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russian armor

Small list of bugs

11 Jan 2016, 18:47 PM
#1
avatar of luvnest
Strategist Badge
Patrion 39

Posts: 1094 | Subs: 20

Some of them might be in the infamous relic database already, but still here we go:

  • Radio intercept for Soviets not having any voice lines for OKW in general and other call ins units like Osttruppen,...
  • Tellermine is still bugged (triggers on vehicles without any effect on the target)
  • Building sandbags with cons where the sandbags are at least half a screen away from the squad will result in 1 squad member moving up to the sandbags while the other 5 stay behind.
  • Searchlight still tracks units that are outside of its arc
  • Shock troop smoke disappears if you move the camera away from it and back which results in an akward line of sight blocker
  • if a vehicle kills another one and drives into the fresh wreck it gets stuck there (or at least having serious pathing issues) for at least 5-10 seconds
  • you can see the the arc of fire of an mg that garrisoned an ambient building through the fog of war by selection the house
  • MGs, Flak HQ, etc fire outside of their ark of fire (this is super annoying)
  • T70 who got abandoned in recon mode won't be able to fire once it's recrewed
  • there's a bug on angoville where the house gets destroyed once you crush the front side of it with a vehicle (Link ~ 6:29:00)
  • Ost sniper has wrong "camouflage icon" on the unit's portrait. It shows a partisan instead of a german sniper
  • Bulding will flash red if you order a squad to garrison it if it's already occupied, giving you an easy way to find out if it's already garrisoned or not
  • If you right click on an house in the fog of war (if you want to go inside) you can see it flashing red if an enemy squad is already inside it.
  • squads sometimes use the door farther away to it to enter a building, which leads to unwanted behaviour where a squads walk around the building to get into a door
  • moving your USF vehicle and shift-order it to leave the vehicle doesn't work and result in immediate leaving of the vehicle
  • Teching to T3 with Ost, the announcer still says that "rocket artillery is ready"...which isn't.
  • British AT-nade doesnt cause engine damage properly


While we're at it, could be please revert the pathing changes? :)

The biggest Problem with the new pathing is that vehicles tend to drive up to the enemy with their back facing the enemy, even if you right click the ground and provide the direction how the vehicle should be faced. It could be fixed by making the vehicle turn around first (and not afterwards at its destination) and then drive forward.
11 Jan 2016, 18:52 PM
#2
avatar of BlackKorp

Posts: 974 | Subs: 2

Totally have to agree here, this pathing sucks hard. Also made a thread about it a few days ago :D
11 Jan 2016, 18:54 PM
#3
avatar of Thunderhun

Posts: 1617

Ost sniper has wrong "camouflage icon" on the unit's portrait. It shows a partisan instead of a german sniper.
11 Jan 2016, 18:57 PM
#4
avatar of BlackKorp

Posts: 974 | Subs: 2

Ost sniper has wrong "camouflage icon" on the unit's portrait. It shows a partisan instead of a german sniper.


looks like a #relic this is your last straw bug :(
11 Jan 2016, 18:57 PM
#5
avatar of luvnest
Strategist Badge
Patrion 39

Posts: 1094 | Subs: 20

Thanks Thunderhun. Gonna edit my post with the bugs you guys are adding.
11 Jan 2016, 19:08 PM
#6
avatar of BlackKorp

Posts: 974 | Subs: 2

for a while stuka will not take shift commands when you shoot a barrage, it just stops it and is going for it's next order :)

11 Jan 2016, 19:08 PM
#7
avatar of Thunderhun

Posts: 1617

Agree, really good idea making this thread Luv.

Let's keep this alive so we can report all sort of bugs in one thread.
11 Jan 2016, 19:11 PM
#8
avatar of Waspaloy

Posts: 86

The house bug is on faymonville approach.
11 Jan 2016, 19:16 PM
#9
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

I don't think the fixed the bug where if a house falls down while a unit is entering it the unit will lose all ui indicators.
11 Jan 2016, 19:17 PM
#10
avatar of __deleted__

Posts: 4314 | Subs: 7

Please add one bug with building that will turn building to red when you order your squad to move in and enemy squad is already there. Cheap and good maphack


Also mgs fire from building farther than they should
11 Jan 2016, 19:20 PM
#11
avatar of luvnest
Strategist Badge
Patrion 39

Posts: 1094 | Subs: 20

Please add one bug with building that will turn building to red when you order your squad to move in and enemy squad is already there. Cheap and good maphack


Also mgs fire from building farther than they should


1) added
2) already covered
11 Jan 2016, 19:20 PM
#12
avatar of __deleted__

Posts: 4314 | Subs: 7

Also if you kill bigger vehicle than your and vehicle bugs in there is none chance to escape from that trap only to destroy whreck
11 Jan 2016, 19:23 PM
#13
avatar of luvnest
Strategist Badge
Patrion 39

Posts: 1094 | Subs: 20

already covered

keep em coming boys :brad:
11 Jan 2016, 19:24 PM
#14
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Mortar Smoke bugging out all the time and not firing?

(Does anyone know what actually causes this - is it ordering the mortar to fire the barrage outside of its max range and/or if its not already set up?

I'd be happy if they kept the new vehicle pathing but just increased the max distance when a vehicle will default reverse by a bit. (I would almost always prefer my vehicles to reverse in most circumstances)
11 Jan 2016, 19:28 PM
#15
avatar of SwonVIP
Donator 11

Posts: 640

If you right click on an house in the fog of war (if you want to go inside) you can see it flashing red if an enemy squad is already inside it.
11 Jan 2016, 19:40 PM
#16
avatar of Thunderhun

Posts: 1617

Teching to T3 with Ost, the announcer still says that "rocket artillery is ready"...which isn't.
11 Jan 2016, 19:54 PM
#17
avatar of Calm Water

Posts: 34

I am not sure, mabe its not a bug but a feature. BUT british AT-nades doesnt kill the vehicle's engine.
11 Jan 2016, 19:58 PM
#18
avatar of luvnest
Strategist Badge
Patrion 39

Posts: 1094 | Subs: 20

^

added last 3
11 Jan 2016, 20:05 PM
#19
avatar of Imagelessbean

Posts: 1585 | Subs: 1

Mortar pit creeping smoke barrage does not receive range bonuses when pit reaches higher vet.

Grenades still frequently fail to throw from multiple units, sometimes player is charged munitions in spite of this.

Tulip rockets have minimum range which is not indicated on HUD.

Maxim and DSHK still drop to ground every time gunner killed on retreat, no other MG suffers this.

Werfer damage to garrison is incorrect, much too high.

Schwer HQ still shooting outside its indicated range.

JPIV cloak still outright broken (as far as I know, have seen no changes to unit).
11 Jan 2016, 20:09 PM
#20
avatar of Mr.Smith

Posts: 2636 | Subs: 17

I think it might be better that each of you go and great your own thread:
1) You won't have to wait for Luvnest to update his post
2) Relic will not have to check this post every 5 minutes to see if something was added

Think of poor Cuddletronic :(
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