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Author Topic: Several Bugs  (Read 4622 times)
0 Members and 3 Guests are viewing this topic.
Ahnungsloser Offline
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Posts: 1447



« on: January 13, 2012, 03:21:56 pm »

Hey Guys,
i want you to tell several "bugs" i noticed in the game.

1) The notes in the description at the "Allied Warmachine" doesn't match with the real price of the repair kits.

2) Priority bug at the M10 Tank Destroyer: The M10 shot at a Clowncar instead in the ass of a Jagdpanther.

3) When i want to lay down a mine  and direct after this i give the engineers a movement order,  the mine counter decrements
even though i don't lay down a mine. So i lose effectivly one mine.
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9th Armoured Engineers
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #1 on: January 13, 2012, 03:25:33 pm »

1) the launcher prices have been balanced/rebalanced and probably aren't set in stone so the launcher hasn't been updated

2) Interesting, never knew that one.

3) Its just the way the games engines handles things, it works the same on fausts and stickies.
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Yes that's me, the special snowflake.
Ahnungsloser Offline
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« Reply #2 on: January 13, 2012, 04:06:13 pm »

3) Its just the way the games engines handles things, it works the same on fausts and stickies.

Good to know that other abbilities also effected by this!  Smiley
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aeroblade56 Offline
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Posts: 3871



« Reply #3 on: January 13, 2012, 04:26:38 pm »

actually it works with everything say if u have  grenade you do the motion to throw and then move right before the actual throw it uses a grenade. same with faust and any other expendable ai at item.
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You are welcome to your opinion.

You are also welcome to be wrong.
jackmccrack Offline
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Posts: 2484


« Reply #4 on: January 13, 2012, 04:36:25 pm »

3) for this, lay the mine and shift click the next order
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Let's talk about PIATs in a car.
Ahnungsloser Offline
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« Reply #5 on: January 14, 2012, 05:06:40 am »

3) for this, lay the mine and shift click the next order

And then i move and lose both of them.  Grin
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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #6 on: January 14, 2012, 05:10:22 am »

No you only lose 1, you can't lay 2 at once. You'd have to fuck up twice to lose both
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i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Ahnungsloser Offline
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« Reply #7 on: January 14, 2012, 05:16:13 am »

Sometimes my micro suck so badly, that it could be the true. Wink


Can anybody explain me a crazy Bug at the M10?

Sometimes i drive on the road with Fullspeed, then i give the M10 a movement order for example "go for right flank", instead of driving a few meter
right towards he suddenly stop, drive ~15 meter backwards, and then everything goes normal. In a other situation it turned arround and searched a crazy way to get to my marked spot. WTF! Huh
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hans Offline
EIR Veteran
Posts: 3497



« Reply #8 on: January 14, 2012, 05:17:40 am »

Sometimes my micro suck so badly, that it could be the true. Wink


Can anybody explain me a crazy Bug at the M10?

Sometimes i drive on the road with Fullspeed, then i give the M10 a movement order for example "go for right flank", instead of driving a few meter
right towards he suddenly stop, drive ~15 meter backwards, and then everything goes normal. In a other situation it turned arround and searched a crazy way to get to my marked spot. WTF! Huh

same happens with other tanks, too. i dont know why tbh
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Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
Ahnungsloser Offline
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« Reply #9 on: January 14, 2012, 05:20:24 am »

I only noticed it at only at the M10 until yet.
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Hicks58 Offline
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Posts: 5343



« Reply #10 on: January 14, 2012, 05:53:22 am »

I've had it happen with a few high speed units. If you want a tank to turn on a dime to make a sudden change in direction, stop it first.

Also, you can have any vehicle stop moving instantly if you give it a move order directly on it's position.

There's quite a few little quirks in the CoH engine. For example, as long as the object isn't "solid" (Has it's own health or qualifies as a shot blocker) you can shoot through it with force fire. Trees in particular can be fired through. Best example of these trees are the big clump of trees on the north side of Tanteville. If there are proper hedgerows built into the side or centre of the group of trees then you'll just hit the hedge.

Best used for tanks or ATG's trying to get a sly hit on another vehicle on the other side of the object.
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I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
Ahnungsloser Offline
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Posts: 1447



« Reply #11 on: January 14, 2012, 05:59:48 am »

Yeah, in one game on readball express (right side from the small town) there were several hedges. We were on the way to lose the game
because we had not much infantry left and our tanks we're countered by recrewed paks. Then we notice a bug that we can shoot to a lower
layer down, but the paks couldnt shoot to the higher flat of the map.  Grin

On one map my crocodile got killed by a 88 which shots through a hedge because it's canon was so large that it reached through it. Cry
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Hicks58 Offline
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Posts: 5343



« Reply #12 on: January 14, 2012, 06:05:08 am »

If a weapon rolls a hit, the round will hit the target regardless of anything else.

However, if the round does not roll a hit, then all conventional physics will apply. For example, Shermans will have a much easier time force firing over destroyed buildings than Cromwells, because the Sherman has a higher profile.
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Ahnungsloser Offline
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« Reply #13 on: January 14, 2012, 06:18:12 am »

And thats the reason why a PAK can shoot through the ground on a higher flat like on vCOH Point Du Hoc or other maps?
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