Blitzkrieg Mod 5.0.0 Patch

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Panzerblitz1
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Panzerblitz1 » 28 Sep 2017, 14:00

Bundles grenades would probably damage to death any trucks... no? when you see a single grenade can do to a jeep.
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idliketoplaybetter
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby idliketoplaybetter » 28 Sep 2017, 14:04

It's been like that and before, but not much people did realise it can be that deadly to try it actualy.
Most of the time it just 1shots HQ's, without even leaving min HP to escape..
"You can argue only with like-minded people"

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Re: Blitzkrieg Mod 5.0.0 Patch

Postby sgtToni95 » 29 Sep 2017, 07:56

Panzerblitz1 wrote:Bundles grenades would probably damage to death any trucks... no? when you see a single grenade can do to a jeep.


Yeah but then i guess the logic breaks when you see how many pak shots are needed to kill it. I guess the fact that it's a somehow necessary unit for CW gave it some "tactical/strategical" durability more than realistical.

Anyways i think this is not a major problem since trucks should not stay in nade range to anything. Just i thought 50 ammo to oneshot an HQ without planting time was really some huge damage, expecially considering that it can be used by units that can crawl to the enemy spawn point and use that right after the HQ comes in.

1) i know it's usually very close to the base and would be sacrifising a squad, but i think sacrifising a squad to delay an entire phase of your enemy, and "blocking" his production queue with one more truck, might be very rewarding

2) i know it's quite hard to sneak a crawling squad to the enemy base, but still sometimes spawn is not so close to the base, and the squad might make it safe

3) there's still the eventuality of truck falling back, and not trying to ram buildings and mg/mortar squads. This really makes it useless to try deploying it and relocating it more in the back, since it would be destroyed right after the mobilization.

It's a rare eventuality, but i saw you correcting "rare eventualities" due to abuses lately, and thought this might have been in that genre of tunings.

I know i'm brits biased and everything, just i'd found losing an HQ truck so easily so annoying and unfair to be honest. I'm just throwing here my opinion, probably nobody will care (unless Lionelus shows up :D ) and it'll just remain as it is, i'll be fine anyways ;)

nihonsean
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby nihonsean » 18 Oct 2017, 04:06

Curious about the logic behind moving rocket jeeps to infantry line. Leaves airborne line with 2 pack artillery pieces for bombardment. What exactly does airborne line get that equalizes this? Infantry get 105 shermans, Jumbo shermans, close combat squads, off map artillery, off map long tom artillery, em,placed 105's, 75's, pack howitzers and now rocket jeeps.

You might be tempted to point out that airborne gets air support which is nice, but gets shot down more often than not, making it too expensive for the level of unreliability. Also, when using against AI they always move out of bomb/strafing areas.

So yeah, what exactly is the thinking behind this?

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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Warhawks97 » 18 Oct 2017, 20:41

Its part of the doctrine specialization program. It was found arty is too widespread. For the same reason Luftwaffe has lost their nebelwerfer and RAF their arty cromwell.

However, i do agree at some degree that in this case the arty get clustered within a single doc.
There are two things i proposed to "even" it.

1. AB receives a bomber patrole that attacks buildings/emplacments like Luftwaffe. But atm no global ability slot is free. Option could be to move the 101st HQ squad to AB HQ instead being global ability.
2. How many CPs does the pack howitzer require to unlock? Wasnt it 4? could be lowered to 2 so that its available when its required. Additionally it could be added to the AB HQ as well as normal produced unit while the unlock is only required to make it air dropped.

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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Frost » 22 Oct 2017, 15:06

Warhawks97 wrote:Its part of the doctrine specialization program. It was found arty is too widespread. For the same reason Luftwaffe has lost their nebelwerfer and RAF their arty cromwell.

However, i do agree at some degree that in this case the arty get clustered within a single doc.
There are two things i proposed to "even" it.

1. AB receives a bomber patrole that attacks buildings/emplacments like Luftwaffe. But atm no global ability slot is free. Option could be to move the 101st HQ squad to AB HQ instead being global ability.
2. How many CPs does the pack howitzer require to unlock? Wasnt it 4? could be lowered to 2 so that its available when its required. Additionally it could be added to the AB HQ as well as normal produced unit while the unlock is only required to make it air dropped.



and luftwaffe gets abillty to call bomb for 210 ammo in addation to there patrol

then i would call that "even"
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orestis97
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby orestis97 » 24 Oct 2017, 09:25

when will bk mod be released on steam ?

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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Panzerblitz1 » 24 Oct 2017, 10:14

orestis97 wrote:when will bk mod be released on steam ?


When it will be ready.
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby orestis97 » 24 Oct 2017, 13:20

Panzerblitz1 wrote:
orestis97 wrote:when will bk mod be released on steam ?


When it will be ready.

when will it be ready ? dont you have a timespan?

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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Tiger1996 » 24 Oct 2017, 15:44

Steam release "hopefully" on this Christmas, basically at 2018 I think.

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Re: Blitzkrieg Mod 5.0.0 Patch

Postby mofetagalactica » 26 Oct 2017, 10:07

Panzerblitz1 wrote:
orestis97 wrote:when will bk mod be released on steam ?


When it will be ready.


¿There is going to be a few more changes beside the ones that has been seen and the bugs reported?

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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Michael_Z_Freeman » 26 Oct 2017, 21:01

Yay ! Thanks for the release ! Seems to be chucking away quite nicely. Only thing I noticed but have not played for a while. Is it normal to be able to put Heavy Artillery Barrage and other artillery into the fog of war ?

Sonki3
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Sonki3 » 29 Oct 2017, 17:18

Hey there. Epic 5.0.0

Still got a question. :O

When you choose WM and go with the Blitzkrieg Doctrine, their Sturm Armory now has a gaping hole, where the Pz IV C was. (I know it is now available in the "Krieg Barracks".)

My question is: Will this hole be filled or replaced with another unit? (Maybe a new, like Pz III M) (This tank would seem quite useful for Blitzkrieg)

Looking forward to your answer. :D

Thx

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MarKr
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby MarKr » 29 Oct 2017, 17:33

orestis97 wrote:when will it be ready ? dont you have a timespan?
We cannot tell because we don't know. There were some setbacks (my laptop died so I could not work on stuff), we try to cooperate with Relic on some stuff and we also have have job/school/other things in real life which need to be taken care of. So no, we don't have timespan and it simply will come when it is ready.

mofetagalactica wrote:¿There is going to be a few more changes beside the ones that has been seen and the bugs reported?
We're discussing some things so there is potential for implementing few more things, but we have not decided yet whether to go for them or not.

Michael_Z_Freeman wrote:Yay ! Thanks for the release ! Seems to be chucking away quite nicely. Only thing I noticed but have not played for a while. Is it normal to be able to put Heavy Artillery Barrage and other artillery into the fog of war ?
Not sure what you mean. On-map artyllery units can shoot to FoW. Offmap arty barrages cannot, if I'm not mistaken...

Sonki3 wrote:My question is: Will this hole be filled or replaced with another unit? (Maybe a new, like Pz III M) (This tank would seem quite useful for Blitzkrieg)
Thanks for the praise :D To answer your question: We are not planning to move more units to BK doctrine, so the hole won't be filled by another unit.
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Walderschmidt » 02 Nov 2017, 21:05

MarKr wrote:
orestis97 wrote:
Michael_Z_Freeman wrote:Yay ! Thanks for the release ! Seems to be chucking away quite nicely. Only thing I noticed but have not played for a while. Is it normal to be able to put Heavy Artillery Barrage and other artillery into the fog of war ?
Not sure what you mean. On-map artyllery units can shoot to FoW. Offmap arty barrages cannot, if I'm not mistaken...


Hey - airborne and I think RAF airstrikes can be called into FoW. Is this intentional and if not, will it possibly be changed?

Regardless, I can't wait until next release :)

Wald

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MarKr
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby MarKr » 02 Nov 2017, 21:57

Hey Wald. I just checked and the only airstrikes that can be sent into the FoW are the recons. Everything else needs vision. You can, however, send recon plane into FoW and then into the revealed area send attack plane. If the opponent is sending planes into area where he has no units and thus he cannot see then he probably has there camoed spotters.
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Mr. FeministDonut
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Mr. FeministDonut » 03 Nov 2017, 16:23

Hi, when hotfix of AT guns will be released?

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MarKr
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby MarKr » 03 Nov 2017, 16:55

The hotfix is in testing phase now to see if there are any issues. I don't want to promise anything because it does not depend only on me but I think that maybe Monday or Tuesday could work.
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Tiger1996 » 03 Nov 2017, 20:35

The power of Tiger ACE :D
[BUG]
https://www.youtube.com/watch?v=85S4MqeTeMY (unlisted video, not available for the public.. only those with the link can see it)

I think this is such a perfect timing for me to post this, no? :D

It always happens when the Sherman Jumbo is close to the Tiger ACE. (only Sherman Jumbo btw, other tanks are fine iirc)
=================================================
And just to recap...
I think all the serious bugs on version 5.0.0 are not much btw, if I get to list them.. then here is all of them:

- Armor doc arty barrage not working.
- Demo Storm squad retreating in crawl mode.
- invisible infantry when loaded to M3 US half-track.
- Visual bug with SturmPios missing feet.
- Low caliber and medium caliber AT guns aim time tweak.
- Def doc flak 88 emplacement arty barrage bug (Do I need to share the video for this bug again? Don't think so :P)

Good luck :lol: (I don't exactly know why i am laughing... Anyway!)

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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Mr. FeministDonut » 03 Nov 2017, 22:26

Tiger1996 wrote:The power of Tiger ACE :D
[BUG]
https://www.youtube.com/watch?v=85S4MqeTeMY (unlisted video, not available for the public.. only those with the link can see it)

It happens with other vehicles, that are close to each other. So it is just a engine limitation, I think.

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MarKr
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby MarKr » 03 Nov 2017, 23:02

I found the cause of this problem and fixed it but the cause I found was strictly a "Tiger Ace vs Jumbo" thing. What other vehicles does it happen with?
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Tiger1996 » 04 Nov 2017, 00:10

I honestly don't think that it happens with any other vehicles, though I am not exactly sure yet. However, maybe it happens with the 76 Jumbo as well... If anything, then I might suspect Churchills and Pershing ACE too! Either ways; I will see if I can test this issue further with Mr.FeministDonut or anybody else, maybe tomorrow or even any other time as soon as possible.. then I will report back.

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Re: Blitzkrieg Mod 5.0.0 Patch

Postby Mr. FeministDonut » 04 Nov 2017, 03:01

MarKr wrote:I found the cause of this problem and fixed it but the cause I found was strictly a "Tiger Ace vs Jumbo" thing. What other vehicles does it happen with?

Just drive close two any vehicles and if they would'nt shoot at each other, they will still can target other units out of this "unarmed" range.
I am not sure this is just Tiger vs Jumbo problem, but that definetely happened in a past with some too

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Re: Blitzkrieg Mod 5.0.0 Patch

Postby MarKr » 04 Nov 2017, 10:06

Yes, vehicles have minimal range and if you drive too close they start target other units. The video however shows that Jumbo drove close to Tiger Ace and Jumbo started taking continuous damage but nothing was shooting at Jumbo.
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Re: Blitzkrieg Mod 5.0.0 Patch

Postby mofetagalactica » 04 Nov 2017, 10:34

MarKr wrote:Yes, vehicles have minimal range and if you drive too close they start target other units. The video however shows that Jumbo drove close to Tiger Ace and Jumbo started taking continuous damage but nothing was shooting at Jumbo.


Why they have minimal range?


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