General bugs & issues collection
![avatar of Cafo](/uploads/avatar/18296.jpg?updated=1487331558)
Posts: 245
![avatar of Katitof](/images/avatars/partisan_at.png?updated=1414778183)
Posts: 17914 | Subs: 8
steppes map still ignores being vetoed
Veto doesn't guarantee removal of the map from your poll, it just makes it lowest priority by far.
If you have 4 players and 4 maps and each player has a different map on veto, the game needs to happen on one of these maps.
![avatar of Cafo](/uploads/avatar/18296.jpg?updated=1487331558)
Posts: 245
Veto doesn't guarantee removal of the map from your poll, it just makes it lowest priority by far.
If you have 4 players and 4 maps and each player has a different map on veto, the game needs to happen on one of these maps.
Oh I never knew that. Guess i just got very lucky/unlucky over the years lol.
![avatar of Sander93](/images/no_av.png)
Posts: 3166 | Subs: 6
Ostheer smoke drop planes require 4 CP, meanwhile the OKW ones only need 2 CP
More of a balance issue, Smartie mentioned it before and I have already added it to the list of balance ideas for a future patch.
![avatar of aerafield](/images/avatars/april14_08.png?updated=1398148410)
Posts: 3041 | Subs: 3
Veto doesn't guarantee removal of the map from your poll, it just makes it lowest priority by far.
If you have 4 players and 4 maps and each player has a different map on veto, the game needs to happen on one of these maps.
in this case it's 100% a bug tho. Everyone constantly gets the map now all out of a sudden even if you have it vetoed.. which never happened before
![avatar of SneakEye](/uploads/avatar/20401.jpg?updated=1467362299)
![Senior Modmaker Badge](/images/badges/badge_SENIOR_MODMAKER.png)
Posts: 817 | Subs: 5
in this case it's 100% a bug tho. Everyone constantly gets the map now all out of a sudden even if you have it vetoed.. which never happened before
Quote from the shoutbox:
Sturmpanther: then it works normally
Last Sunday, 01:26 AM
Sturmpanther: so always refresh your vetos for steppe unveto and veto it
Last Sunday, 01:26 AM
Sturmpanther: I think only steppe is bugged
Last Sunday, 01:26 AM
Rosbone: Sounds like the list is not in sync with the actual maps. Like it pics 10 as steppes but now 10 is City 17.
![avatar of Sander93](/images/no_av.png)
Posts: 3166 | Subs: 6
Thanks for all the reports. I've added everything that's clear to the OP.
![avatar of Hannibal](/images/no_av.png)
![Senior Moderator Badge](/images/badges/badge_SENIOR_MODERATOR.png)
Posts: 3114 | Subs: 2
A rare issue though, other stuff is way more important.
![avatar of Doomlord52](/uploads/avatar/5842.jpg?updated=1371338455)
Posts: 960
OST GrW 34's (mortar) 'Counter Barrage' is really strange.
Counter-barrage's "Requires: Barrage off Cooldown" doesn't seem to actually be tied to barrage being on or off cooldown. Simply order a barrage (fire a round or two), then hit stop. After a while the barrage will be off cooldown, but counter-barrage will still be unavailable. In some cases, you'll need to wait an additional ~12 seconds for counter barrage to become available AFTER barrage is off cooldown. From what I can tell, it seems to be assuming a full barrage is fired (i.e. no cancelling) every time barrage is used, as counter-barrage becomes available almost exactly when the last round of a barrage is fired.
![avatar of Osinyagov](/uploads/avatar/18206.png?updated=1660237242)
![Senior Modmaker Badge](/images/badges/badge_SENIOR_MODMAKER.png)
Posts: 1389 | Subs: 1
Thanks for all the reports. I've added everything that's clear to the OP.
Is there any brackets for reports? I can‘t figure out, why issue with bugged soviet tech buildings on the list, and bugged sergant model is not?
At the same time, why non-responding lefh on coordinated fire ability is a bug, and non-responding western arty on same ability is not (when captured soviet weapons do responding to this ability)?
I can see why you did not include UI issues (despite all of them were around gamefiles fixes), but these two definetly should be reviewed. Same goes for some QoL issues, like spotting scopes issue.
![avatar of JibberJabberJobber](/uploads/avatar/15177.png?updated=1580357160)
Posts: 1614 | Subs: 3
- The proximity of the tank(s) to the center of the map.
- The amount of tanks with crew near each other.
![avatar of Elpern](/uploads/avatar/23109.png?updated=1628211163)
Posts: 84
![avatar of SneakEye](/uploads/avatar/20401.jpg?updated=1467362299)
![Senior Modmaker Badge](/images/badges/badge_SENIOR_MODMAKER.png)
Posts: 817 | Subs: 5
![avatar of RoastinGhost](/uploads/avatar/27661.png?updated=1589185193)
Posts: 416 | Subs: 1
It looks like it was given to the wrong squad (the confusingly-named "assault_engineer_5_man_mp")
![avatar of WAAAGH2000](/images/no_av.png)
Posts: 732
![avatar of RoastinGhost](/uploads/avatar/27661.png?updated=1589185193)
Posts: 416 | Subs: 1
In soviet_repair_ability_mp, the received accuracy and damage multipliers need a requirement action to remove them at vet 3. A working version of this can be seen in west_german_repair_ability_mp.
Assault Engineers also use the "soviet" ability, so they will have to use a cloned version of it if this is fixed.
Changing this will probably have a balance impact; fix with caution.
![avatar of Svalbard](/uploads/avatar/82463.jpg?updated=1584112511)
Posts: 33
![avatar of Svalbard](/uploads/avatar/82463.jpg?updated=1584112511)
Posts: 33
![avatar of adamírcz](/images/avatars/conscript.png?updated=1394378846)
Posts: 957
Thats an attempt to set up a formation, but it would be better to postpone this until after they´ve moved a few meters
![avatar of WAAAGH2000](/images/no_av.png)
Posts: 732
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