I don´t know if they all were fixed but here are gamebreaking bugs.
- USF crew hopping bug - to save manpower and popcap
Not a bug, part of the "design" of USF. Artillery hopping (Priest undecrewable while reducing pop at the same time) could be fixed but for tanks...- Tank phasing - tanks can move throught tanks
- Ost incing shot bug (or feature)
Feature. You could just reduce accuracy values- Tank pathing, light vehicles have problem to turn around because of cover problems
Just remove goddamn capture points hitbox- OKW mines do not supress
WBP?- British bugged tank abilities
Soon™- Both OKW and USF halftracks are still moving like retarded unless you micro them like crazy
For OKW is mainly due to deploy. For USF is due to having the "rear" been the side on which it shoots.- MGs sometimes dissapear when crew die, mostly when shot by artillery fire. MG´s still have enaught health. There isn´t even HMG wreck afterwards.
- Ghostwiring still exists, you can wire kubel off for example, or ghost part of cover while sitting on the other
And this will keep occuring unless you go all in and make them units phase through. I'm fine with the current implementation of WBP- Motocross bug - light vehicles sometise do 360 degree drifts, losing speed and dying.
- Few vehicles can get stuck into own carcases (eg 444 - remaining 222 get stucked into dead 222)
Few? ALL VEHICLES can get stuck. Even mediums without heavy crush. Bane of trying to flank a tank and then you get stuck inside it after killing it. I feel that this has to do with phasing vehicles.- Reloading bug, HMG´s and oswinds aren´t able to reload while out of combat often resulting into 1 burst and then long reload, giving enemy option to flank HMQ or kill oswind
Design problem. Give them already manual reload- Deathloop
RNG, doesn't gunner now have lower priority? If the target is at max range and they can't reach the crew, then it's obvious that there is gonna be a "deathloop"- HMG´s overshotting their max range (range you can see when you click at hmg) while being in house
Visual bug. Range is been shown with the center been the garrison and not the window from which the HMG is shooting from.- Elevation bug - tanks often cannot shot on infantry that is on hill, ISU152 have biggest problem with this - makes it almost useless at langres .
Map design problem. Elevations = bad. Not something i expect it can be fixed either than adjusting the maps.- artillery "doubleshot" bug artillery pieces (mortars,light howies) can shot 2-3 rounds in very quick succesion because they fire normal round, barrage round and normal round, often resulting into squadwipe
You can shoot 2 quick rounds not 3 (i think). The 3rd one is part of the normal barrage. I think this could be fixed by forcing a reload but i don't think it's bad to be considered a bug- Firefly tulips are often missing kingtiger. No matter how I try, I always miss second tulip, even when kingtiger isn´t moving
Elevation?- Weapon stucking bug - you can stuck 2x lmg34 on obers or flamer and sweeper on royal engineers
One requires a macro (i think). The other comes from inneptitude. The 2nd one is "easily" fixeable- Royal engineers flamethrower incosistency
Ez fix- Capping flags still block tank pathing
Ez/Design- Light vehicles can push infantry out from cover, giving OKW clear advantage with kubel
Not a bug- Kingtiger being uncallable until you chose doctrine
"Overlooked" i guess.- There is still heavy snow around buildings on many maps
Mappers- you can still block units retreat path via ghosting
Just accept that certain amount of ghosting is gonna stay in the game- USF dissappearing nades
These are all bugs I can give you now, If I think a bit more maybe i will find more of them, but still you can see how many bugs are there. Bold ones are gamebreaking
NOTE: bug =/= exploit =/= balance