Large Red Count Down?
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It reminds of the old OKW HQ self destruct.
What happened?
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Self destruct on the pak 43 does it now too.
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Posts: 607
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Well that is one way, I have not really played much recently. But why the 'visible' timer? Why not just a hidden one.
Visible one to be more confusing about too simplistic and too obvious coh2 mechanics.
I don't think anyone but mods, knowing about it or not, wasn't confused for the first time.
Posts: 2885
In effect it only helps axis player against zis gun bug, cause he doesn't have to worry about zombie zis, but it doesn't help the player who uses the zis in any way as he still has to deal with being unable to move it around.
Posts: 2307 | Subs: 4
Sadly it fixes only part of the bug. I had a zis bug yesterday and it would not accept any reposition orders. When all models died, couse it couldn't be retreated to safety, it kept shooting for one more volley and then the timer showed up and the gun blew up when it finished.
In effect it only helps axis player against zis gun bug, cause he doesn't have to worry about zombie zis, but it doesn't help the player who uses the zis in any way as he still has to deal with being unable to move it around.
They nerfed my bugs
Posts: 879
Posts: 2885
They nerfed my bugs
That is the funny part
But apart from that, it also means that the fix cures what is an effect and not the root cause of a problem.
Posts: 607
Posts: 2307 | Subs: 4
That is the funny part
But apart from that, it also means that the fix cures what is an effect and not the root cause of a problem.
There are multiple problems with the zis gun, there isn't a way to fix them all easily.
My completely uneducated guess would be that it is related to the 6 man crew doing weird stuff.
I think it fixes the bug where it gets stuck uncrewed facing the wrong direction, so atleast the zis is mostly recoverable now.
Posts: 2885
There are multiple problems with the zis gun, there isn't a way to fix them all easily.
My completely uneducated guess would be that it is related to the 6 man crew doing weird stuff.
I think it fixes the bug where it gets stuck uncrewed facing the wrong direction, so atleast the zis is mostly recoverable now.
Well it is not "recoverable" because it blows up when there are no members to take the counter on them. Also, I know there is more than problem.
I am quite certain though that it is not plainly 6 men crew related issue, as other at guns have none of these problems when crewed with 6 men. Maybe it has something to do with original soviet crew.
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Well it is not "recoverable" because it blows up when there are no members to take the counter on them. Also, I know there is more than problem.
I am quite certain though that it is not plainly 6 men crew related issue, as other at guns have none of these problems when crewed with 6 men. Maybe it has something to do with original soviet crew.
>If this happens, a new Zis gun entity will spawn in the same location to replace the loss caused by the bug.
From the patchnotes. Try sending the replay to the modders then if it didn't work.
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Posts: 2885
>If this happens, a new Zis gun entity will spawn in the same location to replace the loss caused by the bug.
From the patchnotes. Try sending the replay to the modders then if it didn't work.
Thanks for pointing that out, I was close to deleting that replay. I made a thread in this subforum. Hope it helps track something down.
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