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COMMANDER REVAMP LIVE - BUG REPORTING

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8 Feb 2019, 14:44 PM
#181
avatar of aerafield

Posts: 2977 | Subs: 3

Since this thread got bumped... I noticed today that Recovery Sappers have a reinforce cost of 28 whereas vanilla Sappers are 26. Not sure if it's a bug per se' or just a weird balance oversight since I can see no reason for the cost differential.


Intended I believe.

Correct me if Im wrong but I think they are just a better version of normal sappers as they can scavenge wrecks, get a sweeper for free and throw smoke grenades.
8 Feb 2019, 14:54 PM
#182
avatar of madin2

Posts: 203

Vipper is right.

The seperate cooldown is for the Sexton's own vet 1 ability.

The Valentine's coordinated fire ability does share a cooldown, but ignores the Sextons base range (160 now). Basically using this it can fire pretty much across the entire map.


That's not the case, creeping barrage and the normal barrage share the same cooldown. For me is this ability completely useless now as i have first to check if my sextons are ready to fire just to gain a bit more range that i in most cases with the buffed range don't need just to pay 35 mun.

8 Feb 2019, 15:04 PM
#183
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post8 Feb 2019, 14:54 PMmadin2


That's not the case, creeping barrage and the normal barrage share the same cooldown. For me is this ability completely useless now as i have first to check if my sextons are ready to fire just to gain a bit more range that i in most cases with the buffed range don't need just to pay 35 mun.


For you it might be completely useless, the difference though between 160 to 400 is not simply "a bit more".

The difference is humongous since it is x250% more and it cost only 35 mu.
8 Feb 2019, 15:14 PM
#184
avatar of madin2

Posts: 203

jump backJump back to quoted post8 Feb 2019, 15:04 PMVipper

For you it might be completely useless, the difference though between 160 to 400 is not simply "a bit more".

The difference is humongous since it is x250% more and it cost only 35 mu.


The thing is, with 160 range i can cover 70% of the map in 1v1 or 2v2, so it really doesn't matter if this ability gave ma a 250% bonus or a 1000% bonus or whatsoever.

I stop discuses here, for me its a clear bug and not worked as it was intended in the Original Commander Revamp patch.
Only a member of the Balance team can clarify this.
8 Feb 2019, 20:38 PM
#185
avatar of Sully

Posts: 390 | Subs: 2

The Valentine's coordinated fire ability ignored the Sexton's barrage cooldown during the revamp mod, I tested it quite a bit during that time.

The smoke shell ability is also still bugged, and randomly doesn't fire when told to.
8 Feb 2019, 21:17 PM
#186
avatar of madin2

Posts: 203

For the Valentine smoke bug, it seems it happen on certain spots on the Map.

To reproduce i found a spot on the map Vilshanka, see Image.
When you aim the smoke screen for this area and give a move command afterwards the ability got cancelled.



9 Feb 2019, 23:34 PM
#187
avatar of LoopDloop

Posts: 3053

2cp recon support paratroopers reeeeeeeeee.
16 Feb 2019, 06:24 AM
#188
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Noticed this today - Stormtroopers have hotkey overlap for Flame Nade and Tactical Advance (Both F).
17 Feb 2019, 05:01 AM
#189
avatar of LoopDloop

Posts: 3053

Noticed this today - Stormtroopers have hotkey overlap for Flame Nade and Tactical Advance (Both F).

Stormtroopers have had like 3 separate hotkey conflicts since they got revamped lol. I think the old flamenade hotkey conflicted with attack ground.
18 Feb 2019, 10:02 AM
#190
avatar of Unit G17

Posts: 498


Stormtroopers have had like 3 separate hotkey conflicts since they got revamped lol. I think the old flamenade hotkey conflicted with attack ground.


The most annoying one imo is the smoke nades conflicting with vehicle detection (both are still on D).
Also, isn't the schreck supposed to cost only 60 instead of 75?!?
17 Mar 2019, 21:52 PM
#191
avatar of madin2

Posts: 203

Valentine tank gets spotted through fow every 10 seconds doesn't matter againts okw or wh.
17 Mar 2019, 23:26 PM
#192
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

jump backJump back to quoted post17 Mar 2019, 21:52 PMmadin2
Valentine tank gets spotted through fow every 10 seconds doesn't matter againts okw or wh.


Replay pls
18 Mar 2019, 00:52 AM
#193
avatar of madin2

Posts: 203


Replay pls


I was spectating a live replay and was wondering how the pak did this long range shoot on 16:50 min mark.

Watch it from axis side with FoW on, its start at minute 15:50 and an obvious case is at 16:45 min



I have a second replay with the same Bug



18 Mar 2019, 12:13 PM
#194
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15

British medics ( from Vanguard Commander) arent auto healing.
18 Mar 2019, 16:03 PM
#195
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

jump backJump back to quoted post18 Mar 2019, 12:13 PMnigo
British medics ( from Vanguard Commander) arent auto healing.

that is very old and maybe intended?^^ the medic from the amublance has the same issue or not?
18 Mar 2019, 16:12 PM
#196
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15


that is very old and maybe intended?^^ the medic from the amublance has the same issue or not?


I dont think its intended, because theres an on/off button on auto heal.

But its an old issue. :(
18 Mar 2019, 16:22 PM
#197
avatar of nigo
Senior Editor Badge

Posts: 2237 | Subs: 15

Another one. There's no replay on that, but I will try reproduce later:

*Brits Advanced Emplacement Commander - the last ability (counter-arty) dont work properly. They stop work after 2 or 3 times used.
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