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0.7.1 Unit bugs
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Topic: 0.7.1 Unit bugs (Read 4129 times)
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EIRRMod
Administrator / Lead Developer
Posts: 11009
0.7.1 Unit bugs
«
on:
December 21, 2009, 08:53:09 pm »
Post the doctrine, and the aberrant unit here please.
Logged
Quote from: brn4meplz
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
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
chefarzt
EIR Veteran
Posts: 1906
Re: 0.7.1 Unit bugs
«
Reply #1 on:
December 21, 2009, 08:55:30 pm »
Yay airdropped atgs for terror.
[Fixed]
«
Last Edit: December 21, 2009, 09:03:53 pm by EIRRMod
»
Logged
Quote from: tank130 on April 22, 2014, 06:20:09 pm
This community is full of a bunch of mindless idiots with memories like two year olds.
https://www.etsy.com/de/shop/ShitGlitter?ref=l2-shop-header-avatar
I'm not sure what you're so defensive about Tank.
he makes shab look like a princess giving food to the poor.
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: 0.7.1 Unit bugs
«
Reply #2 on:
December 21, 2009, 08:59:03 pm »
Quote from: chefarzt on December 21, 2009, 08:55:30 pm
Yay airdropped atgs for terror.
Nice
Keep em coming - dont add them to your company - it will lock it out when I fix em.
Logged
Mgallun74
EIR Veteran
Posts: 1478
Re: 0.7.1 Unit bugs
«
Reply #3 on:
December 22, 2009, 12:01:16 am »
Allies have no ART
Logged
AmPM
Community Mapper
Posts: 7978
Re: 0.7.1 Unit bugs
«
Reply #4 on:
December 22, 2009, 12:39:20 am »
lol, at least you aren't brits, I am relying on the mighty 2"Mortar
Logged
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mgallun75
EIR Veteran
Posts: 70
Re: 0.7.1 Unit bugs
«
Reply #5 on:
December 22, 2009, 12:52:08 am »
Quote from: AmPM on December 22, 2009, 12:39:20 am
lol, at least you aren't brits, I am relying on the mighty 2"Mortar
well, they have FOO..
Logged
bbsmith
The Brain and Muscle
Posts: 2778
Re: 0.7.1 Unit bugs
«
Reply #6 on:
December 22, 2009, 01:11:44 am »
That's not the point of this thread guys.
Logged
Quote from: aloha622 on March 28, 2010, 07:11:18 pm
prove it and you'll win
Quote from: bbsmith on March 28, 2010, 07:21:29 pm
I win.
Quote from: aloha622 on March 28, 2010, 07:30:53 pm
k u win.
Tymathee
Donator
Posts: 9741
Re: 0.7.1 Unit bugs
«
Reply #7 on:
December 22, 2009, 11:44:47 am »
No triage center for Infantry?
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"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.
SittingDuckbe
EIR Regular
Posts: 22
Re: 0.7.1 Unit bugs
«
Reply #8 on:
December 22, 2009, 12:06:41 pm »
yes there is, but its a doctrine ability when you are USA infantry, it's called "expert engineers"
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: 0.7.1 Unit bugs
«
Reply #9 on:
December 22, 2009, 12:41:27 pm »
I think that does indeed qualify as a bug, bob. Axis got access to both stukas and hotchkiss stukas, not to mention the nebelwerfer, while the allies don't even get a 25 pdr, let alone a 105.
I mean, the walking stuka is an unlock, just like the 105, why not unlock them both?
Logged
Tymathee
Donator
Posts: 9741
Re: 0.7.1 Unit bugs
«
Reply #10 on:
December 22, 2009, 01:35:53 pm »
Quote from: Mysthalin on December 22, 2009, 12:41:27 pm
I think that does indeed qualify as a bug, bob. Axis got access to both stukas and hotchkiss stukas, not to mention the nebelwerfer, while the allies don't even get a 25 pdr, let alone a 105.
I mean, the walking stuka is an unlock, just like the 105, why not unlock them both?
great point. One of the allies biggest things is artillery and they're pretty crappy without it. Stuka and nebel need to be a doc unlock if the 25 and 105 are cuz they're just as important to each side
Logged
bbsmith
The Brain and Muscle
Posts: 2778
Re: 0.7.1 Unit bugs
«
Reply #11 on:
December 22, 2009, 01:36:23 pm »
The point of this thread was to figure out with doctrines had unintended units, such as terror having Airborne AT guns. The unit unlocks will be the first things we implement.
Logged
Falcon333
EIR Veteran
Posts: 1125
Re: 0.7.1 Unit bugs
«
Reply #12 on:
December 22, 2009, 01:50:08 pm »
Why does the nebel need to be a doctrine unlock? It never has been before...
Logged
"Chance favors the prepared mind"
kwiatekkek
okultysta, mistyk, szachista i alpinista.
Posts: 702
Re: 0.7.1 Unit bugs
«
Reply #13 on:
December 22, 2009, 04:22:52 pm »
Wehr sniper can not target suppressed or pined inf.
Logged
Quote from: Smokaz on November 22, 2011, 04:36:05 am
"L2P" is like a Auswitcz tattoo on your arm, a mark of the survivor.
Quote from: EIRRMod on October 17, 2011, 05:40:08 pm
*cough* Team Lead is Allied bias, just FYI
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: 0.7.1 Unit bugs
«
Reply #14 on:
December 22, 2009, 04:25:27 pm »
Quote from: Tymathee on December 22, 2009, 01:35:53 pm
Quote from: Mysthalin on December 22, 2009, 12:41:27 pm
I think that does indeed qualify as a bug, bob. Axis got access to both stukas and hotchkiss stukas, not to mention the nebelwerfer, while the allies don't even get a 25 pdr, let alone a 105.
I mean, the walking stuka is an unlock, just like the 105, why not unlock them both?
great point. One of the allies biggest things is artillery and they're pretty crappy without it. Stuka and nebel need to be a doc unlock if the 25 and 105 are cuz they're just as important to each side
25 and 105 are both unlocked.
Logged
Falcon333
EIR Veteran
Posts: 1125
Re: 0.7.1 Unit bugs
«
Reply #15 on:
December 22, 2009, 05:32:53 pm »
Quote from: kwiatekkek on December 22, 2009, 04:22:52 pm
Wehr sniper can not target suppressed or pined inf.
I think I could in the game I just had.
Logged
Blitzen
EIR Veteran
Posts: 312
Re: 0.7.1 Unit bugs
«
Reply #16 on:
December 22, 2009, 05:35:30 pm »
not sure how long this has been around, but Light anti tank half track only repairs like 50% of its hp. Driving me nuts with three of em....
Logged
Quote from: Two on December 18, 2009, 03:02:20 pm
Bullshit, only fags and girls dont like star wars
CrazyWR
EIR Veteran
Posts: 3616
Re: 0.7.1 Unit bugs
«
Reply #17 on:
December 22, 2009, 06:49:53 pm »
Yea, several light vehicles have that problem...
Logged
Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: 0.7.1 Unit bugs
«
Reply #18 on:
December 22, 2009, 07:10:15 pm »
Quote from: CrazyWR on December 22, 2009, 06:49:53 pm
Yea, several light vehicles have that problem...
I might just boost their heal in a later patch.
Logged
CrazyWR
EIR Veteran
Posts: 3616
Re: 0.7.1 Unit bugs
«
Reply #19 on:
December 23, 2009, 04:31:42 pm »
Kangaroo repair is on a cooldown lol...
Logged
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