Search found 471 matches
- 19 May 2022, 09:38
- Forum: Balancing & Suggestions
- Topic: Halftracks
- Replies: 34
- Views: 2566
Re: Halftracks
I just don't understand what this change is supposed to solve exactly? Even more, again and again I come to a conclusion that intuitively "agressive playstyle" changes are only leading to a more passive playstyle. Blob will be just easier to maintain in the battlefield. There is just a small dispare...
- 17 May 2022, 14:58
- Forum: Balancing & Suggestions
- Topic: Remove CW infantry sectiin sniper ability
- Replies: 34
- Views: 2410
Re: Remove CW infantry sectiin sniper ability
Yea, imo, some kind of mutual exclusive upgrade for the unit would be sufficient change. Unsure of how pricy it has to be, in order to keep first early game choice risky and worth, at the same time though.. It is also an offtopic, but i was also confused on why assault squad was added for basic CW u...
- 17 May 2022, 14:53
- Forum: General - CoH1 / BKMOD1
- Topic: Should Tanks be able to reinforce infantry?
- Replies: 33
- Views: 3518
Re: Should Tanks be able to reinforce infantry?
I think this ability was added with the ToV, specifically used within those 3 game mods not that many people ever played.., alike manual turret control option, which it came also from. But the thing, its not a bad addition. Again, people are not ignoring HT mobile reinf mostly not because few late g...
- 16 May 2022, 22:21
- Forum: Balancing & Suggestions
- Topic: Halftracks
- Replies: 34
- Views: 2566
Re: Halftracks
Buuut, what's gonna be a trade off then? Bigger price for the halftrack? Just upgradable thing paid additionally?
It seems like time spent in EuInRuins mod cause this frustration. different gameplay pace..
It seems like time spent in EuInRuins mod cause this frustration. different gameplay pace..
- 16 May 2022, 20:05
- Forum: Balancing & Suggestions
- Topic: Heavy rocket arty.
- Replies: 45
- Views: 3081
Re: Heavy rocket arty.
The thing with this solution is that it is probably the best from the list. There is actual thing sometimes and now, from info MarkR provided I can see what happens.. When you actually retreat units (infantry for example) from the stuka fire area once its on the move it is likely to be splashed 1sho...
- 16 May 2022, 20:03
- Forum: General - CoH1 / BKMOD1
- Topic: Sturmtiger
- Replies: 36
- Views: 4053
Re: Sturmtiger
I would get rid of the aura, but would not to touch the price. Imo, 700mp in a proper game for the propoer section of the CP tree that it is now, already link the gameplay enough. In a proper scenario nobody will be able to "spam" it anyway, nor combine the spam with the TIger ace 1k+ MP that everyo...
- 16 May 2022, 07:49
- Forum: Balancing & Suggestions
- Topic: Remove CW infantry sectiin sniper ability
- Replies: 34
- Views: 2410
Re: Remove CW infantry sectiin sniper ability
Is it possible to make Sniper ability as a standart ammo upgrade?
I think on vCoh, there was even an Icon for the squad that has Marksmen in it, alike when u get BrenMG u get bren icon above Health bar.
I think on vCoh, there was even an Icon for the squad that has Marksmen in it, alike when u get BrenMG u get bren icon above Health bar.
- 16 May 2022, 06:51
- Forum: General - CoH1 / BKMOD1
- Topic: Should Tanks be able to reinforce infantry?
- Replies: 33
- Views: 3518
Re: Should Tanks be able to reinforce infantry?
I dunno, conceptually speaking this mechanic fits wherever it is applied currently, imo. Not saying its good or bad, just fits. U go for sturmtiger? alright, support it with cheap inf around it. Can be fun actually. Not just blob back and forth to the HQ..imo. Same with Tiger Ace and Churchill, hone...
- 09 May 2022, 13:47
- Forum: Balancing & Suggestions
- Topic: Tank commander limit
- Replies: 10
- Views: 881
Re: Tank commander limit
I am kinda against expanding tank commanders number, however, I would rather see Command tank as an upgrade, instead of "additional" buildable unit that mostly used as a waste. Rush squish is all its used majorly now. So, generally speaking, you get default tank unit of some kind and if needed trans...
- 05 May 2022, 15:41
- Forum: Balancing & Suggestions
- Topic: Giving def doc access to creating a minefiled
- Replies: 5
- Views: 494
Re: Giving def doc access to creating a minefiled
Conceptual difference? Luft mines are dropped from the field, when DEF doc engies have extra due for laying mines (as well as access to more powerfull mines by DOC default).
- 05 May 2022, 15:39
- Forum: Balancing & Suggestions
- Topic: Retreat point for AB
- Replies: 11
- Views: 842
Re: Retreat point for AB
I think the intention here is to keep things different as well as, there is AB HQ for this matter.
- 25 Apr 2022, 11:57
- Forum: Balancing & Suggestions
- Topic: SE Beta changes
- Replies: 19
- Views: 1574
Re: SE Beta changes
Seeing how people play and use units that are already in the game with such functions, it is difficult to say which form eventually be worse as even more pressure comes to a unit that is either overused or underused. Also, offmap arty has it's trick, - for the most part, you can use it anywhere on t...
- 25 Apr 2022, 10:37
- Forum: Balancing & Suggestions
- Topic: SE Beta changes
- Replies: 19
- Views: 1574
Re: SE Beta changes
From all the inconsistence above, just one question comes to my mind:
You guys want more arty in the game or less ? I thought less, as that was stated as big problem, but now more units should get off-maps "instead".
You guys want more arty in the game or less ? I thought less, as that was stated as big problem, but now more units should get off-maps "instead".
- 19 Apr 2022, 07:07
- Forum: Balancing & Suggestions
- Topic: Brainless Tactics
- Replies: 32
- Views: 2263
Re: Brainless Tactics
The problem with proposed changes is that I don't like them, subjective or not, they will only make the game more passive. The game is currently played in a boring way, not that mod is boring, Imo. Meta is being changed from time to time, which is rather the best (only) solution. Pls, don't implemen...
- 18 Apr 2022, 06:45
- Forum: Balancing & Suggestions
- Topic: Manpower, Ammo, Fuel
- Replies: 23
- Views: 1983
Re: Manpower, Ammo, Fuel
The thing you guys are missing.., its not a matter of a map, as we had have fun games back then somehow too. So that is exactly why I am asking analyzing progress of the gameplay change, based on fair information, not stall games when, there is more sitting than anything. Again, not even map questio...
- 17 Apr 2022, 17:23
- Forum: Balancing & Suggestions
- Topic: Manpower, Ammo, Fuel
- Replies: 23
- Views: 1983
Re: Manpower, Ammo, Fuel
I have played EF mod, 1918 mod and BKmod and for years been top 20-50 1v1/2v2AT player vCoh, I have experienced changes among time and patches, and remember well the change/patch process itself. How and why. BK mod incorporated both issues and good things from vCoh, however, in my eyes, there is no ...
- 17 Apr 2022, 13:06
- Forum: Balancing & Suggestions
- Topic: Manpower, Ammo, Fuel
- Replies: 23
- Views: 1983
Re: Manpower, Ammo, Fuel
My problem and my own conclusion out of this change is, What would happen to the Ammo count once so much resourse is free for use? Let me point this better. Problem you claim, that there is a lack of ammo for anything, but in my eyes not really. It is more less sufficient for any ingame situation if...
- 17 Apr 2022, 11:02
- Forum: Balancing & Suggestions
- Topic: Manpower, Ammo, Fuel
- Replies: 23
- Views: 1983
Re: Manpower, Ammo, Fuel
I am very against of macro changes. Changing doctrines and balance reworks based on the new game meta base is one thing.
But turning specific, cornerstone mechanics concluded around engine and game vision, is totally different.
But turning specific, cornerstone mechanics concluded around engine and game vision, is totally different.
- 17 Apr 2022, 10:57
- Forum: Balancing & Suggestions
- Topic: Manpower, Ammo, Fuel
- Replies: 23
- Views: 1983
Re: Manpower, Ammo, Fuel
Active gameplay includes everything from the player. The spectrum of what you need manpower for - build order, when you can access it - fuel, and ammo to tweak minor tactical decisions. Game resource balance is solid as is, in fact, some Games require from the player to work for 2, against more play...
- 03 Apr 2022, 18:50
- Forum: Balancing & Suggestions
- Topic: Does SE need changes right now?
- Replies: 46
- Views: 3798
Re: Does SE need changes right now?
If any changes were needed, I'd rather wish to see SE doc sort of a prolonged idea of "trophy"/captured vehicles and equipment doctrine. Alike already existing firefly. So instead of having pz4 camo version, there be m10. Cheaper and or call in units equiped with 1919mgs and so on.. Not a fan of jus...
- 31 Mar 2022, 19:18
- Forum: Balancing & Suggestions
- Topic: Vision of spotter units and vehicles.
- Replies: 15
- Views: 1067
Re: Vision of spotter units and vehicles.
In overall I like this concept. Although, for the most part I'd just go with general light vehicles like jeeps and bikes upgradable or by default obtaining observe the area ability or stationary vision providing. The idea of having any number of invisible scouts with a cool down ability to decamo an...
- 29 Mar 2022, 05:34
- Forum: Balancing & Suggestions
- Topic: Flank speed
- Replies: 39
- Views: 3256
Re: Flank speed
Well, voting is voting. You will only ruin more of the fun stuff in the game and more stupid threads will come up in order to fullfil new gameplay picture. Thing is, there is a reason why Coh is Coh and not men of war or anything else. This is exactly because of the abilities and random events gener...
- 28 Mar 2022, 19:04
- Forum: Balancing & Suggestions
- Topic: Flank speed
- Replies: 14
- Views: 1179
Re: Flank speed
Oh really, so my statement on how many recons and vision is Now, hasn't lead for an active gameplay, makes even more sense now.. Being able to sitback with tons of vision, does not make game any more interesting. Everything must be predicted and railed. And yet again, most intuitive solution seems f...
- 28 Mar 2022, 05:49
- Forum: Balancing & Suggestions
- Topic: Flank speed
- Replies: 39
- Views: 3256
Re: Flank speed
It is fun and tricky ability imo. The only unit u see often using it is Cromwell. Rest is situational and barely used unless some. Arcadish but there has to be something like that imo. Just for the human factor RNG playing. This is exactly the thing that sometimes intensifies games, exactly by the a...
- 27 Mar 2022, 07:39
- Forum: Balancing & Suggestions
- Topic: Revise the tank costs in BK
- Replies: 21
- Views: 1685
Re: Revise the tank costs in BK
Also, about tanks. I'm not sure what logic is here too. Heavy tanks are considered memes. Strong, risky and so on. Mediums, historically and gameplay wise, are backbone of any round. What is the problem here? How would rising price help with this situation and intensiveness of the game? Imo, we woul...