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Bugreport- Commander Update June 2021

18 Jun 2021, 15:54 PM
#21
avatar of rumartinez89

Posts: 125

Not sure if this is a bug or was meant to be on purpose.

On the Bocage map, none of the building are able to be converted to a Forward Headquarters from Urban defense.
18 Jun 2021, 15:59 PM
#22
avatar of blvckdream

Posts: 2418 | Subs: 1

Cooldown UI is sometimes bugged on the LeFH, cooldowns look as if its to finish any second and interface states "0 seconds".
This hides the actual cooldown, happend once so far when using the Vet1 barrage, when previously the standard barrage was used.

Not sure on how to recreate

Edit: OKW LeFH, not sure about ost


This bug has been an issue for the ML20 for months now.
18 Jun 2021, 16:17 PM
#23
avatar of Rosbone
Senior Mapmaker Badge

Posts: 1404 | Subs: 2

Not sure if this is a bug or was meant to be on purpose.

On the Bocage map, none of the building are able to be converted to a Forward Headquarters from Urban defense.

This may be on purpose. Check the territory around the houses. The houses may not reside in any territory.

It is usually best to not design a map around a certain unit or commander. But it is the mappers discretion to do so, especially in a 1v1 situation to make it better for tournament play.
18 Jun 2021, 16:20 PM
#24
avatar of rumartinez89

Posts: 125

jump backJump back to quoted post18 Jun 2021, 16:17 PMRosbone

This may be on purpose. Check the territory around the houses. The houses may not reside in any territory.

It is usually best to not design a map around a certain unit or commander. But it is the mappers discretion to do so, especially in a 1v1 situation to make it better for tournament play.


Thanks, I wasn't sure since the houses by the gas didn't seem to be in any territory. Your reasoning makes sense, do you think it has a chance to be changed now that Forward headquarters is CP2.
18 Jun 2021, 21:52 PM
#25
avatar of frostbite

Posts: 577

Canceling barrages before a single shot is fired, or even before an animation starts will still trigger cooldown

Definitely happens on B4 and Zis, not sure about other things
canceling on katy creeping barrage will also get bugged and waste resources/cooldown
18 Jun 2021, 21:54 PM
#26
avatar of frostbite

Posts: 577

b4 precision tank shot has done 0 damage on perfect shots on ostwind. atm im 0/3 on doing damage with vehicle shot. literally 0 damage on perfect hits
19 Jun 2021, 02:07 AM
#27
avatar of frostbite

Posts: 577

when penals have a commander that has repair. the repair is X and satchel is X so using the hotkey dont work for satchels on tanks
19 Jun 2021, 03:13 AM
#28
avatar of frostbite

Posts: 577

not sure if this is supposed to be like this but conscripts when buying molotovs/atnade. then purchasing ptrs u will lose access to molotov and the atnade "upgrade" that is give to the conscript and be backed away from not throwing at a tank after it locked on already. but losing the molov makes u unable to deal with buildings and cover, thats to much capabilities lost upgrading to ptrs with nothing to replace those 2 upgrades
19 Jun 2021, 09:05 AM
#29
avatar of Vipper

Posts: 11978 | Subs: 1

not sure if this is supposed to be like this but conscripts when buying molotovs/atnade. then purchasing ptrs u will lose access to molotov and the atnade "upgrade" that is give to the conscript and be backed away from not throwing at a tank after it locked on already. but losing the molov makes u unable to deal with buildings and cover, thats to much capabilities lost upgrading to ptrs with nothing to replace those 2 upgrades

It is by design.

The PTRS upgrade provides AT conscripts with AT grenade barrage even if one has not unlock At grenades/molotov.
19 Jun 2021, 10:03 AM
#30
avatar of Lady Xenarra

Posts: 678

Had a strange game with Shadowlink and Loop yesterday where the map started flickering and things phased in and out (for at least the Soviet player anyway, showed up in the replay too). Might just be a one off.
19 Jun 2021, 12:16 PM
#31
avatar of redfox

Posts: 92

Occurred once, haven't reproduced it since:
Sov Airborne Guards (Terror Tactics Commander) upgraded with the double DPs (100 muni I think?) were able to be upgraded with yet another DP for 40 munitions on the button where usually the smg upgrade lies. That was super weird? It had the DP icon as well. It looked so intentional but I could not find anything about it in the patch notes and couldnt reproduce it in a bot game...

Edit:


Afaik Airborne guards get 3 DPs, you sure they didn't drop one in combat? The single DP upgrade appears in that case.


Thanks! I thought they get two, but that would explain this! I'll test this.

2nd Edit: Indeed, they get three, but the tooltip is wrong (says 2).
19 Jun 2021, 12:19 PM
#32
avatar of Unit G17

Posts: 493

jump backJump back to quoted post19 Jun 2021, 12:16 PMredfox
Occurred once, haven't reproduced it since:
Sov Airborne Guards (Terror Tactics Commander) upgraded with the double DPs (100 muni I think?) were able to be upgraded with yet another DP for 40 munitions on the button where usually the smg upgrade lies. That was super weird? It had the DP icon as well. It looked so intentional but I could not find anything about it in the patch notes and couldnt reproduce it in a bot game...


Afaik Airborne guards get 3 DPs, you sure they didn't drop one in combat? The single DP upgrade appears in that case.
Mon
19 Jun 2021, 16:49 PM
#33
avatar of Mon

Posts: 29

Some bugs i found :
- Should be 2 CP not 3 CP


- No description

- Tooltip bugs:



19 Jun 2021, 17:07 PM
#34
avatar of Vipper

Posts: 11978 | Subs: 1

jump backJump back to quoted post19 Jun 2021, 16:49 PMMon



nice work

UKF mortar pit has grey out WP barrage even without an appropriate commander but the description does not say what requirement are needed.
Mon
19 Jun 2021, 17:29 PM
#35
avatar of Mon

Posts: 29

jump backJump back to quoted post19 Jun 2021, 17:07 PMVipper

nice work

UKF mortar pit has grey out WP barrage even without an appropriate commander but the description does not say what requirement are needed.


tks u and that bug too :P
19 Jun 2021, 18:53 PM
#36
avatar of frostbite

Posts: 577

jump backJump back to quoted post19 Jun 2021, 09:05 AMVipper

It is by design.

The PTRS upgrade provides AT conscripts with AT grenade barrage even if one has not unlock At grenades/molotov.

wow thats so wierd if they want it like this. so allied players by molotovs to help ealry but then lose upgrades capability after they spend more muni for ptrs? dont make any sense why they lose resources to not have any use in future very odd. and the atnade barrage can be walked out of after u toggle the ability on a tank. thats not fair after u spend resources upgrading and get something thats not really effective vs a good player
19 Jun 2021, 19:00 PM
#37
avatar of Vipper

Posts: 11978 | Subs: 1


wow thats so wierd if they want it like this. so allied players by molotovs to help ealry but then lose upgrades capability after they spend more muni for ptrs? dont make any sense why they lose resources to not have any use in future very odd. and the atnade barrage can be walked out of after u toggle the ability on a tank. thats not fair after u spend resources upgrading and get something thats not really effective vs a good player


Patch notes:
Conscript Anti-Tank Package
PTRS Packages are being changed from a simple weapon upgrade to an item that changes the role of Conscripts into an anti-tank unit that can locate and ambush armour at the cost of anti-infantry and anti-garrison power.
....
Tank Detection

Replaces Molotov Cocktails
Costs 30 munitions
...
Camouflage
...
RPG-40 Anti-Tank Grenade Assault

Replaces RPG -43 Anti-Tank Grenade


So there is logic behind it.
19 Jun 2021, 23:15 PM
#38
avatar of Vipper

Posts: 11978 | Subs: 1

This is less of bug and more of another issues front line sector.

Early Warning
Early Warning's ability to light up all front-line sectors made it very efficient, particularly in large game modes with minimal input. The changes below will make Early Warning a choice of which area they want to target.

Cost from 50 to 35
Now a targeted ability that can only light up one frontline sector; can be used on hostile or friendly sectors

the requirement of front line sector seems to mess with the ability especially if one take enemy cutoff since the ability can not be used.

My suggestions would be:
Allow the ability to be use in any friendly sector front line or not.

If being able to use in other sector also then allow it pop flare in one random adjacent sector to the one it has been triggered.


Also Forward assembly can now fire smoke barrages that where not available before. (Ninja change)
20 Jun 2021, 02:32 AM
#39
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 3985 | Subs: 3

Had a strange game with Shadowlink and Loop yesterday where the map started flickering and things phased in and out (for at least the Soviet player anyway, showed up in the replay too). Might just be a one off.


heh that was you? Wasn't happening to me but both my teammates were complaining about it.
20 Jun 2021, 02:42 AM
#40
avatar of EffenNewbie

Posts: 1856


wow thats so wierd if they want it like this. so allied players by molotovs to help ealry but then lose upgrades capability after they spend more muni for ptrs? dont make any sense why they lose resources to not have any use in future very odd. and the atnade barrage can be walked out of after u toggle the ability on a tank. thats not fair after u spend resources upgrading and get something thats not really effective vs a good player


This isn't a change and isn't a bug. It's been like this for years. PTRS cons haven't really been good against good players in years (since they eliminated the bug that caused them to wipe team weapons). They're like every other AT infantry.
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