Search found 745 matches

by mofetagalactica
07 Aug 2021, 13:36
Forum: Balancing & Suggestions
Topic: Rifle Section
Replies: 7
Views: 619

Re: Rifle Section

Or just make the sniper a 2 model unit (spoter,shoter) with the same total HP pool that it has now (and maybe even give him the bino or "reveal cammoed unit" that the spoter has?)

With also a new cost of 320MP.
by mofetagalactica
15 Jun 2021, 20:06
Forum: General - CoH1 / BKMOD1
Topic: Luftwaffe Arty Ideas?
Replies: 29
Views: 2823

Re: Luftwaffe Arty Ideas?

Either mortar or 88 with arty capabilities and upkeep sounds nice.
by mofetagalactica
07 Jun 2021, 22:14
Forum: Balancing & Suggestions
Topic: [Beta] - MG teams secondary weapons
Replies: 21
Views: 2352

Re: [Beta] - MG teams secondary weapons

I guess it would be possible to give the MGs the "Shoot ground" order back. Although, I think it was removed for some reason (it allowed some glitch or something?). Anyway - way to balance it on your own would be to have an infantry team nearby to cover flanks. i guess the only thing that you could...
by mofetagalactica
07 Jun 2021, 22:10
Forum: Balancing & Suggestions
Topic: Forgotten units
Replies: 9
Views: 1182

Re: Forgotten units

Chaffe is the most forgotten and useless unit for a long long time lmao. 400MP ,400 :lol: :lol: for that shit.
by mofetagalactica
07 Jun 2021, 22:05
Forum: Balancing & Suggestions
Topic: Give the PE SS Squad Marksman Ability
Replies: 10
Views: 1015

Re: Give the PE SS Squad Marksman Ability

I understand why the sniper was taken from the squad but now PS has even less recourse against snipers than the other two PE docs do. The Marksman ability would help this out a bit. Wald Or maybe keep pushing for sniper changes since devs says that they're 'harassing units' but they totally stop be...
by mofetagalactica
07 Jun 2021, 00:31
Forum: General - CoH1 / BKMOD1
Topic: BETA [5.2.8] v3 General Feedback
Replies: 12
Views: 1617

Re: BETA [5.2.8] v3 General Feedback

Consti255 wrote:
06 Jun 2021, 23:35
What should be tweaked:

101st little bit more reinforce but keep the 320MP.

82. price goes to 425MP but the reinforce stays as it is by 40MP
meh, 101 are just airbone rifles, they're cannon fodder the current price is fine, same for 82.
by mofetagalactica
29 May 2021, 20:39
Forum: Matchmaking & Strategies
Topic: [BETA] 5.2.8 - MKVII Churchill's Are Aids
Replies: 6
Views: 978

Re: [BETA] 5.2.8 - MKVII Churchill's Are Aids

The tanks usually have pretty solid penetration chance from the rear and in this game the Ace got immobilized and the Churchill activated hulldown mode. Tanks in hulldown get harder to penetrate by further 15%. If the Ace hadn't been immobilised it could have moved to a better position where it cou...
by mofetagalactica
29 May 2021, 20:35
Forum: Balancing & Suggestions
Topic: Panthers in the Beta version
Replies: 105
Views: 9691

Re: Panthers in the Beta version

@mark last time i tried stupa it took 4 shoots at least to destroy a 17p emplacements, giving the enemy enough time to build up another one before destroying the one im shooting lol, are you sure about the 1-2 to destroy such emplacements? (RE emplacements so pretty sure it had fortificed emplacemen...
by mofetagalactica
27 May 2021, 20:53
Forum: Balancing & Suggestions
Topic: Panthers in the Beta version
Replies: 105
Views: 9691

Re: Panthers in the Beta version

StuH/StuPa/Mortar Halftrack/Maultier/Stuka plane? The StuPa could actually use a buff in his hability to destroy emplacements, the ROF is to low and the damage output having in mind such ROF dosn't make it that usefull. And regarding the post im pretty sure that has warhawks said we really need a s...
by mofetagalactica
26 May 2021, 20:55
Forum: General - CoH1 / BKMOD1
Topic: Anti tank mines and who uses them actively?
Replies: 10
Views: 1516

Re: Anti tank mines and who uses them actively?

The problem is when playing PE, you're not able to defuse mines even with all the unlocks the panzergranediers can't detect mines even when there's one unlock that actually says that you're able to detect mines when your inf is standing, so the only thing you have to detect mines is the ketenkrad wi...
by mofetagalactica
22 May 2021, 17:00
Forum: Balancing & Suggestions
Topic: Infantry in the Beta version
Replies: 12
Views: 1292

Re: Infantry in the Beta version

I REALLY like Hawks idea becuase it finally opens up the CP trees that you dont need to go the same route every time if you dont want to get steamrolled by HE tanks and Stugs/76 shermans. But i would say, that it is not necessary to make like the 76 and P4 H CP free. I think making Stugs and M10s C...
by mofetagalactica
22 May 2021, 16:57
Forum: Balancing & Suggestions
Topic: Panther in the Luft doc
Replies: 16
Views: 1534

Re: Panther in the Luft doc

i would be ok with replacing every PZ4 F unlock with J/H.
by mofetagalactica
21 May 2021, 20:12
Forum: Balancing & Suggestions
Topic: Infantry in the Beta version
Replies: 12
Views: 1292

Re: Infantry in the Beta version

I would stick to only change the % cost of reinforcing infantry.
by mofetagalactica
21 May 2021, 05:29
Forum: General - CoH1 / BKMOD1
Topic: Sniper vs Sniper combat
Replies: 24
Views: 2526

Re: Sniper vs Sniper combat

What about adding spotting reveal hability to recon vehicles like jeeps,schiwms,bikes,m10,puma, etc?
by mofetagalactica
26 Apr 2021, 18:22
Forum: General - CoH1 / BKMOD1
Topic: US vs Scout Car
Replies: 13
Views: 1785

Re: US vs Scout Car

double 37mm and your starting riflemens with grenade launchers
by mofetagalactica
25 Feb 2021, 20:26
Forum: General - CoH1 / BKMOD1
Topic: Stug IV late version
Replies: 6
Views: 1034

Re: Stug IV late version

Why does this stug cost 480 MP while BK can get normal Stug IV for 400? The late version top MG just makes noises and endless long bursts. But it doesnt kill like the normal stug IV gunner does. Prop doc is pretty handicaped when compared to BK doc in this regard. Can anyone explain why things are ...
by mofetagalactica
25 Feb 2021, 01:49
Forum: General - CoH1 / BKMOD1
Topic: Stug IV late version
Replies: 6
Views: 1034

Re: Stug IV late version

Why does this stug cost 480 MP while BK can get normal Stug IV for 400? The late version top MG just makes noises and endless long bursts. But it doesnt kill like the normal stug IV gunner does. Prop doc is pretty handicaped when compared to BK doc in this regard. Can anyone explain why things are ...
by mofetagalactica
24 Feb 2021, 00:55
Forum: Balancing & Suggestions
Topic: Make skirts cost MP instead of ammo
Replies: 20
Views: 1941

Re: Make skirts cost MP instead of ammo

MarKr wrote:
23 Feb 2021, 18:48
For tanks, they change crit type, so they are less likely to get track damage and so don't get immobilized that often.
So you get other crits damage like turret or what do you mean with other crit type?
by mofetagalactica
21 Feb 2021, 00:37
Forum: Balancing & Suggestions
Topic: Everything wriong with (axis) def doc armor
Replies: 20
Views: 2178

Re: Everything wriong with (axis) def doc armor

I mean, i think AxisTD's are performing pretty well except of their price wich was always pretty exagerated having in mind how cheap the stug4 is.
by mofetagalactica
16 Feb 2021, 21:51
Forum: Balancing & Suggestions
Topic: AT repack time [POLL]
Replies: 11
Views: 1296

Re: AT repack time [POLL]

How do you suggest to solve the reload glitch? With this suggestion 17pounder would be able to shoot approximately every 3 seconds, PaK43 every 4 seconds. If your answer is something along the lines of "I don't care I just don't wanna have AT guns like now because some people abuse the glitch", the...
by mofetagalactica
16 Feb 2021, 21:25
Forum: Balancing & Suggestions
Topic: British Lieutenant Rework Framework Proposal
Replies: 18
Views: 2030

Re: British Lieutenant Rework Framework Proposal

Just give more aura range to every officer / captain in the game please.
by mofetagalactica
16 Feb 2021, 21:18
Forum: Balancing & Suggestions
Topic: AT repack time [POLL]
Replies: 11
Views: 1296

AT repack time [POLL]

Example:
-76mm at gun 3 sec repack time from 6 sec.
-57mm at gun 1,5 sec repack time from 3 sec.

Same with other AT guns across the factions board.
by mofetagalactica
16 Feb 2021, 21:12
Forum: Balancing & Suggestions
Topic: Bring Back Tank Reverse Controls
Replies: 50
Views: 5710

Re: Bring Back Tank Reverse Controls

I think we just need time to get used to it TBH, give it a month and then make a poll. It dosn't need time, its just been proven over and over that the problem persist and using current reverse controls is not worth for the sake of fixing something that isn't fixed lol. The only problem and read we...
by mofetagalactica
15 Feb 2021, 06:20
Forum: Balancing & Suggestions
Topic: Bring Back Tank Reverse Controls
Replies: 50
Views: 5710

Re: Bring Back Tank Reverse Controls

Same, i preffer having reverse function back again, the pathing issues still happen, i would really check if the speed changes over terrain wasn't the main thing producing this.