Well, it's bad if you have veteran squads because the buff for Combined Arms is sometimes worse than the veterancy bonuses that the ability replaces!
That was (stealth)fixed some patches ago by MrSmith.
Combined Arms now correctly applies the ability bonuses on top of veterancy bonuses, which makes it an incredibly powerful ability.
Vetoes are hardcoded to be a certain percentage of available maps. The amount can not be changed. Introducing a ton of maps would mean forcing a lot of [bad or hated] maps down peoples' throats.
HI Sander,
appreciate your open words even if i disagree with this judgement. Would be nice if you you could comment the suggested changes to Festung Support / Mechanized and write which wehr doctrines should be reworked in your opinion.
THX in advance!
In regards to Festung Support, an FHQ might cause issues because of Ostheer's strong support weapons play. It'd make them extremely hard to dislodge. Also, FHQ as it is currently is quite bad for gameplay imo (OKW has nothing to kill buildings effectively) and I wouldn't want to spread that to more commanders (USF and UKF wouldn't have anything to kill buildings either). It could perhaps use a version of the "Forward Supply Station" (pictured below) that doesn't reinforce, but instead could cast abilities like the UKF Forward Observation Post.
And standardize the smoke plane to 2CP.
Mechanized, replacing one of the abilities with Emergency Repairs sounds good and thematic.
I would probably actually add a "Combined Arms"-like ability to emphasize the mechanized theme, and to avoid causing too much faction overlap by adding a Luchs.
It's quite hard to make something of these forgotten Ostheer commanders, especially because of the vast amount of thematic overlap because of Relic going overboard with the DLC. Festung Support and Defensive are basically similar, as are Mechanized and Mechanized Assault. There are basically 4(!) offensively themed commanders with Blitzkrieg, Lightning War, Storm and Spearhead. At this point, it might be best to consider to leave some of these commanders lying in the dust and focus on improving the ones that are thematically much more interesting, like Luftwafe and Mobile Defense.
Can you fix the campaign Tiger mission where the tank has heavy engine damage and moves like my grandma?
Campaign issues are very hard to deal with because Relic devs originally apparently randomly used singleplayer and multiplayer units, abilities and effects, rather than having them completely separated, which means that whenever we change things for multiplayer there's a chance it accidentally breaks something in the campaigns. The heavy engine damage bug was looked into, I believe it can be fixed by implementing scripts, but I'm not sure how far we got last time. It's definitely a known issue.
since there is a bit of a lull in the patchcycle while we wait for the big tournament to end, I thought this would be a good time to update the list of known bugs and issues, so that we can try to fix as many as possible next patch.
Please use this thread to report bugs, and I'll try to keep the OP updated as reports come in. Please have a look at the list in the OP before posting, to avoid the same issues getting reported repeatedly.
When reporting a bug, please be as elaborate as possible. Try to add (possible) circumstances under which the bug occurred so that it's easier for us to replicate the bug and figure out the cause. Adding screenshots/clips/replays is a great help.
(If a mod could make this a sticky, that'd be great)
Known bugs & issues as of 07/11/2019
OKW
- Panzerfusilier Model 24 grenade AOE accidentally wasn't changed. Needs to be changed to 1/2/3
- When Sturm Offizier's Forced Retreat is used on an HMG that is already trying to retreat (packing up), it retreats at 2x the retreat speed
- Falls in camo bug out when having to turn around (they turn in steps and camo applies/disapplies continuously)
- Obersoldaten IR STG44 "T-pose"
- Panzerfusiliers single Shreck re-upgrade still not working properly (only G43 upgrade is, unintentionally, available)
- OKW LefH 18 being recrewed "spawns" an Ostheer LefH 18 with only 3 levels of veterancy
USF
- M2HB has 0.5 (?) RA on retreat instead of 0.4
- Support Paratroopers in camo bug out when having to turn around (they turn in steps and camo applies/disapplies continuously)
- Combined Arms sometimes activates in situations it shouldn't. Apparently influenced by proximity of tanks to the center of the map (?) and the amount of tanks with crew near each other
-
SOV
- B4 target size needs to be changed to 20 like all other howitzers
- Maxim runs slightly faster on retreat than other HMGs?
- Issues with ML-20 not being able to fire after cooldown?
- Soviet tier structure deform:
- Conscripts merged with Airborne Guards do carry over the proper weapon, same for Assault Guards (no Thompsons)
- KV-1 Hull Down ability does not sink the tank, causing the sandbags to misalign
- KV-8 prioritize vehicles not working properly
-
UKF
- Commandos vet 3 retreat smoke makes them invulnerable to explosive weapons
- Brit trenches become like 1 target size when there’s a unit inside and ATGs/tanks can’t hit them properly
- Forward Assembly not showing up in FoW after having spotted it
- Churchill Crocodile flamethrower is hardpoint 1 and gun is hardpoint 2, causing the Puma Aimed Shot to not deal the turret traverse lock
- UKF Recovery Sappers lose their equipment once the model dies. Reinforced models do not spawn with equipment and new equipment can not be purchased.
- Some British abilities not working properly on Oka River Winter map [not sure which]
-
OST
- Tiger Ace Spearhead ability uses coaxial MG instead of hull MG to deal suppression
- Panzergrenadier smoke nade needs a standardized location for grid key users. (First row, third slot with Infantry Doctrine's combat package; Second row, first slot with Infantry Doctrine's combat package and Schrecks (IMO best location); Third row, second slot with the new Strategic Reserves commander)
- Sometimes LeFH does not turn and fire when ordered to with the Artillery Officer's Coordinated Artillery Barrage (reason unknown at this time, it worked in simple tests; replays appreciated)
- Incorrect icon used for Hull Down (uses KV-1) [on units?]
- 251 does not obey handbrake command
- GrW 34 Counter Barrage available while not set up, while unit in that state with ability activated will not commence firing
- Hotkey overlap issue with Puma and 222 in Ostheer T2
- Pioneer and Grenadier medkit ability is instantly re-usable despite being on cooldown (cooldown animation shows up but doesn't disable use) after use
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MISC
- Singleplayer campaigns: team weapons and vehicles (Tiger) with irreperable heavy engine damage
- Trenches available at 0CP in various (Axis) commanders despite being in 1CP or 2CP abilities
- Heavy tanks cooldown start upon destruction
- Wrong order of abilities for the following commanders: Shock Motor Heavy Tactics (SOV), Armored Assault Tactics (SOV), Soviet Industry Tactics (SOV, only in match), Elite Armor Doctrine (OKW), Mechanized Company (USF), Armor Company (USF)
- Ardennes Assault: Pathfinders are always unavailable even if you have lt tech; Lt. Cpt. And Major specialization don't work anymore.
KNOWN ISSUES THAT CAN'T BE FIXED
- ZiS frozen crew bug
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P.F.
AOE Radius 3 Distance near 0.75
Distance mid 1.5
Distance far 2.25
Damage near 80
Damage mid 60
Damage far 20
80 DMG distance 0.75
These are the old values. The grenade was buffedshould have been buffed to bring it in line with other grenades with the big changes to Panzerfusiliers in the New Commanders Patch.
Edit: looked it up in the AE, and unless I'm mistaken, it seems like accidentally it wasn't changed. I'll add that to the bugs list to be fixed next patch.
Those other TDS are used in the first place because they are effective at range vs heavy tanks or shut down mediums completely, roles which the JP4 is inefficient at. It needs to be more effective in this regard to find a niche.
How does it not shut down mediums completely with guaranteed pen on all ranges (Easy 8 and upgraded Shermans being the only exception, and the Comet if you'd count it as an average medium), 60 range, higher ROF than any Allied TD, high accuracy, 17 target size and 230 front armor?
It wipes the floor with medium tanks and TDs, especially with vet, and is decent against heavies due to high ROF. Scales incredibly well. It might not be the best unit for 1v1s, mainly because it's simply overshadowed by the Panzer IV and the Panther in that mode, but it's a fantastic unit in teamgames.
I guess it's time to quote Sanders, but i'm afraid we would already know the answer.
Relic does not want major changes to the game economy at this point (because the game is not designed for it, and messing with it could have far reaching consequences). Besides that, I think adjusting CP gain without adjusting resource income would probably make things worse. Delaying heavy tanks this way (which I personally do not think is necessary anyway) would come at the cost of also delaying all other units and abilities that are either absolutely fine or are already barely used at their current timing, most importantly elite infantry and vehicles like the Greyhound or Valentine.