarwolf
05 Apr 2015, 16:24
Forum: Balancing & Suggestions
Topic: Remove BAR suppresion
Replies: 6
Views: 1569

Re: Remove BAR suppresion

yep suppression in this game is fubar, a bar w/ 20 round clip can suppress but a tank with 3mg can't
by lunarwolf
28 Mar 2015, 19:04
Forum: Announcements
Topic: Blitzkrieg Mod 4.8.8.0 Patch
Replies: 103
Views: 70943

Re: Blitzkrieg Mod 4.8.8.0 Patch

that isn't an insult or profane in any way. it's the truth, you didn't create this mod. as for the number of ppl playing the mod there is no real way to tell since you don't get that info. steam or relic would be the ones who have those figures. all I know is before there were a lot more ppl playing...
by lunarwolf
28 Mar 2015, 18:17
Forum: Announcements
Topic: Blitzkrieg Mod 4.8.8.0 Patch
Replies: 103
Views: 70943

Re: Blitzkrieg Mod 4.8.8.0 Patch

lol a warning because I don't agree with you making unilateral decisions on a mod you have not even created or involved in making in the first place. you have got to be kidding! with this attitude, only thing you will be responsible for is killing this mod. this is my warning to you :roll: .
by lunarwolf
28 Mar 2015, 16:44
Forum: Announcements
Topic: Blitzkrieg Mod 4.8.8.0 Patch
Replies: 103
Views: 70943

Re: Blitzkrieg Mod 4.8.8.0 Patch

and you just don't listen :P

you didn't create this mod, and it didn't become popular because of you. maybe eat some humble pie and stop treating as if it was your mod and your selected close knit friends!
by lunarwolf
28 Mar 2015, 16:40
Forum: Announcements
Topic: Blitzkrieg Mod 4.8.8.0 Patch
Replies: 103
Views: 70943

Re: Blitzkrieg Mod 4.8.8.0 Patch

arty and heavy tanks aren't the only ways to kill tanks. AT guns do a good job, the 27 pounder can penetrate anything, 76 AT will most tanks (esp the emplaced version), camoed wolverine/hellcat get damage bonuses. not to mention pershings, easy 8 etc... which all have been buffed to such an extent t...
by lunarwolf
28 Mar 2015, 15:53
Forum: Announcements
Topic: Blitzkrieg Mod 4.8.8.0 Patch
Replies: 103
Views: 70943

Re: Blitzkrieg Mod 4.8.8.0 Patch

sorry but I don't agree w/ your point Wolf. I have been playing BK since it came out. the game was designed to make tanks/vehicles more realistic than vCoh, where cheap infantry could decimate more expensive tanks. also this mod placed emphasis on teamplay, where each member had a task/responsibilit...
by lunarwolf
28 Mar 2015, 14:41
Forum: Announcements
Topic: Blitzkrieg Mod 4.8.8.0 Patch
Replies: 103
Views: 70943

Re: Blitzkrieg Mod 4.8.8.0 Patch

Sprinting inf would maybe be less fast suppressed and thus able to run frontally to a tank before being suppressed but this combined with less range for hendheld AT´s would it make a way harder to engage a tank frontally + some aim time for hendheld AT weapons. this is exactly my point. you shouldn...
by lunarwolf
28 Mar 2015, 13:54
Forum: Announcements
Topic: Blitzkrieg Mod 4.8.8.0 Patch
Replies: 103
Views: 70943

Re: Blitzkrieg Mod 4.8.8.0 Patch

But if the MGs get buffed in a way that even sprinting infantry will get suppressed then non-sprinting infantry will be suppressed super-fast. I think both sprinting and non sprinting infantry should get supressed in front of tank, basically forcing the player to retreat or lose the squad I am not ...
by lunarwolf
28 Mar 2015, 03:43
Forum: Announcements
Topic: Blitzkrieg Mod 4.8.8.0 Patch
Replies: 103
Views: 70943

Re: Blitzkrieg Mod 4.8.8.0 Patch

But what Blitzkrieg cannot do because of the CoH engine is limit the tanks' field of view. In Red Orchestra, tanks get destroyed all the time from infantry that attack from the crews' blind spots. In most cases, when the tank is destroyed, the crew never saw who fired the bazooka or panzershreck. T...
by lunarwolf
28 Mar 2015, 03:25
Forum: Announcements
Topic: Blitzkrieg Mod 4.8.8.0 Patch
Replies: 103
Views: 70943

Re: Blitzkrieg Mod 4.8.8.0 Patch

We didn't speak about inf cost, we speak about slightly increasing tank mg effectiveness/supression to avoid hit and run abusive tactic. You have to realize few things. This hit and run is usually used in combination with the "Sprint" abilit. Sprint makes the unit more resistant to supres...
by lunarwolf
23 Mar 2015, 15:55
Forum: Balancing & Suggestions
Topic: trenches/bunkers vs arty/air
Replies: 5
Views: 1324

Re: trenches/bunkers vs arty/air

thx. it is kind of ironic that I clear a bunker when I hear arty shells because squad have better chance of surviving in the open than a reinforced bunker
by lunarwolf
23 Mar 2015, 12:12
Forum: Bugs
Topic: luftwafe bombing run
Replies: 7
Views: 2201

Re: luftwafe bombing run

I understand that mark, but unfortunately extra large maps are not very good for the most part - esp custom maps. I usually prefer medium sized maps (or reasonable sized large maps, not those that should be labelled extra large) and on those it is difficult to avoid intersecting AA. for instance a m...
by lunarwolf
23 Mar 2015, 11:52
Forum: Balancing & Suggestions
Topic: trenches/bunkers vs arty/air
Replies: 5
Views: 1324

trenches/bunkers vs arty/air

just a thought i suggest that straffing runs/callipole rockets/stuka (regular shot not fire shot)/regular arty shells shouldn't wipe out a whole squad in a trench or bunker - ofc it damages the trench bunker HP and kill a couple of squad members, but not clear a whole squad - i lose 3 men mg crew, 4...
by lunarwolf
23 Mar 2015, 11:34
Forum: Bugs
Topic: luftwafe bombing run
Replies: 7
Views: 2201

Re: luftwafe bombing run

maybe not an axis only problem. but makes it expensive for 200+ munitions when it doesn't work as intended. I understand missing target if it moves - also its not just AA that shoot the planes, Sherman tank mg also shoot. I guess if u add all those extra guns it adds firepower. this is fine and seem...
by lunarwolf
23 Mar 2015, 10:48
Forum: Bugs
Topic: luftwafe bombing run
Replies: 7
Views: 2201

luftwafe bombing run

luft bombing run cost 215 munitions and gets shot down by base AA before it reaches map, this happens about half the time. improvement over last patch but still needs to be fixed.

am I just unlucky or have u had similar issues?

Thx

FYI - just tested on standard CoH map -> achelous river
by lunarwolf
14 Mar 2015, 00:49
Forum: Technical Support
Topic: AI slowing down the game
Replies: 4
Views: 1438

Re: AI slowing down the game

maybe your cpu is the bottleneck. I had similar issues until i upgraded my cpu. bk is a hungrier beast than vcoh
by lunarwolf
11 Mar 2015, 01:04
Forum: General - CoH1 / BKMOD1
Topic: 88 undestroyable
Replies: 17
Views: 3655

Re: 88 undestroyable

air burst and flame arty are very good at killing the crew, infantry with a nade or a mortar also works well. regular arty shells are hit and miss, but if a 105 hits direct its devastating. def doc also has cp to reinforce emplacements which means you need a lot to utterly destroy it.
by lunarwolf
10 Mar 2015, 14:53
Forum: Technical Support
Topic: AI slowing down the game
Replies: 4
Views: 1438

Re: AI slowing down the game

additionally it depends on the map. some maps have very poor pathfinding where AI just bottlenecks, this will cause significant slowdown. if you arty the bottleneck and clear it up, usually the game will speed up again. if that doesn't work, lower pop cap or play other maps.
by lunarwolf
08 Mar 2015, 19:45
Forum: Bugs
Topic: arty/mortars etc.. FOW question
Replies: 4
Views: 1170

Re: arty/mortars etc.. FOW question

I am ok if u want to get rid of it. but then neb smoke shouldn't visible in fow - the cloud is huge and a dead giveaway
by lunarwolf
07 Mar 2015, 14:34
Forum: General - CoH1 / BKMOD1
Topic: Suggestions for new maps to the mappack
Replies: 23
Views: 6718

Re: Suggestions for new maps to the mappack

just a few suggestions 2v2 - Bocage - Breaking Point Day - Canal Clog II - D-Day Plus Seven <- EPIC MUST HAVE MAP - Death of a division - Hauffalize road (good map, but recently get bug where units do what they want) - High Valley - Martainville <- EPIC MUST HAVE MAP - The Rhur Pocket - Valle 3v3 - ...