Fix list

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Sukin-kot (SVT)
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Fix list

Post by Sukin-kot (SVT) »

Here is a summary for devs:

1) Thunderbolt model instead FW-190
2) Tiger Late version mounted mg42 gunner is immortal
3) Flak 88 have unswitchable HE mode after recrew
4) Scout car sometimes driving with destroyed engine
5) Airborne jeep receive no damage from 20mm flaks and 28mm spz bouncing off sometimes
6) Vet steps icons are no longer showing up to unit icons ( you messed up something in last patch)
7) Fallchirmjaegers cant use "disable point" ability when sector is cut off from your HQ, i found it stupid.
8) M10 Ahiles have no "no fire without order" ability while ambushed, also found it stupid, since all other td's having it.
9) Jeep have over rated damage against Schwim, on max range it can kill 2 schwims actually with loosing 3\4 health.
10) USA at teams still have veeery big Tread breaker ability activation range ( should get same range as WH at teams)

Balance and suggestions:

1) I really like to use different kinds of command units for buffing my inf ( like Hauptsturmfuhrer, AB command team, officer storms) but i struggle to use WH officer, USA ranger, CW captain and CW raf captain since they are single only, what means insta death cause of sniper, random arty or tank shell, will be really good if you ll add escort to them ( 2 grens with mp44 and granades\ terror fire nades for officer, 3 rangers with thompsons and granades to ranger captain, 3 Tommies with rifles to CW captain, 3 commando with enfields to raf captain.
2) As i said many times, replace cheaper goliaf production and "Inspire to assault" terror tree unlocks with something more usefull. Also cheaper propohanda, i really have never seen how somebody used it.
3) Decrease price for sappers and royal sappers in Royal Engeniers doc, they are horribly expensive, though must be main doc unit which repairs and builds fortifications.
4) Will be good if commando will get normal granades.
5) Decrease price of standart mines, it cost 15 ammo and usually kills only 1 man..., make it 10 ammo at least.
6) Marksman shot ability similar to Brit inf section for Gebirgsjaegers, to have at least something against snipers.
Last edited by Sukin-kot (SVT) on 07 Apr 2015, 19:41, edited 2 times in total.

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Warhawks97
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Re: Fix list

Post by Warhawks97 »

Sukin-kot (SVT) wrote:Here is a summary for devs:

1) Thunderbolt model instead FW-190
2) Tiger Late version mounted mg42 gunner is immortal
3) Flak 88 have unswitchable HE mode after recrew
4) Scout car sometimes driving with destroyed engine
5) Airborne jeep receive no damage from 20mm flaks and 28mm spz bouncing off sometimes
6) Vet steps icons are no longer showing up to unit icons ( you messed up something in last patch)
7) Fallchirmjaegers cant use "disable point" ability when sector is cut off from your HQ, i found it stupid.
8) M10 Ahiles have no "no fire without order" ability while ambushed, also found it stupid, since all other td's having it.
9) Jeep have over rated damage against Schwim, on max range it can kill 2 schwims actually with loosing 3\4 health.

Ill add balancing issues later



1) yes
2)if so it need to be fixed
3) And unemplaced survive several direct arty hits while in return 2-3 88 shells kill every unemplaced pak/howitzer. Also would be nice to have the same range for unemplaced and emplaced. Many people do belive that they did a better investment in emplaced 88 and suddenly they realize that the emplaced has just 75 range compared to 100 for unemplaced and booth die similiar fast from artillery. Experienced players do use the unemplaced always.
4)When the engine gets destroyed while the vehicle deactivating the "fixed position" the vehicle will be able to drive with destroyed engine. Also the insta pin radius is freaking high.
5) idk. Havent seen it yet but you told me that during a game where it happend.
6)These vet steps icon showing up above units should be removed. Every pak or sniper that receives veterancy is killed by arty instantly as this icons can been seen by enemie and even in the FoW!
7)You must neutralize the point first before you can destroy it and i think its good. Otherwise the axis would drop and spawn reg 5 and sabotage squads everywhere unitll all points are disabled or allis would be forced to guard all of their points with reccon vehicles and a ranger squads all the time. But it doesnt have to be connected to your territory, just neutralize it first (you forgot the game where i did that against you at la fiere using reg 5 and disabling your 10 ammo point in the corner to silence your arty?:P)
8) Also add this silly "hit and run" ability which cost 60 ammo. It has more range as the actual gunrange, "Surprises" the enemie tank which acts like being stunned which is just as hilarious as "bren lmg pins tanks". Also allied Tankbusters do this hit and run thing by default. After the first camo shot they do a quick second shot and if they start driving they go automatically into "flank" speed (except jacks A). Furthermore the Armor doc M10 wolverine cant use tank commander arty strike when it has an tank commander. The silly 60 amm expensive "Hit and run" ability takes the slot of flank speed and the flank speed is placed where the Tank commander arty strike is.
9) Hmmm. must be lucky. Ive seen that once at la fiere (maybe it was yours). In my last game ive beat just one schwimmwagen and my jeep was a bit below 50% HP. Sometimes bursts do nothing at all (Remember our game at Trun where the 1 HP bike received no more damage of my four jeep salvos? Sometimes an entire cal 50 burst does nothing to a bike and sometimes it instantly kills it)
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Sukin-kot (SVT)
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Re: Fix list

Post by Sukin-kot (SVT) »

6) I meant that now you dont see vet lvl of unit unless you clicked on them.
7) Neutralize territory its ok, but last time when i tryed to use ability it didnt work until i didnt connect this sector to my territories. Means that if you ll drop reg. 5 behind lines and will capture the point you still will not be able to destroy it ( or idk, maybe it was single buged situation with me)

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Krieger Blitzer
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Re: Fix list

Post by Krieger Blitzer »

1) True. There was already a posted topic few days ago on the 'bugs' section describing this issue beside others as well!

2) LOL WTF?! Weren't u the one who once said that the Terror doc Tiger tank is a lot much easier to be killed or at least get heavily damaged by rushing frontally into it using AT teams because of no turret MG??!! Now u want to make the Blitz doc Tiger to be the same, Nice... o.O I disagree this point indeed.

3) _ 4) _ 5) I guess that this is also a fact sometimes. But I agree with that PE Scout cars instant pin radius is honestly OP anyways.

6) Sometimes the white 'vet' squares disappear from unit icons, but this is nothing to do with latest patch. However that when this happens u can still know which lvl a certain unit has of veterancy by clicking on it as u said. So no problem!

@Hawks; No plz, they look very cool really. Specifically when the historical add on is there too ^^

7) _ 8) mm. Idk!

9) This is not true. They are balanced now I think!!

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Sukin-kot (SVT)
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Re: Fix list

Post by Sukin-kot (SVT) »

Emm...terror tiger just have no top gunner at all, late tiger have immortal gunner currently, though on all other tanks gunner usually dieing under heavy fire (Pz4, Panthers, KT, Shermans, SP and etc.) whats your problem here?
9) Check at least 1 schwim vs 1 Jeep, jeep will win without loosing a half HP.

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Re: Fix list

Post by Krieger Blitzer »

My problem is that 'doubtless' the top turret MG gunner of it is currently very fine... That's all, it's even a damn expensive tank!

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Re: Fix list

Post by Sukin-kot (SVT) »

So, its ok that Tiger is the only tank with immortal mg42 operator? :D:D, ok tiger lord.

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Re: Fix list

Post by Krieger Blitzer »

All Axis MGs are immortal.. lol! But is it ok to frontal rush it killing or probably at least heavily damaging it using only 2 silly Inf doc AT teams with 3 freaky upgraded Zookas???? BS.

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Re: Fix list

Post by Sukin-kot (SVT) »

Khm...nope, all shermans Cal. 50 operators can be killed, as well as SP's guy. Same to panthers ans pz4 gunners.

Try to play with not 1 unit on field, cover it and you ll no longer see frontal rushes.

here is Mr. Nobodys 1v1 with me where i played BK doc.
http://www.youtube.com/watch?v=IatWLr8ETv4

He used this at teams with 3 zooks and maxed result is 1 penetration out of 6 shots, thats not something like "heavy damaged"

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Re: Fix list

Post by Krieger Blitzer »

They must have missed or simply weren't upgraded Zookas. But I am not saying it's too hard to control my Tiger and avoid such a thing as I very well know how to do so as u probably already know this, but still I believe that successful frontal rushes should get somehow less chances generally against other tanks at any possible ways!

JimQwilleran
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Re: Fix list

Post by JimQwilleran »

Frankly I have never seen tiger's top gunner dead. Regarding the gunners someone should do something with sherman crock gunner. He dies instantly after the tank touches the fire it shot xD.

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Re: Fix list

Post by Krieger Blitzer »

Actually I seen him dead before! Don't know what u guys r talking about... But well, if not.. then he should die more often.

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Re: Fix list

Post by Krieger Blitzer »

I agree with all ur balancing suggestion points btw! :) Also ya, I just tested the US basic Jeep vs the PE Schwim by my own now and was surprised about the result actually.. :P

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Warhawks97
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Re: Fix list

Post by Warhawks97 »

keep in mind pls that schwimm shreds inf still a lot faster and that it has also some abilites. It can capture points and repair (even advanced repairs later) and all the doctrinal stuff. Mines, traps, marking targets, booby traps, flamt traps, sabotage and whatsoever. Also its not that PE cant deal with jeeps etc in early game. There is a scout vehicle, 28 mm Büchse etc. WE has it a way harder to deal with jeeps so i dont get why all are talking about the schwimm. The schwimm is for me -due to its abilities and the deadliness vs inf- a more valuable unit as the jeep is.
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Re: Fix list

Post by Wake »

Sukin-kot (SVT) wrote:
Balance and suggestions:

6) Marksman shot ability similar to Brit inf section for Gebirgsjaegers, to have at least something against snipers.


No, snipers are the way to counter Gebirgsjaegers. They already have a super long range panzerfaust that always penetrates all enemy tanks, and can hold their own against any allied infantry unit.
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Re: Fix list

Post by Sukin-kot (SVT) »

@Vfa
Not a lot difference actually, if enginiers are caught in open field half of the squad will die with first burst, no matter jeep it or schwim. Moreover, jeep wil win engeniers in yellow cover, while schwim will die quite fast. Take in attention that schwim have much longer repair time (jeep usually beeing fixed for 5-6 secs) and what is more important - absolutely different lvl of fire resistance, imagine engeniers + pak, with jeep ill just flank them and will go to melee distance for killing pak, K98 will take maximum a half of HP while pak will be dead and engs will be forced to retreat. Now same situation with schwim - you will instantly die by Garands fire as soon as you ll get at close distance. Im ok with this difference, schwim have abilities, jeep is better in combat in return, but i do belive that currently its a bullshit, 0 chances for schwim in 1v1, though chances must be fair. Just check it, jeep can take on 2 schwims ( one after another), at max range maybe even both in the same time.

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Re: Fix list

Post by Warhawks97 »

Sukin-kot (SVT) wrote:@Vfa
Not a lot difference actually, if enginiers are caught in open field half of the squad will die with first burst, no matter jeep it or schwim. Moreover, jeep wil win engeniers in yellow cover, while schwim will die quite fast. Take in attention that schwim have much longer repair time (jeep usually beeing fixed for 5-6 secs) and what is more important - absolutely different lvl of fire resistance, imagine engeniers + pak, with jeep ill just flank them and will go to melee distance for killing pak, K98 will take maximum a half of HP while pak will be dead and engs will be forced to retreat. Now same situation with schwim - you will instantly die by Garands fire as soon as you ll get at close distance. Im ok with this difference, schwim have abilities, jeep is better in combat in return, but i do belive that currently its a bullshit, 0 chances for schwim in 1v1, though chances must be fair. Just check it, jeep can take on 2 schwims ( one after another), at max range maybe even both in the same time.



ehm.... jeep beats pios in yellow cover but PE grens? Not sure. Also i had a game at reversed defense few days and i attacked a WE bike of Illa pulchra (ask this player if you want). My rangers ahd zook but missed twice and so i put them behind trees and bushes which gave yellow cover. The Bike won that fight losing like 10% and my rangers lost 3 men and the last 3 on low HP iirc and so i had to retreat. I also used schwimmwagen + grens at Hill 112 and brits and US units stood behind that stone wall and i killed all of them. US HMG, brits inf section with leutnant rushing to cover but lost 3 men by single schwimmwagen burst. Sappers got suppressed by the combined fire and when my pak reached the front the grens, schwimm and HE rounds killed all the rifles, jeep and so on and my schwimm stood longer time under fire. m1 on max range did simply nothing to anything and booth cases.


to your balance suggestions:

1) agreed
2)Yes. Though consider that terror is a hyperversitale doc filling several roles. First arty and inf support, then supplying the Team with Panther G´s and finally off map arty stuff+ VT+ walking stuka which can crush even RE defenses sometimes and finally super Heavy Tank support. besides cost drop of propaganda stuff i am really not sure what else could be added to make the doc even more usefull. Maybe walking stuka unlock? I mean the unit is as good as a calliope sherman and ability cost are similiar. Just walking stuka deals way more damage to defenses and cost 0 CP currently. Booth units must be used wisley to be usefull.
3)Yeah. The standard sapper squad cost 315 and is the only unit able to use minesweeper. Once dead and facing sd2 the brits player has to build this 315 mp unit just for minesweepers. Also the combat sappers could cost a bit less. They are onyl usefull at very close range but more importantly they are so important for repairs and to build buildings.
4) yes. Let them have booth such as axis and US inf has normal nades and fire nades
5) yes. Also tellermines to some vehicles of the specific doc (US armor, TH, RE)
6)I would rather remove all unit snipers (SS squad, 101st HQ, SAS). With luft i often combine assaults with 1-2 krads moving forward together with my infantry. Also usefull can be sd2 drop on sniper position. Either he must retreat or he is catched in a minefield. Also snipers are just as nasty against Luft inf as SE snipers to AB or rangers whiping out squads in seconds. Everybody who uses elite units must solve the sniper problem. I often build krads and schwimms/bkes as axis in late game. Jeeps, m20 or recces as allied. Elite squads must have kind of weakness and so far luft can deal very well with enemie inf and vehicles with schrecks and fausts. Giving them something to defend themself against snipers isnt really cool. Also i am not sure of there will be a free ability slot. They have faust, mines, nades and the flag already. The regiment 5 has no flag because there was no more ability icon iirc.
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Re: Fix list

Post by Krieger Blitzer »

Let me add to ur balancing suggestions list;

-PE basic Panzer Grens squad from the HQ are actually overpriced in my opinion! As they cost 360MP although that just Riflemen with Grease SMGs can shred them all apart...

-The PE repairing Tiger tank is also overpriced indeed. Since it can't repair wrecked vehicles anymore!

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Re: Fix list

Post by Warhawks97 »

Tiger1996 wrote:Let me add to ur balancing suggestions list;

-PE basic Panzer Grens squad from the HQ are actually overpriced in my opinion! As they cost 360MP although that just Riflemen with Grease SMGs can shred them all apart...


they once cost 390 mp and 39 per men. On ranged fight they shred everything and they are not supposed for close combat. Also they get several boosts and abilties like booby traps. Later advanced repairs and 7 men for 359 mp. Verterancy officer upgrade which reduces required exp for vet step by 25% and -25% suppression. With two G43 they shred everything on max and mid range before most units have a chance to get close. I also shred Brits inf sections with mp40 with my volks when i get close to them and those cost 435 mp per squad. Compare what you can compare and dont blame a long range unit as weak just because it loses against a close range unit in close combat fight. I mean even brits pay 315 for sappers and those have no grenades, hold position abilties or anything else. When you pick up some dropped weapons like lmgs or stgs they are then just like assault grens or almost as good as those.
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Re: Fix list

Post by Krieger Blitzer »

Both the US 37mm AT gun and the British Boys AT rifles 'aiming at tracks' ability must get removed immediately... :P They can somehow so effectively immobilize even KTs! :D

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Re: Fix list

Post by Warhawks97 »

Tiger1996 wrote:Both the US 37mm AT gun and the British Boys AT rifles 'aiming at tracks' ability must get removed immediately... :P They can somehow so effectively immobilize even KTs! :D



it cant be used against KT, elephant, JT, Stupa. But yeah.... remove that shit. i dont like it either.P
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Re: Fix list

Post by DixieSpirit »

Tiger1996 wrote:Both the US 37mm AT gun and the British Boys AT rifles 'aiming at tracks' ability must get removed immediately... :P They can somehow so effectively immobilize even KTs! :D


Image

Yeah it's just so unrealistic for completely unarmored tracks to be damaged. Clearly nothing would be mechanically impaired if a 37mm broke part of the mechanical assemblage.

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Re: Fix list

Post by Krieger Blitzer »

Hey u... All tanks actually could easily get immobilized by all kind of AT weapons during the game already! A 57mm AT gun for example can luckily immobilize even a Tiger sometimes.. we are talking about the ability.

Also btw, such a tiny gun is not capable of penetrating even the Pz4's tracks :P And with the same logic a Pershing could then just get quickly immobilized as well by a 20mm Puma?! :D

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Re: Fix list

Post by JimQwilleran »

Of course it can. Have you played Men of War franchise?

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