General bugs & issues collection
![avatar of adamírcz](/images/avatars/conscript.png?updated=1394378846)
Posts: 955
Theyll often automatically run to repair other vhicles instead of their own wihout bein ordered to do so
![avatar of LoopDloop](/images/avatars/m20.png?updated=1414778115)
Posts: 3053
![avatar of Svalbard](/uploads/avatar/82463.jpg?updated=1584112511)
Posts: 33
![avatar of Svalbard](/uploads/avatar/82463.jpg?updated=1584112511)
Posts: 33
![avatar of JibberJabberJobber](/uploads/avatar/15177.png?updated=1580357160)
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.
![avatar of RoastinGhost](/uploads/avatar/27661.png?updated=1589185193)
Posts: 416 | Subs: 1
-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.
![avatar of JibberJabberJobber](/uploads/avatar/15177.png?updated=1580357160)
Posts: 1614 | Subs: 3
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.
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17896 | 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.
![avatar of Widerstreit](/uploads/avatar/20240.jpg?updated=1555319078)
Posts: 1392
As I remember normal miles-bombs and commando-grenade arn't effected by suppression!
![avatar of JibberJabberJobber](/uploads/avatar/15177.png?updated=1580357160)
Posts: 1614 | Subs: 3
![avatar of Jadek](/uploads/avatar/14572.jpg?updated=1445336290)
Posts: 80
https://www.youtube.com/watch?v=ZgjTBhyJSsE&t=109s
Many got this issue and there is currently no solution.
![avatar of Spielführer](/uploads/avatar/10798.png?updated=1658780050)
Posts: 319
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17896 | 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.
![avatar of Toyvendor](/images/avatars/kubel.png?updated=1414778348)
Posts: 40 | Subs: 1
![avatar of Olekman](/uploads/avatar/13453.png?updated=1611589379)
![Modmaker Badge](/images/badges/badge_MODMAKER.png)
Posts: 208
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?
![avatar of JibberJabberJobber](/uploads/avatar/15177.png?updated=1580357160)
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.
![avatar of Spielführer](/uploads/avatar/10798.png?updated=1658780050)
Posts: 319
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
![avatar of Olekman](/uploads/avatar/13453.png?updated=1611589379)
![Modmaker Badge](/images/badges/badge_MODMAKER.png)
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.
![avatar of Vipper](/images/no_av.png)
Posts: 13477 | Subs: 1
![avatar of Sander93](/images/no_av.png)
Posts: 3166 | Subs: 6
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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