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Commander Revamp Patch - Bug List

7 Sep 2018, 17:59 PM
#1
avatar of miragefla
Developer Relic Badge

Posts: 1304 | Subs: 13

I thought I would put this out here so I know what needs to be fixed and what I have missed.

Feel free to also put other bugs/wrong text that are currently outstanding.

As of 1.3:

-Churchill Crocodile for Tactical Support not priced correctly.
-Cavalry Riflemen Suppressing Fire not properly slowing targets.

7 Sep 2018, 18:28 PM
#2
avatar of Olekman
Modmaker Badge

Posts: 208

As of 1.3:

- Assault Engineers call-in cost changed from 280 mp to 300 mp. (This wasn't mentioned in the preview changelog, so I assume it was an unintentional change.)

- Valentine's "Smoke Barrage" ability can be activated and targeted while Valentine is in Observation Mode, but smoke grenades will not fire until the tank switches back to Combat Mode.
(Recommended to either disable it completely during Observation Mode or allow it to fire smoke normally. Second option seems more quality-of-life, if it won't be too complicated to implement.)
7 Sep 2018, 18:44 PM
#3
avatar of Tiger Baron

Posts: 3145 | Subs: 2

Redraw and Refit insta withdraws Locked down Ambulance for the USF, it just vanishes in thin air instead of returning to the edge of the map.

M3 Halftrack from the USF Mech Company can't drop med bags anywhere else besides directly under it, which I think is a bug since I haven't encountered it before, the radius should be a bit bigger so the user doesn't need to move the entire unit in order to get to the med bags.
7 Sep 2018, 20:58 PM
#4
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

The shortcut key for placing the Scorched Earth trap is the same key used to reinforce. So ideally that needs to be changed.
8 Sep 2018, 04:22 AM
#5
avatar of LoopDloop

Posts: 3053

I think this is a longstanding issue and not very important but the hotkey for mines and munitions caches are the same (M) on assault engineers. Pretty useless bug but it bugs me lol.
8 Sep 2018, 09:58 AM
#6
avatar of Lago

Posts: 3260

Churchill Crocodile for Tactical Support not priced correctly.


Why does the Tac Support Croc have a separate commander ability to Special Operations and Vanguard? Wouldn't it be more simple just to use the same one rather than having to work with two?
8 Sep 2018, 13:06 PM
#7
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 36

Not direct from a commander but:
Syraw: Sturmpanther Hello, The M3 main gun down crit does not stop the 2 MGs from firing, is it possible to fix this with the commander patch please?
Today, 15:03 PM
https://www.coh2.org/replay/82597/m3bug
8 Sep 2018, 13:09 PM
#8
avatar of mondeogaming1

Posts: 464

the hot key to make wc51 truck is R like riflemen
8 Sep 2018, 13:32 PM
#9
avatar of Vipper

Posts: 13496 | Subs: 1

UKF
Command vehicle UI indicates that it will suffer a speed penalty when it does not.

FOP tank about traps and does not mention the upgrade to FRP
10 Sep 2018, 09:45 AM
#10
11 Sep 2018, 19:56 PM
#11
avatar of Kirrik

Posts: 573

Not strictly speaking a bug but an oversight: Assault Guards (Lend Lease) dont get buff Shock PPSh got since their PPSh despite having exact same damage profile are separate/got unique name with copy-pasted Shock PPSh stats
They should either get same buff for their PPSh or get actual shock PPSh's instead of copy-pasted clone with different name
13 Sep 2018, 17:53 PM
#12
avatar of Mongal

Posts: 102

This isnt a commander revamp bug but i thought id post it here.

The Ost mg42 bunker can self spot and can see even a greater distance than the mg can fire by quite away.

If you test it your see it can see a stupidly long distance i dont believe it is suppose to be like this.
18 Sep 2018, 20:31 PM
#13
avatar of Tiger Baron

Posts: 3145 | Subs: 2

The USF M2 Flamethrower that is used by the Assault Engineers, RE and UKF Sappers is still missing it's texture, looks like a ghost or something.

And also the Observation Post for the Tactical Support Regiment of the UKF cannot be cast twice, if you cast it on a building once you cannot make another, you can only upgrade FAs afterwards.
19 Sep 2018, 01:01 AM
#14
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Not sure if this is intentional, a bug, or oversight but Calvary Riflemen do not currently get Pineapple grenades after you get the upgrade
19 Sep 2018, 01:51 AM
#15
avatar of Antemurale
Senior Moderator Badge

Posts: 951

Not sure if this is intentional: Calvary Riflemen can upgrade to Thompsons outside of friendly territory.
19 Sep 2018, 02:44 AM
#16
avatar of Lurn Loroth

Posts: 1

Not sure if fixed since 1.3 but the scorched earth ability was being planted before the engineers were at the designated point
19 Sep 2018, 16:35 PM
#17
avatar of aerafield

Posts: 3032 | Subs: 3

Booby trap of the Urban defense doctrine is bugged I think. I can see the "placing the trap" notification above a territory point whenever the enemy used it, even in the fog of war.
19 Sep 2018, 21:00 PM
#18
avatar of aerafield

Posts: 3032 | Subs: 3

The MG of the concrete bunker is bugged, it instantly pins everything

The repair station upgrade is bugged as well. Only 1 pioneer will repair (and the other 2 will do nothing once the 1st pio started repairing). The pio is stuck in the repair animation as well after the repairs. You also cant attack the repair pioneers
19 Sep 2018, 21:04 PM
#19
avatar of Tiger Baron

Posts: 3145 | Subs: 2

221's FuG upgrade costs only 100 manpower, patchnotes say it should also be 10 fuel.
19 Sep 2018, 21:51 PM
#20
avatar of aerafield

Posts: 3032 | Subs: 3

Grenades dont start with cooldown if you spawn Stormtroopers
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