What Bug/QOL fixes would you like to see in patch?
Posts: 1890 | Subs: 1
So simple question - what bug fixes or quality of life improvements would you like to see addressed that already haven't been mentioned in the patch notes? Special mention to the fact that I know they are actively trying to find a fix to the panzerfaust bug where it sometimes derps out and hits the ground.
Personally, I'd like to see the Raketenwerfer bug fixed where it's prioritize vehicles doesn't work while it is garrisoned. It's pretty bad that the one "perk" to compensate it's squishy nature is completely negated by the fact that the crew goes rogue and fires at everything giving away its position.
Posts: 3145 | Subs: 2
Another would probably be team weapons having the ability to emplace themselves with a "dig in" ability that would just spawn a dedicated emplacement (from the Brits from the first game) around them OR sandbags or 3 or 4 sides, but I think that doesn't really count as a QOL change and I am sure many people won't agree with me about that but eh, just decided to throw it out there.
Posts: 609
Other than that, I'd love to see the Cromwell/Comet smoke shells fixed (though I believe Mr. Smith said its part of a bigger issue they can't touch), prio vehicles on AT squads (though once again we've got an engine issue when buildings get involved) and muck about with the Croc's hardpoints so it handles like it did in CoH1.
Posts: 2636 | Subs: 17
Personally, I'd like to see the Raketenwerfer bug fixed where it's prioritize vehicles doesn't work while it is garrisoned. It's pretty bad that the one "perk" to compensate it's squishy nature is completely negated by the fact that the crew goes rogue and fires at everything giving away its position.
I don't know how to fix Raketenwerfer prio vehicles in buildings. However, you can still force them to attack vehicles only regardless:
- Make sure prioritise vehicles was on when you entered the building
- Use force-facing (A + click)
With prio vehicles on and force-facing, the raketten will not attack non-vehicle targets
We're also a bit out of ideas about what to try for the panzerfaust bug
Posts: 1664
With prio vehicles on and force-facing, the raketten will not attack non-vehicle targets.
Wow! This is a great tip I never knew this. As for the Faust... if COH2 were actually competitive I would say swap it for the Soviet AT nade but the game isn't and the nostalgia for Panzerfaust is too strong.
Posts: 8154 | Subs: 2
The most important QOL change in the game that has unfortunately been overlooked or out of scope in the WBP is VP's and CP's no longer blocking pathing. When's the last time you drove a turretless medium or heavy tank anywhere near the center VP on Semoisky without having it spin in circles?
Posts: 1890 | Subs: 1
However, you can still force them to attack vehicles only regardless:
- Make sure prioritise vehicles was on when you entered the building
- Use force-facing (A + click)
Thanks for the tip! Bit odd that it only works with Force Facing but I'll take it over nothing.
+1 to Comet and Cromwell Smoke Shells being unresponsive and not firing all the time. That would be another good fix.
+1000 to Strategic Points no longer block vehicle pathing but I'm sure that's probably outside of the scope of the patch (but that addition would make it one of the best patches ever)
Posts: 2742
Vp and cp pathing changes.
And squad formation spread.
Followed by at satchel functionality.
Only caveat with passable territory points is that it precludes my own personal hope for units to someday be able to active use territory points. I'll take it though. I'll settle for a kludge over nothing any day.
Posts: 8154 | Subs: 2
And squad formation spread.
Followed by at satchel functionality.
Only caveat with passable territory points is that it precludes my own personal hope for units to someday be able to active use territory points. I'll take it though. I'll settle for a kludge over nothing any day.
For CoH3: dynamic player choiced squad formations. Or something as "simple" as a toggle between tight/spread formation. You want to put a 4 man squad behind green cover generated by a car? Tight. You only want 2 models covered? Spread. You don't want to be bothered? Automatic (as it's mostly now).
Posts: 2307 | Subs: 4
For CoH3: dynamic player choiced squad formations. Or something as "simple" as a toggle between tight/spread formation. You want to put a 4 man squad behind green cover generated by a car? Tight. You only want 2 models covered? Spread. You don't want to be bothered? Automatic (as it's mostly now).
Can just set it to holding ctrl while giving orders sets them in a more spread out formation. Ctrl + click on map ez.
Posts: 8154 | Subs: 2
Can just set it to holding ctrl while giving orders sets them in a more spread out formation. Ctrl + click on map ez.
Yeah, i don't care about the execution as much as implementing the concept (which in the current engine seems impossible from what IRC)
Posts: 2742
KEY. BINDING.
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Posts: 1664
Posts: 1890 | Subs: 1
Minimum range should be removed on all AT nades. A riflemen squad is more likely to get fully wiped while attempting to fire an AT nade than actually succeeding.
Think this is more of a balance issue per se - personally I don't mind it because it's currently a bit easier to AT infantry bazooka blob as USF than any other faction and at least the minimum range means that a blobber has to respect crushing a little. (Even then its usually suicide for the tank). I think its a fair trade off seeing as how USF gets snares for "free" with Vet.
Posts: 1664
Think this is more of a balance issue per se - personally I don't mind it because it's currently a bit easier to AT infantry bazooka blob as USF than any other faction and at least the minimum range means that a blobber has to respect crushing a little. (Even then its usually suicide for the tank). I think its a fair trade off seeing as how USF gets snares for "free" with Vet.
Requiring combat and vet 1 for each individual Riflemen squad to be able to use an unreliable and insanely slow aim-time snare compared to Sov, Osth, and OKW getting their snares universally doesn't feel fair to me. If USF had any sort of mine non-doctrinaly then I think the current Riflemen nades would be fine.
Posts: 609
-Greyhound doesn't have Prioritize Vehicle
-Support Paratroopers' vet 2 mentions passive heals, which doesn't actually work.
Posts: 1890 | Subs: 1
A pair of random ones I noticed today.
-Greyhound doesn't have Prioritize Vehicle
-Support Paratroopers' vet 2 mentions passive heals, which doesn't actually work.
Recon Company needs an overhaul in general really... only thing worth a damn is the I&R Pathfinder Arty and you don't really want to waste a commander pick on a one trick pony like that :/
Posts: 609
Recon Company needs an overhaul in general really... only thing worth a damn is the I&R Pathfinder Arty and you don't really want to waste a commander pick on a one trick pony like that :/
I know man, easily one of the worst comms in the game. Hopefully some of the more heavily underperforming comms will be allowed in the scope next patch cycle.
Speaking of underperforming commanders and bugs, the Mechanized M3. While I hate to kick this particular dog while its down, the M3 arrives at 2cp rather than the intended 3cp.
Posts: 1890 | Subs: 1
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