Search found 325 matches

by Wake
11 Feb 2016, 00:46
Forum: General - CoH1 / BKMOD1
Topic: Player Statistics: Win/Loss
Replies: 14
Views: 3448

Re: Player Statistics: Win/Loss

Ok, I added more players that were requested. The results are now: USA win rate: 63.85% Brit win rate: 65.73% Wehr win rate: 62.12% PE win rate: 63.02% Adter adding about 30 more data entries, it's still about the same as before. From highest win rate to lowest win rate, it goes British > American >...
by Wake
10 Feb 2016, 06:26
Forum: General - CoH1 / BKMOD1
Topic: Player Statistics: Win/Loss
Replies: 14
Views: 3448

Re: Player Statistics: Win/Loss

Why are not i in there? or is it this why you asked me if i have vanilla coh stats? Yeah my british are vanilla the rest is bk.. So I added you and Sukin-kot, who managed to single-handedly turn the percentages into this: USA: 62.72% Brit: 64.76% Wehr: 58.80% PE: 62.23% Interestingly, even with the...
by Wake
10 Feb 2016, 02:34
Forum: General - CoH1 / BKMOD1
Topic: Player Statistics: Win/Loss
Replies: 14
Views: 3448

Player Statistics: Win/Loss

Okay, I decided to do another list of player's wins and losses. I just checked these stats today. I selected players with lots of games and tried to take out those whose records were heavily influenced by vanilla CoH. >>>You can view the stats by clicking this link which takes you to a Google spread...
by Wake
09 Feb 2016, 22:48
Forum: Matchmaking & Strategies
Topic: Someone said ab is weak?
Replies: 34
Views: 4280

Re: Someone said ab is weak?

If you will look at old and experinced players with lots of games like me\cyberzombie\white loki than you will see that axis\allies winrate is exactly the same, somewhere even higher for alies (all old SVT members have better stats with alies than with axis, impulse, predator, dr. zhivago). And eve...
by Wake
07 Feb 2016, 21:08
Forum: Balancing & Suggestions
Topic: Terror doctrine
Replies: 61
Views: 12303

Re: Terror doctrine

Warhawks actually has a really good idea with the M20 Scout car and giving it binoculars. It's called a "scout" car, so it should have a role like that! I almost never see it being built anyway, as there is almost no point in it right now.
by Wake
07 Feb 2016, 00:26
Forum: General - CoH1 / BKMOD1
Topic: Changes for the next patch
Replies: 67
Views: 10036

Re: Changes for the next patch

Haha, never thought about that xD. But you know that Panzer Elite is a shitty replacement name just not to use "SS" in the game ;D. Supposedly in vCoH they were supposed to represent the mixed german units that were in Holland during Operation Market Garden, which was mostly the 719th Inf...
by Wake
06 Feb 2016, 22:36
Forum: General - CoH1 / BKMOD1
Topic: Changes for the next patch
Replies: 67
Views: 10036

Re: Changes for the next patch

Edit: Anyways i do not wanna Sound now like an axis fag or so i really like Play Re too But all i see always is writting about Us or Wh or Brits why no one really care for pe?! ehm... me? How many posts i already made regarding PE? Lots at least..... I wanted to add a new design for PE being someth...
by Wake
06 Feb 2016, 18:34
Forum: General - CoH1 / BKMOD1
Topic: Changes for the next patch
Replies: 67
Views: 10036

Re: Changes for the next patch

On the subject of RE, in comparison to the upcoming price drop of Luft pioneers, and the previous price drop of the RAF commandos, maybe one thing that we can do to improve RE is to also reduce the price of their engineers. They get a glider just like RAF, but actually pay 560 MP for something that ...
by Wake
05 Feb 2016, 04:38
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50889

Re: Final initial list! v4.95/v5.00

Also guys, as I asked about prices of HE mod upgrades and HE/AP switch. I was working on it and ran into Wirblewind and Ostwind. It seems to me that the same prices as for tanks with cannons would not be adequate here. Any opinions on costs + reasons? I think a cost of 75 to switch back and forth i...
by Wake
04 Feb 2016, 02:41
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50889

Re: Final initial list! v4.95/v5.00

I am opposed to the scout car cost decrease because that would make it way too cheap for what most players actually use it for - an early game vehicle that kills infantry very fast. But, I do agree that in late-game, the cost is too high for the secured territory. So how about, after the Logistik Ko...
by Wake
03 Feb 2016, 23:13
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50889

Re: Final initial list! v4.95/v5.00

I wanted to suggest one more thing for PE, can it get a significant price reduction after building up a tank factory? Currently PE pays 350 mp and 10 fuel in order to upgrade a single point, that's god damn a lot, especially for ever MP hungry PE. So with tank factory price can be 200 mp ( + 50 for...
by Wake
02 Feb 2016, 22:50
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50889

Re: Final initial list! v4.95/v5.00

I think HE modes should just be standardized, and no cost to swap. The idea being that once you equip the tank with the shells at the tank depot, the crew already has them in the tank, so they can switch between HE and AP whenever. To balance this, just make the cost to equip the shells 75 munition....
by Wake
02 Feb 2016, 06:24
Forum: Bugs
Topic: About popcap of emplacements
Replies: 6
Views: 1935

Re: About popcap of emplacements

As far as I know, the amount of pop cap that each unit takes up has been mostly ignored, because it really isn't a issue. Most BK games are usually played with 250 popcap, which is almost always more than enough. And if you find yourself reaching that much, then there is the unlimited pop cap mode.
by Wake
01 Feb 2016, 00:26
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50889

Re: Final initial list! v4.95/v5.00

Without MarkR, this mod's development is done. Wolf hasn't posted since November of last year. The least we could do is show him some more respect for all of the work he's done single-handedly. At the end of the day, he's the one that has to sort through all of these posts, suggestions, whining, and...
by Wake
30 Jan 2016, 23:52
Forum: General - CoH1 / BKMOD1
Topic: Changes for the next patch
Replies: 67
Views: 10036

Re: Changes for the next patch

The problem I see with RE is that - Churchills used to be terrible, and RE along with it, since Churchills had terrible armor, terrible guns, and were slow. Then the patch was released increasing their armor and for a time, people tried using old tactics against them like Panzer IVs and AT squads, w...
by Wake
30 Jan 2016, 21:48
Forum: Balancing & Suggestions
Topic: Terror doctrine
Replies: 61
Views: 12303

Re: Terror doctrine

I just played a few more games as Terror, and on maps where there is not enough munition to constantly be shooting arty at the Panthers, any American player is almost hopeless against them unless they go armor. The biggest, most powerful AT gun that the U.S. can make is the 76mm, and that usually bo...
by Wake
30 Jan 2016, 04:20
Forum: General - CoH1 / BKMOD1
Topic: Tank Commanders - What's their advantage?
Replies: 12
Views: 2298

Re: Tank Commanders - What's their advantage?

Ok, I made a list of the Tank Commander veterancy bonuses because I was curious. I may have missed some because I don't understand the Corsix language. The percent bonuses are each off of the original value, and not recursively multiplied. Vet 1 Tank Commander has a very small health regeneration by...
by Wake
30 Jan 2016, 03:43
Forum: Balancing & Suggestions
Topic: Terror doctrine
Replies: 61
Views: 12303

Re: Terror doctrine

Just played a very long game, 3v3 with double terror and one SE. You can stop all the Panthers IF you have lots of munition for artillery. This also stops the vetted grenadiers. Inf doc can get the Ranger upgrade which allows them to camouflage. Put your rangers into craters, etc and wait for the en...
by Wake
29 Jan 2016, 18:09
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50889

Re: Final initial list! v4.95/v5.00

I Really like the idea put mg top gunners on all panzer 4 atleast on f2. F2 is in my opinion a useless panzer 4... it has weak armor And has nothing against inf do not Forget that any sherman has a topgunner right? So, f2 is kinda expensive pe still use the old Price somehow o.o And yea i know now ...
by Wake
29 Jan 2016, 05:58
Forum: Balancing & Suggestions
Topic: Terror doctrine
Replies: 61
Views: 12303

Re: Terror doctrine

Currently, I see Terror Grenadiers as better than Stormtroopers, because they get 2 free StGs, whereas the Stormtroopers only get 1. When playing Blitz doc I'm usually low on munition anyway, and I cannot afford to spare the extra. I need skirts for my Panzer IVs, etc. But, in my experience, Blitz d...
by Wake
29 Jan 2016, 05:51
Forum: Bugs
Topic: Blitzkrieg Doctrine Combat Support Tank Spawn Stuck Bug
Replies: 4
Views: 1285

Re: Blitzkrieg Doctrine Combat Support Tank Spawn Stuck Bug

kwok wrote:Does it happen on any bk or relic maps?


The few times it has happened to me, were on BK maps (not default Relic).
by Wake
28 Jan 2016, 22:57
Forum: Bugs
Topic: Blitzkrieg Doctrine Combat Support Tank Spawn Stuck Bug
Replies: 4
Views: 1285

Re: Blitzkrieg Doctrine Combat Support Tank Spawn Stuck Bug

I've had this bug too. It can happen on any map with any vehicle call-in. Priests, StuGs, Beutepanzers, Jumbos, it can happen to any.
by Wake
28 Jan 2016, 03:33
Forum: Balancing & Suggestions
Topic: Tank gunsight/periscope upgrades
Replies: 11
Views: 2246

Re: Tank gunsight/periscope upgrades

Edit: We maybe have to keep in mind that the M20 command vehicle with range boost is boosting sight and run range by 10 temporarily in a radius of 40 and cost 50 ammo. We maybe increase the spotting range from 10 to 15. I forgot about it. Thats simply to keep the cost efficency with spotting scopes...
by Wake
27 Jan 2016, 22:45
Forum: General - CoH1 / BKMOD1
Topic: Final initial list! v4.95/v5.00
Replies: 384
Views: 50889

Re: Final initial list! v4.95/v5.00

depends. When i picked up a schreck once with pios ive got them on vet 4 (or even 5 idk). They killed in total 3 tanks and lots of inf. 30 kills or more. Inf and Tanks vet are "BK vets". They get stuff like accuracy, reload speed, cooldown reduction, reduced suppression, better sprint/nad...
by Wake
27 Jan 2016, 22:40
Forum: General - CoH1 / BKMOD1
Topic: Tank Commanders - What's their advantage?
Replies: 12
Views: 2298

Re: Tank Commanders - What's their advantage?

HOWEVER The tank commander brings up a very good argument, since it costs an incredibly high 340 MP: Do I build a tank commander, or do I build a 2nd tank? It can be argued that having 2 tanks is better than 1 tank with a tank commander. I actualy think it is. If I can get two M4 Shermans, that kill...