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Author Topic: R028 bug and query  (Read 10884 times)
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Tachibana Offline
NotADev
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Posts: 1270


« on: December 12, 2016, 01:57:58 pm »

Bugs:
Fallschirmjager Panzerfaust and grenade ability currently not functioning. (Fixed and slated for next patch)


Queries:
Blitz joint ops +1 nade: Only effects grenadier grenades, not bundles
Point support Stuka: It is a direct fire barrage similar to the nebel angle. Reduced range and -25% damage.
Thundercloud Avre smoke: 40 range sherman smoke cloud with a 60s cooldown.


« Last Edit: December 12, 2016, 02:00:53 pm by Tachibana » Logged

It's like saying "i can understand his concerns that fire breathing dragons live in far away lands"
americans dont dodge wars.
Quote from: Trapfabricator
Literally, The only thing less likely than this is zombie hitler becoming prime minister of israel
Tachibana Offline
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Posts: 1270


« Reply #1 on: December 14, 2016, 01:02:25 am »

Wm armor doctrine Ostwind currently causes bugsplat upon death IF YOU HAVE RELOADING TECHNIQUES ON IT.
« Last Edit: December 14, 2016, 08:39:42 pm by Tachibana » Logged
Tachibana Offline
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Posts: 1270


« Reply #2 on: December 16, 2016, 01:00:56 pm »

To note above, If you see anyone using said exploit, feel free to post a replay of it. We'll wipe the company shorty after.
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Tachibana Offline
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Posts: 1270


« Reply #3 on: December 28, 2016, 02:33:30 pm »

Queries:

1.) Panzerwaffe Bergetiger spare parts:
-You spend 200 munitions to buy the upgrade.
-To activate the upgrade ingame, click the upgrade icon(above the toggle offmap retreat icon)
-You will get 200 munitions added to your resource pool and your repair timers will be reduced by 50%
-Berge has two repair abilities, a Free repair on a base long cooldown and a short cooldown repair ability that uses ingame munitions.
-The 200 munitions provided by the upgrade can be used for other things in the panzerwaffer doctrine (such as laying mines). They are not tied solely to the bergetiger repair.

2.) Panzerwaffe rudimentary repairs and scavenging experts.
- Rudimentary repairs gives panzergrenadiers the following abilities: Salvage, a 100hp repair ability
- Rudimentary repairs gives kettens the following abilities: Salvage
- Scavenging experts gives Kettens and PGrens the follwing: Ability to lay mines ingame with munitions(30ea). Requires rudimentary repairs also be purchased.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #4 on: December 30, 2016, 08:54:37 pm »

FOO isn't appearing on the Captain (CW Inf)

FKAC isn't appearing on the offmap man, even if purchased with MU and SP

Earthshaker isn't appearing on the offmap man, even if purchased with MU and SP
Logged

Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.

Getting EiR:R Released on Steam

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Tachibana Offline
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Posts: 1270


« Reply #5 on: December 31, 2016, 03:06:27 pm »

Artillery spotting covers up for king and country until it is used though, otherwise, could find no error in offmap officer.

Captain FOO seems to have some conflicts with Forward Observation Officers doctrine ability.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #6 on: January 06, 2017, 01:24:16 pm »

Marines not having any visible weapon equipped when Assault Garands are purchased is due to a small conflict with the game's weapon art files. This has been correct and will be included in R029. Marines still have their Assault Garands when they're equipped (and they'll still make shooty noises), they're just...stealth rifles.
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GrayWolf Offline
Development
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Posts: 1590



« Reply #7 on: January 06, 2017, 01:59:08 pm »

Marines not having any visible weapon equipped when Assault Garands are purchased is due to a small conflict with the game's weapon art files. This has been correct and will be included in R029. Marines still have their Assault Garands when they're equipped (and they'll still make shooty noises), they're just...stealth rifles.

Superior US technology. America fuck yeah!
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #8 on: January 06, 2017, 07:48:37 pm »

Scout cars aren't getting +15 sight/detect from Scout Training. Slated for a fix.
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pandaExpress Offline
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Posts: 282



« Reply #9 on: January 06, 2017, 11:02:54 pm »

nvm





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they tell me i'm weird i tell them their normal
qnfrdmsdkzm Offline
EIR Veteran
Posts: 50


« Reply #10 on: January 07, 2017, 12:35:58 am »

Aerial Supplies wepons are disapear when the airborne crue is dead.

It must be someone else get that weapons still the other crues are alive.

Tactical Bombers(Broken Arrow)'s rockets are not straight the targets and chasing. :/

Also, didnt hit the target.

It just blow the ground like the 105 artiery.

Isn't it have to like the Henshel Run's?

For 345 muni for 105mm arty, ah my bloody god.
« Last Edit: January 09, 2017, 02:52:00 am by qnfrdmsdkzm » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #11 on: January 09, 2017, 01:19:14 pm »

^Panda actually moves his Tigers.
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Tachibana Offline
NotADev
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Posts: 1270


« Reply #12 on: January 09, 2017, 01:27:49 pm »

Thats the core issue with Broken Arrow. Since we have it high variability on acc, we also gave it high number of shots fired. So, per run, you have a potential of ?600? dmg worth of rockets coming at you compared to the ?125? of the henschel. So, if poor axis player is unlucky, their tank gets insta-wipes. If axis player is lucky, nearly untouched.

Re-work for broken arrow will be in patch R029. Probably reducing damage potential but increasing consistency.
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Tachibana Offline
NotADev
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Posts: 1270


« Reply #13 on: January 12, 2017, 06:56:19 pm »

Kampfgruppe south population bonus will be disabled until next patch.

« Last Edit: January 12, 2017, 07:01:43 pm by Tachibana » Logged
qnfrdmsdkzm Offline
EIR Veteran
Posts: 50


« Reply #14 on: January 13, 2017, 10:11:12 pm »

2nd or 3rd Player can deploy FJS from building when the game is R+ mod.

Seems its got no cool down at starting :/
« Last Edit: January 13, 2017, 11:42:08 pm by qnfrdmsdkzm » Logged
Tachibana Offline
NotADev
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Posts: 1270


« Reply #15 on: January 13, 2017, 11:29:17 pm »

High velocity locked since people cant seem to get along.
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qnfrdmsdkzm Offline
EIR Veteran
Posts: 50


« Reply #16 on: January 18, 2017, 01:25:27 am »

Firestorm is way to fast when the arty is starting.

Red smoke out -> rocket is already came on the field.

Seems It needs a delay when that starting.
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Tachibana Offline
NotADev
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Posts: 1270


« Reply #17 on: January 18, 2017, 01:29:30 am »

Concur with hamster w/ regards to firestorm. It doesn't feel like 3 seconds between flares and first rocket.
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GORKHALI Offline
EIR Veteran
Posts: 1472



« Reply #18 on: January 18, 2017, 02:39:33 am »

the axis bunker is still spammable , u just need to spend 5 munition and u can build as much bunker as u want but don't know about the mg upgraded bunkers.
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qnfrdmsdkzm Offline
EIR Veteran
Posts: 50


« Reply #19 on: January 18, 2017, 02:43:37 am »

Otherwise, Wet's mine cost 15muni, PzElite's 2xmines cost 20muni when allies cost 20muni for one.

Is there any reason for difference?

I just wonder know why :/
« Last Edit: January 18, 2017, 02:54:57 am by qnfrdmsdkzm » Logged
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