Search found 3461 matches
- 20 Jan 2019, 15:41
- Forum: Balancing & Suggestions
- Topic: Command Tank for Blitzkrieg Doc and other stuff
- Replies: 3
- Views: 890
Re: Command Tank for Blitzkrieg Doc and other stuff
Command tank for BK is one of things we disscussed internaly in the team too for the rework. It wouldn't even need any Puma model - in PE we have the Beobachtungs PIV which is a model with an antenna so it could be used for BK as a command tank.
- 18 Jan 2019, 13:24
- Forum: Bugs
- Topic: Panther smoke shell bug
- Replies: 4
- Views: 1019
Re: Panther smoke shell bug
That is also present in the game - e.g. Tetrarchs can select a location where they launch the smoke from the smoke launchers, also no active gun needed. Maybe it is the same for the Panther, I am not sure right now. It is simply the way that some units fire the smoke with their gun and some use laun...
- 18 Jan 2019, 12:43
- Forum: Bugs
- Topic: Panther smoke shell bug
- Replies: 4
- Views: 1019
Re: Panther smoke shell bug
As Mr. FeministDonut said - Some tanks (such as US M10) can fire a smoke shell at a location and some tanks (shermans, Panthers etc.) have smoke launchers which pop one smoke shell at the position of the tank - these don't need a functioning cannon to do it.
- 18 Jan 2019, 01:01
- Forum: Balancing & Suggestions
- Topic: Proposal : units can only recrew if they have at least one more man than needed
- Replies: 2
- Views: 677
Re: Proposal : units can only recrew if they have at least one more man than needed
I've never tried to do something like this but I suspect it is not possible to do. If I remember it correctly, you can only set how many soldiers are transfered from the squad to the weapon crew but you cannot set "recrew only possible if number of alive soldiers in a squad is < X"
- 18 Jan 2019, 00:58
- Forum: General - CoH1 / BKMOD1
- Topic: Does the unit type matter when recrewing?
- Replies: 6
- Views: 1158
Re: Does the unit type matter when recrewing?
Veterancy its bonuses are applied from the squad to the soldiers inside the squad, this means that if a soldier leaves a squad (in this case recrews a weapon), he loses the veterancy bonuses he had in the squad he left. And Aura bonuses are appied only when the commanding unit is in reach, so no ret...
- 17 Jan 2019, 20:58
- Forum: Bugs
- Topic: Scorched Earth - Observation truck
- Replies: 7
- Views: 1288
Re: Scorched Earth - Observation truck
Do they? I thought they give no cover. It was a useable tactic to build a line of barbed wire in front of sandbags (the side facing the enemy) so that the enemy would not be able to use the cover against you. If the wires give yellow/green cover, it is a bug and it will be fixed. Is it maybe possibl...
- 17 Jan 2019, 20:55
- Forum: General - CoH1 / BKMOD1
- Topic: Does the unit type matter when recrewing?
- Replies: 6
- Views: 1158
Re: Does the unit type matter when recrewing?
Yes, you are right. Emplacement crews still keep their HP and "armor" type but they have no visible "guards" so their weapons don't matter and they cannot reinforce so their reinforcement costs don't matter either. Only thing I can think of is that e.g. AT guns still provide cove...
- 17 Jan 2019, 11:57
- Forum: Balancing & Suggestions
- Topic: 105 howitzers
- Replies: 31
- Views: 10900
Re: 105 howitzers
Is there even a reason to have the naked/emplaced versions? It seems sort of pointless. They are usually so far away that direct-shooting weapons cannot reach them (maybe infantry but if they get this close, they can throw grenade at either of them and kill the crew) and other arty can kill the crew...
- 17 Jan 2019, 09:54
- Forum: General - CoH1 / BKMOD1
- Topic: Does the unit type matter when recrewing?
- Replies: 6
- Views: 1158
Re: Does the unit type matter when recrewing?
The gun has its own stats so the crew type does not affect the performance of the weapon. However the crew is always 2 people operating the gun and 1 (or more) "guarding". The crew keeps their weapons and stats such as "armor" type, HP or any bonuses they would have so if you rec...
- 17 Jan 2019, 09:48
- Forum: Balancing & Suggestions
- Topic: 105 howitzers
- Replies: 31
- Views: 10900
Re: 105 howitzers
The only abuse of mass howitzer was VT.... but under normal conditions you cant afford to shoot all nonstop... even two nonstop shooting guns ate all your ammo. And if map got bigger, the MP income did so as well. You say that the problem was abusing the unlimited howitzers to boost the strength of...
- 16 Jan 2019, 23:44
- Forum: Balancing & Suggestions
- Topic: 105 howitzers
- Replies: 31
- Views: 10900
Re: 105 howitzers
I was wondering it's probably possible to stop this exploit by adding a requirement to the bombard abilities that a player must be a particular doctrine to use. What do you think? The whole point of decrewing/recrewing is that you can regain a lost weapon/gun for lower cost (the cost of reinforced ...
- 16 Jan 2019, 18:46
- Forum: Bugs
- Topic: Scorched Earth - Observation truck
- Replies: 7
- Views: 1288
Re: Scorched Earth - Observation truck
I think roadblocks are supposed to give green cover. After all, they are pretty solid objects so there is no reason why it should be impossible for infantry to hide behind them.
- 16 Jan 2019, 14:30
- Forum: Bugs
- Topic: Scorched Earth - Observation truck
- Replies: 7
- Views: 1288
Re: Scorched Earth - Observation truck
I will have a look at it, I think I know where the problem is. Thanks for the report
- 16 Jan 2019, 12:35
- Forum: Balancing & Suggestions
- Topic: 105 howitzers
- Replies: 31
- Views: 10900
Re: 105 howitzers
Static howitzers need to be better because they are static. Once you fire and hit enemy unit, opponent can see where they shoot from and can counter-arty them. They have longer range, true but once you know where they are, you can move your mobile stuff in range. The "burn-and-recrew" is a...
- 16 Jan 2019, 09:34
- Forum: Balancing & Suggestions
- Topic: Poor Doctrine Design - Luft
- Replies: 176
- Views: 34013
Re: Poor Doctrine Design - Luft
It seems that you did not understand me, being more accurate I mean that the opinion of veteran players is more valuable than those of new players, for example, you can not compare panzerlehr with a new player from bk, or henny etc I understand what you mean and I would agree that making a balance ...
- 16 Jan 2019, 00:06
- Forum: Balancing & Suggestions
- Topic: Poor Doctrine Design - Luft
- Replies: 176
- Views: 34013
Re: Poor Doctrine Design - Luft
there is a big difference between being objective or being subjective Well, obviously...their definitions are the direct opposites. the most important thing is to be objective to have a quality game and at the same time fun, listen to the "majority" is not very objective many times, is wh...
- 14 Jan 2019, 16:37
- Forum: Balancing & Suggestions
- Topic: Ranger banzai charge
- Replies: 12
- Views: 1752
Re: Ranger banzai charge
Yeah, that was one of the things I wanted to try but people say here that the ability sometimes cancels hold ground and whatnot so which is something it should not do. I am not sure how this will be fixable. Also theBeast Slayer said that the squad ran around a hedge rather than throwing the volley ...
- 14 Jan 2019, 15:22
- Forum: Balancing & Suggestions
- Topic: Ranger banzai charge
- Replies: 12
- Views: 1752
Re: Ranger banzai charge
I tested stormtroopers just a while ago and they behave in the same way as rangers so I think all grenade assault abilities are like this which includes the one fallschirmjagers use. I was worried it might be the case. The action that is used for normal grenade throw can be set more specifically - ...
- 14 Jan 2019, 10:48
- Forum: Balancing & Suggestions
- Topic: Ranger banzai charge
- Replies: 12
- Views: 1752
Re: Ranger banzai charge
We will check it, it is possible that the ability forces the soldier to come closer than they should.
Do you have same problem with the Grenade volley of Storms?
Do you have same problem with the Grenade volley of Storms?
- 11 Jan 2019, 08:56
- Forum: Balancing & Suggestions
- Topic: Flamethrowers on crack
- Replies: 8
- Views: 1334
Re: Flamethrowers on crack
It is possible to make them "shoot" on the move but I would say it would be counter-productive. I don't know how the Flamethrowers work in CoH2 but in CoH1 they "shoot" at something (the stream of flame) and then the game spawns the "flame zone" on the ground. Technical...
- 10 Jan 2019, 23:54
- Forum: Balancing & Suggestions
- Topic: Flamethrowers on crack
- Replies: 8
- Views: 1334
Re: Flamethrowers on crack
The FT change was innitially a big shock for many players but most of them adapted. Most of the squads that can get FT are very squishy, have low HP and are easy to suppress (exceptions being perhaps Storm demolition squad). This means that most units that can suppress can stop the squad very quickl...
- 09 Jan 2019, 21:07
- Forum: General - CoH1 / BKMOD1
- Topic: Missing SMG
- Replies: 7
- Views: 1735
Re: Missing SMG
I may be wrong, but I think the main issue was price. The original Thompson was 200 USD per unit. The cost-reduced version was 43 USD per unit. I don't know how much the M3 was, but I expect it was a few dollars per unit. The Wikipedia has an interesting claim, that the weapon was intended to be di...
- 09 Jan 2019, 13:37
- Forum: General - CoH1 / BKMOD1
- Topic: Missing SMG
- Replies: 7
- Views: 1735
Re: Missing SMG
"Main SMG" is sort of wonky term. I think that in Forgotten Weapons (and some other videos too, I think) they said that Thompsons were more known and iconic SMGs of the USA during the war but the M3 was better in several aspects. I am not 100% sure but I think they mentioned that M3 was li...
- 09 Jan 2019, 13:11
- Forum: Bugs
- Topic: [5.1.6] M2A2 (Brit Airborne) broken
- Replies: 5
- Views: 1259
Re: [5.1.6] M2A2 (Brit Airborne) broken
Yes, 6-pounder has an anit-tank/vehicle function. M2A2 fires HE shots by default so it is more effective against infantry and emplacements.
- 09 Jan 2019, 09:18
- Forum: Balancing & Suggestions
- Topic: """Changes, unit replacements, (should not be done)"""
- Replies: 4
- Views: 788
Re: """Changes, unit replacements, (should not be done)"""
Generally speaking, units are removed when: 1) their model is broken to such degree that it causes too obvious visual bugs (e.g. the US M3A1 - which had broken animations and so did not work correctly) 2) they are too strong and cannot be changed (e.g. the KCH which were a Rambo squad. We could not ...