Bug Report for Commander patch
Posts: 220
I think this may have been happening for a few patches though.
Posts: 955
Commandos will still sometimes attack enemy infantry whilst on hold fire and camouflaged giving away their position.
I think this may have been happening for a few patches though.
I´ve heard that this is caused by reinforcing when they are on hold-fire
One has to either allow fire while reinforcing and then order hold fire, or just reinforce them with hold fire and then turn it off and on again
Shitty and annoying bug indeed… cost me a few potentially great raids and ambushes
Posts: 1484
IS cant build trenches
No skins for OKW Tiger
Posts: 731
And vehicle can cross through German bunker
Posts: 682
Posts: 3423 | Subs: 1
USF Fighting position didn't have sight
Just noticed this too. It will still fire of you have something else spot for it, it just no longer has it's own vision. Annoying
Posts: 3029 | Subs: 3
I´ve heard that this is caused by reinforcing when they are on hold-fire
One has to either allow fire while reinforcing and then order hold fire, or just reinforce them with hold fire and then turn it off and on again
Shitty and annoying bug indeed… cost me a few potentially great raids and ambushes
disable then enable hold fire again once they are fully reinforced and it wont happen again
Posts: 351
normal? when you are too closerange?
For me, it wasn’t just RE’s, it was any unit I put in the pit wouldn’t shoot out at any range. I also saw someone mention vision range being low on the pits, but for me, even with other friendly units near by, the units in the pit would not fire.
I tried this out with both upgraded and non upgraded pits and it didn’t seem to matter. Also would notice that after upgrading a fighting pit, the machine gun would not have a gunner model. When the gun would shoot, it would just float about on its own, seemingly manned by a poltergeist.
Posts: 4474
USF Fighting position didn't have sightall units can cross german bunker
And vehicle can cross through German bunker
Posts: 416 | Subs: 1
The 0cp Tiger abilities should be moved in-game and in the menu to match their new requirement
Posts: 607
Cover to cover smoke animation - after I select the ability the whole screen gets transparent green and when I drop smoke the animation of smoke appears and everything gets back to normal
This isn't a bug, that's the Area of Effect circle for the smoke -- it's huge because the green circle shows what area infantry are affected for the sprint effect.
It's the same circle that a smoke round for USF has, just enlarged.
Posts: 498
Stormtrooper panzerschreck still costs 75 muni, isn't it supposed to cost only 60? Also, once you get the schreck update, you gain the detect vehicles ability, which is on hotkey D, same as smoke grenades. Additionally, it gains priority, so when you try to smoke, you instead activate this ability, wasting munitions and probably ending up having to retreat.
Posts: 3053
Commandos will still sometimes attack enemy infantry whilst on hold fire and camouflaged giving away their position.
I think this may have been happening for a few patches though.
It's because you had a few models reinforcing with hold fire on. Those models that weren't in the squad yet will ignore the hold fire command, so you just have to make sure to put hold fire on after your commandos are back up to five men.
IDK if anyone has already brought this up but tiger ace seems to have a bug with prioritize vehicles where it will still attack infantry even with it on. Might be related to spearhead or whatever the ability it gets is (not blitz, I'm talking about the one that locks turret rotation to 90 degrees and stuff).
Sections seem to still not get very much vet from using WP nades compared to molotovs, volks' nades, and usf flamenades.
Posts: 498
IDK if anyone has already brought this up but tiger ace seems to have a bug with prioritize vehicles where it will still attack infantry even with it on. Might be related to spearhead or whatever the ability it gets is (not blitz, I'm talking about the one that locks turret rotation to 90 degrees and stuff).
I experienced the opposite of this where the Tiger ace wouldn't attack infantry targets automaticly with the main gun at all, regardless of priority setting.
Posts: 351
Posts: 1351
This isn't a bug, that's the Area of Effect circle for the smoke -- it's huge because the green circle shows what area infantry are affected for the sprint effect.
It's the same circle that a smoke round for USF has, just enlarged.
Ok. Thanks completely didn't realise
Posts: 2115 | Subs: 1
Posts: 220
as UKF with the new doctrine, the loss of a m5 halftrack triggered (only once so far) a voiceline according to which i lost a crocodile churchill
That happens with most British call-in units as well as the 17pdr. No idea why but it's been in the game for a while now
It's because you had a few models reinforcing with hold fire on. Those models that weren't in the squad yet will ignore the hold fire command, so you just have to make sure to put hold fire on after your commandos are back up to five men.
IDK if anyone has already brought this up but tiger ace seems to have a bug with prioritize vehicles where it will still attack infantry even with it on. Might be related to spearhead or whatever the ability it gets is (not blitz, I'm talking about the one that locks turret rotation to 90 degrees and stuff).
Sections seem to still not get very much vet from using WP nades compared to molotovs, volks' nades, and usf flamenades.
That makes sooooo much sense, I can't believe I never worked that out, cheers.
Also don't the phosphorous nades deal less damage? Also I don't think they're lethal like incendiaries which could be why (most WP isn't lethal), I don't know though, I've been using them as smoke grenades to throw gammon bombs anyway as none of the nades share cooldowns. The CQC tommies vet up so fast anyway as they basically turn everything in front of them into Pâté.
Posts: 45
Permanently BannedNot sure if anyone said this yet but the strafe on airborne guards has no hotkey and the hotkey for OKW tiger ace ability and artillery call in is the same (C)
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