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Author Topic: Bugs to be fixed in 007E  (Read 18484 times)
0 Members and 4 Guests are viewing this topic.
bbsmith Offline
The Brain and Muscle
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Posts: 2778


« on: November 01, 2009, 06:41:51 pm »

Alright guys. We will be starting work on the next patch, list up all Bugs that haven't been addressed yet.
« Last Edit: November 01, 2009, 06:49:53 pm by bbsmith » Logged

Computer991 Offline
Donator
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Posts: 1219



« Reply #1 on: November 01, 2009, 06:43:17 pm »

Propaganda,does nothing.


BoBSMITH: It wont be in the game after the rework, no point in changing it anymore.
« Last Edit: November 01, 2009, 08:48:17 pm by bbsmith » Logged

TheYaxisOfEvil Offline
EIR Veteran
Posts: 71


« Reply #2 on: November 01, 2009, 06:48:26 pm »

I ran into a problem with dual rocket racks not working, but I think it may have been because I had purchased flank speed on this tank, and I remember that was removed from the calli, gonna test it next game

BoBSMITH: Those will also be removed after the rework.
« Last Edit: November 01, 2009, 08:47:58 pm by bbsmith » Logged

AKA donnieDark
shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #3 on: November 01, 2009, 06:52:19 pm »

AB ATGs stop working properly at vet 1. They do rapid fire but no damage and get one-shotted by everything.

BoBSMITH: Already noted.
« Last Edit: November 01, 2009, 08:47:35 pm by bbsmith » Logged

EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #4 on: November 01, 2009, 06:56:50 pm »

Also, dont be alarmed if I come in here and modify your post to strike out some of the comments - it means that Ive logged the bug, and / or its been fixed.

Cheers, Im hoping to fix a lot in this patch - and the other guys have heaps to add too afaik.
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Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
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Tymathee Offline
Donator
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Posts: 9741



« Reply #5 on: November 01, 2009, 07:26:15 pm »

My candian inf, i think it's been fixed/logged
howitzer vet 2 +25 range doesn't work properly because only the guns range is increased not the ability.
rca mortar teams dont seem to be affected by supercharge.
stag's can't get over vet 2 because of canister shot addition in rgd.

i can't think of anything but i think this has all been logged.

The canadian inf, howie and stags i can tell you exactly y they dont work.

BoBSMITH: Yes, all these have been already recorded, and will be fixed.
« Last Edit: November 01, 2009, 08:50:49 pm by bbsmith » Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #6 on: November 01, 2009, 07:30:48 pm »

Callies can buy flank speed on the launcher (they shouldn't, it was removed from the game in the last patch).

BoBSMITH: Noted. Thanks.
« Last Edit: November 01, 2009, 08:49:21 pm by bbsmith » Logged

If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #7 on: November 01, 2009, 08:34:07 pm »

KCH manning a support weapon retains their armor type, making them resistant to snipes. (A bug we should all love and appreciate, not hate on)

BoBSMITH: Working as intended. If you want to waste a KCH to man a MG you should be immune to snipes.
« Last Edit: November 01, 2009, 08:48:58 pm by bbsmith » Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
DuckOfDoom Offline
EIR Veteran
Posts: 318


« Reply #8 on: November 01, 2009, 08:36:29 pm »

Not sure if its a global bug, but some units have ugly purple rectangles instead of vet markers over US units. Can anyone tell me if thats a global problem or is it just me?

BoBSMITH: Ya Aky was going to fix that but hes been too busy with work to do anything recently. Don't worry it will be fixed.
« Last Edit: November 01, 2009, 08:49:49 pm by bbsmith » Logged
bbsmith Offline
The Brain and Muscle
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Posts: 2778


« Reply #9 on: November 01, 2009, 08:54:57 pm »

Keep them coming Smiley
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Tymathee Offline
Donator
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Posts: 9741



« Reply #10 on: November 01, 2009, 09:14:56 pm »

Not really a bug but brit atg's dont have the hold fire like the pak when cloaked and the now US atg.

Doc bug - Binoculars adds + .15 range instead of +15 range.

Supercharged rounds for priest doesn't affect the new airburst, still fires at short range (intended?)

and right, SE demo charges dont cloak.

BoBSMITH: Alright noted. Thanks.
« Last Edit: November 01, 2009, 09:18:31 pm by bbsmith » Logged
fallensoldier7 Offline
EIR Veteran
Posts: 667


« Reply #11 on: November 01, 2009, 09:18:26 pm »

I don't think commando demo charges cloak either (placed one on a bridge the other day and it didn't cloak at all).  This could either be a bug or the devs just didn't want cloakable demo charges that could be placed anywhere.

BoBSMITH: Noted Thanks
« Last Edit: November 01, 2009, 09:30:41 pm by bbsmith » Logged

panzerman Offline
EIR Veteran
Posts: 689


« Reply #12 on: November 01, 2009, 09:51:23 pm »

oh yer and pak crew when cloaked don't run when decrew...

kinda annoying because u can never vet them unless they survive a whole game or u choose to uncloak and retreat.

BoBSMITH: We are already looking into a solution for this.
« Last Edit: November 01, 2009, 11:19:08 pm by bbsmith » Logged
Tymathee Offline
Donator
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Posts: 9741



« Reply #13 on: November 01, 2009, 11:06:07 pm »

oh yer and pak crew when cloaked don't run when decrew...

kinda annoying because u can never vet them unless they survive a whole game or u choose to uncloak and retreat.

and are used as cheap (free) scouting units.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #14 on: November 01, 2009, 11:16:12 pm »

Not really a bug but brit atg's dont have the hold fire like the pak when cloaked and the now US atg.


Same with AB ATGs, no hold fire on them.

AB rifles lose fire up after 2 uses i think it is unless this was done on purpose.

There needs to be a timer on AB medic teams. There is a cool down, but if possible a timer that says "___ seconds" til it works again would be very helpful.

BoBSMITH: AB Medic timer Noted. AB rifles will be fixed. They are currently bugged where their abilities might stop showing up but they still have them. Use the hotkeys.
« Last Edit: November 01, 2009, 11:20:40 pm by bbsmith » Logged



Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
Mukip Offline
EIR Veteran
Posts: 450



« Reply #15 on: November 01, 2009, 11:24:01 pm »

Fallscirmjagers G43's don't have the hold fire option either I think, unlike their FG42's.

BoBSMITH: Thats strange, noted.
« Last Edit: November 01, 2009, 11:27:19 pm by bbsmith » Logged
Tymathee Offline
Donator
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Posts: 9741



« Reply #16 on: November 01, 2009, 11:51:43 pm »

ooh yea i forgot this. Sometimes when you purchase the Vet Sargent, it will count as an extra man on your pop, it doesn't do it everytime, it seems kinda random.

BoBSMITH: Its not the Vet Sergent causing that.
« Last Edit: November 01, 2009, 11:54:33 pm by bbsmith » Logged
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #17 on: November 02, 2009, 12:05:14 am »

It takes me 10 minutes to go to the toilet

BoBSMITH: Plunger works both ways.
« Last Edit: November 02, 2009, 12:09:54 am by bbsmith » Logged


Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
Nijo Offline
EIR Veteran
Posts: 625



« Reply #18 on: November 02, 2009, 01:42:45 am »

Its no possible to use the repair ability i buy for my US transporter... it's just not their.
Also no hotkey is working.

BoBSMITH: Alright thanks, Noted.
« Last Edit: November 02, 2009, 10:36:07 pm by bbsmith » Logged
RikiRude Offline
Donator
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Posts: 4376



« Reply #19 on: November 02, 2009, 02:36:09 am »

Not a bug, but if possible you guys could add a number next to off map kind of things. if your an AB player at an early level and you find it necessary to use both all 4 TP recon runs and spend your SP on more recon runs from your T1 ability you would have a total of 7 recon runs and well, it'd be hard to keep track of all of them.

so pretty much something that keep track of the uses you have for your off maps.
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