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russian armor

General bugs & issues collection

7 Feb 2020, 22:08 PM
#41
avatar of adamírcz

Posts: 955

Also USF vehicle crews have a retarded behaviour

Theyll often automatically run to repair other vhicles instead of their own wihout bein ordered to do so
8 Feb 2020, 03:45 AM
#42
avatar of LoopDloop

Posts: 3053

Can we finally add a nade callout to pfusies' grenade? It's been like 3 patches.
8 Feb 2020, 17:41 PM
#43
avatar of Svalbard

Posts: 33

Smoke barrage on mortars are not working. The mortar does nothing when ordered to smoke barrage.
16 Feb 2020, 01:08 AM
#44
avatar of Svalbard

Posts: 33

Units inside the 250 halftrack take damage from anti-tank snares.
16 Feb 2020, 01:15 AM
#45
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

Units inside the 250 halftrack take damage from anti-tank snares.


That's an inconsistency between snares, not the 250.

AT nades and US AT rifle nades have big AoE and AT nades also have "damage all in hold", if that's a factor.
25 Mar 2020, 21:43 PM
#46
avatar of RoastinGhost

Posts: 416 | Subs: 1

Extremely minor ones:
-The Universal Carrier's Suppressing Fire ability forces a reload for hardpoint 1 (bren) rather than hardpoint 2 (vickers)

-The M3A1 Scout Car's rear MG is better than the front one (less dps loss at long range), which is unintuitive to the extent that it seems unintended.

-Royal Engineer sten guns have very strange damage and rate of fire stats. Their dps isn't affected, necessarily.
25 Mar 2020, 22:01 PM
#47
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

Oh guess I'll repost this here. Units don't shout a warning when getting bombarbed by OKW's Tank Commander arty. Experienced this as UKF.

Also last time I checked the T4 cap/decap bonus didn't seem to work in Cheatcommands, could be on my end but my units capped at the same speed when I compared them to the AI's units.
25 Mar 2020, 23:40 PM
#48
avatar of Katitof

Posts: 17875 | Subs: 8

-The M3A1 Scout Car's rear MG is better than the front one (less dps loss at long range), which is unintuitive to the extent that it seems unintended.

That's being known since forever.
25 Mar 2020, 23:58 PM
#49
avatar of Widerstreit

Posts: 1392

Please fix the british grenade abilities for this patch!!! They doesn't get the range nerf if suppressed.

As I remember normal miles-bombs and commando-grenade arn't effected by suppression!
26 Mar 2020, 00:17 AM
#50
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

Attack ground of the 222 is set incorrectly. I think it's set to the mg which has shorter range and can't even attack ground, making the 222 move too close to the enemy before attack grounding.
26 Mar 2020, 10:11 AM
#51
avatar of Jadek

Posts: 80

can i add this bug into consideration ?

https://www.youtube.com/watch?v=ZgjTBhyJSsE&t=109s

Many got this issue and there is currently no solution.
26 Mar 2020, 22:48 PM
#52
avatar of Spielführer

Posts: 318

Raketenwerfer in buildings shooting on everything. Possible to let them focus vehicles primary?
26 Mar 2020, 23:38 PM
#53
avatar of Katitof

Posts: 17875 | Subs: 8

Raketenwerfer in buildings shooting on everything. Possible to let them focus vehicles primary?

That's normal, you don't have control over anything else but at what to shoot at from garrison.
27 Mar 2020, 00:36 AM
#54
avatar of Toyvendor

Posts: 40 | Subs: 1

zis gets stuck if it receives a move order while barraging.
27 Mar 2020, 07:52 AM
#55
avatar of Olekman
Modmaker Badge

Posts: 208

jump backJump back to quoted post26 Mar 2020, 23:38 PMKatitof

That's normal, you don't have control over anything else but at what to shoot at from garrison.


I'm quite certain it can be fixed with the modding tools available. In fact, I just tried fixing it myself and the toggle works fine in garrisons. Is there some unintended behaviour I don't know about or is it a "design choice" to have them fire at everything in garrisons?
27 Mar 2020, 08:58 AM
#56
avatar of JibberJabberJobber

Posts: 1614 | Subs: 3

Attack ground of the 222 is set incorrectly. I think it's set to the mg which has shorter range and can't even attack ground, making the 222 move too close to the enemy before attack grounding.


I want to add this is an important factor in light vehicle fights. The Allied LV can be mobile behind smoke and shotblockers and fluently use attack ground, while the 222 will be twitching around and exposing itself when attack grounding anywhere further than like 25 range.
27 Mar 2020, 16:30 PM
#57
avatar of Spielführer

Posts: 318

jump backJump back to quoted post27 Mar 2020, 07:52 AMOlekman


I'm quite certain it can be fixed with the modding tools available. In fact, I just tried fixing it myself and the toggle works fine in garrisons. Is there some unintended behaviour I don't know about or is it a "design choice" to have them fire at everything in garrisons?

Afaik even with toggle activated before entering the building it will also shoot on inf
27 Mar 2020, 17:18 PM
#58
avatar of Olekman
Modmaker Badge

Posts: 208


Afaik even with toggle activated before entering the building it will also shoot on inf


That's the current implementation. I was talking about my own, which works properly - the Raketen does not shoot at vehicles when garrisoned, but its crew will still shoot at enemy infantry in range. You can even switch between "Prioritize Vehicles" and "Free Fire" while inside.

It's not a complex fix, so I'm wondering whether there are some side effects unknown to me or whether it's a design decision.
27 Mar 2020, 17:32 PM
#59
avatar of Vipper

Posts: 13476 | Subs: 1

Can we change the stuka dive bomb description from 50kgr to 500kgr pls?
27 Mar 2020, 23:38 PM
#60
avatar of Sander93

Posts: 3166 | Subs: 6

jump backJump back to quoted post27 Mar 2020, 17:18 PMOlekman
That's the current implementation. I was talking about my own, which works properly - the Raketen does not shoot at vehicles when garrisoned, but its crew will still shoot at enemy infantry in range. You can even switch between "Prioritize Vehicles" and "Free Fire" while inside.

It's not a complex fix, so I'm wondering whether there are some side effects unknown to me or whether it's a design decision.


Would you mind PM'ing me your solution to this so that our modders can have a look at it?
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