Nobody actually seeing his attached playercard apparently
Ok, so now I saw it. Now the reason for long waiting queue is obvious.
OP - If you are ranked 2 in AT there are probably around 10 teams in whole player base that can play on your level. Usually none of those ~30 ppl is online, sometimes a few from different teams. When a whole team is online and is searching at the same time as whole your team then it is a small miracle of coh.
If you have a mouse with high enough DPI you need nothing more than edge scrolling and mini/tactical map. The DPI is just high enough to have the mouse everywhere on the screen without any latency.
Maybe just make cooldown that is not counted when the vehicle has no crew? Going over cap is not a bug but the gun that reloads itself without the crew definitely is.
Btw overcapping is very risky as you deny your ability to reinforce the squads when you go into vehicles. It's qite easy to force us players to go into his tanks with artilery for example and then wipe all his 1 man vetted squads spawning falls near major...
The memory addressed by sound 4 is garbage - partially overwritten data from previous data stream or unallocated memory.
The sound processor goes and:
Play sf1fdf @ volume 10
Play df3t3d @ volume 15
Play 7fdg31 @ volume 10
Play gfddd @ volume 99 <-- romeo dies
Yep that sounds right. It explains why it can be reproduced on replays and it shows how badly coded the game is. That's exactly why in all voip and telephone standards voice volume is coded twice with checksum - to ensure it's always correct. It may be also foult of usage of pointer arithmetic: maybe some other method is writing over sound buffer changing the loudness.
Can you guys hear that a minute later the smoke granade does mortar explosion sound? It may lead to the buffer theory being true: the bad sound from the buffer is played.