Fed Posted February 3, 2013 Share Posted February 3, 2013 I have found on 2 occasions that a machine gun crew moves to the prior deployed spot when I try to deploy it in a new location. Any ideas what I am doing wrong? 0 Quote Link to comment Share on other sites More sharing options...
Wicky Posted February 3, 2013 Share Posted February 3, 2013 It'll be sorted in the next patch. 0 Quote Link to comment Share on other sites More sharing options...
Childress Posted February 3, 2013 Share Posted February 3, 2013 Welcome to the forum! You need to unlock 'Efficient Weapons Teams' by winning the first battle in the tutorial. Seriously, the fix is coming. 0 Quote Link to comment Share on other sites More sharing options...
easytarget Posted February 3, 2013 Share Posted February 3, 2013 haha, i liked your 1st answer the best childress 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 4, 2013 Share Posted February 4, 2013 I have found on 2 occasions that a machine gun crew moves to the prior deployed spot when I try to deploy it in a new location. Any ideas what I am doing wrong? As noted, it's not you, it's the game. This is a known issue. A patch is being worked on. This issue should be addressed. Meantime, a workaround is to set a penultimate waypoint at the action spot adjacent to where you want them to deploy. Then drop the final waypoint at the next action spot, and order the deploy. When the guy wanders, he'll only go back one spot. Then he'll eventually join his buddies. Setting the penultimate (last but one) waypoint adjacent merely minimizes the time and distances involved in the problem. 0 Quote Link to comment Share on other sites More sharing options...
Fed Posted February 5, 2013 Author Share Posted February 5, 2013 Thanks, that helps. How long has the fix been needed? Does this. Apply to ,orators as well? 0 Quote Link to comment Share on other sites More sharing options...
Vergeltungswaffe Posted February 5, 2013 Share Posted February 5, 2013 I'm not sure what you mean by "orator" but I've never had any of my troops stand up and do a monologue during combat, so can't answer your question. 0 Quote Link to comment Share on other sites More sharing options...
Rocky Balboa Posted February 5, 2013 Share Posted February 5, 2013 There is a work around to prevent this from happening. Just issue the deploy weapon command at the end of the movement by clicking on the last waypoint. If you issue the deploy weapon command separate from the move order it causes the strange behavior. Dooh .. sorry this has already been covered ... missed c3k's post 0 Quote Link to comment Share on other sites More sharing options...
MajorJerkov Posted February 8, 2013 Share Posted February 8, 2013 Im assuming this happens with all deployable weapons? I had a mortar team run to the starting zone to set up its mortar. Glad to find their is a workaround. I thought I messed up the installment order of 2.0. 0 Quote Link to comment Share on other sites More sharing options...
MajorJerkov Posted February 8, 2013 Share Posted February 8, 2013 Thanks, that helps. How long has the fix been needed? Does this. Apply to ,orators as well? I'm not sure what you mean by "orator" but I've never had any of my troops stand up and do a monologue during combat, so can't answer your question. I think he meant mortars... and it seems to be the case. 0 Quote Link to comment Share on other sites More sharing options...
Fed Posted February 8, 2013 Author Share Posted February 8, 2013 Spell check on a mac. I've had much worse. I like the idea of an orator on the field, however. 0 Quote Link to comment Share on other sites More sharing options...
MajorJerkov Posted February 9, 2013 Share Posted February 9, 2013 I must admit I had a chuckle as well. 0 Quote Link to comment Share on other sites More sharing options...
umlaut Posted February 9, 2013 Share Posted February 9, 2013 Well, in my experience orators are quite the opposite: They are considerably harder to get to pack up than to deploy 0 Quote Link to comment Share on other sites More sharing options...
Peter Panzer Posted February 9, 2013 Share Posted February 9, 2013 This is tangentially related at best, but another support weapon team issue I noticed with v2.0 is that mortar team and ammo bearers for British Airborne forces are rendered using the British Infantry models. Hopefully, this has already been noted and will be addressed in a v2.01 build. 0 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted February 10, 2013 Share Posted February 10, 2013 Yeah, I hope BF fixes soon! I will not PBEM till it is fixed. In singe player when this stuff happens it is not as big a deal since I will reload, and try to deploy differently, but during a PBEM dumb moves by the AI really annoy me. I gave a deploy order to a mortar team just last turn, and it ran around to the other side of the hedgerow on it's own and got killed. This is the worst bug I ever recall in that it is breaking PBEM play for the moment. 0 Quote Link to comment Share on other sites More sharing options...
Paul Posted February 11, 2013 Share Posted February 11, 2013 I just issue facing command prior to deploying weapon. Works for me. 0 Quote Link to comment Share on other sites More sharing options...
evo6tme Posted February 12, 2013 Share Posted February 12, 2013 I have played about 200 hours now since upgrading to v2.0 with this bug happening to my mg's. It has just started to happen to my mortars now,which i find strange ! 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 12, 2013 Share Posted February 12, 2013 I have played about 200 hours now since upgrading to v2.0 with this bug happening to my mg's. It has just started to happen to my mortars now,which i find strange ! Yes, this too is known, and has been for a bit of time. It's no fun when it happens. There is a patch being worked on. Construe that how you wish. Ken 0 Quote Link to comment Share on other sites More sharing options...
Macisle Posted February 12, 2013 Share Posted February 12, 2013 I must admit I had a chuckle as well. I must admit that your forum name kills me every time. Too funny, man! 0 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted February 12, 2013 Share Posted February 12, 2013 I just issue facing command prior to deploying weapon. Works for me. I gave a face, then deploy here and the mortar guys are seperating. Sometimes I am having luck in deploying, and sometimes not no matter what sequence orders are given. 0 Quote Link to comment Share on other sites More sharing options...
Paul Posted February 12, 2013 Share Posted February 12, 2013 Are you issuing the face command at your last waypoint? For example, if I want my machingegun to set up near the opening in hedge, I issue movement order to that hedge opening. Then I select that last waypoint, issue the facing command and the click the deploy button. Next turn they will move to that waypoint, spin a bit and face the selected facing direction and begin to deploy the weapon. I never have problem with either the machinegun crew or mortars using this method. 0 Quote Link to comment Share on other sites More sharing options...
Rake Posted February 12, 2013 Share Posted February 12, 2013 Are you issuing the face command at your last waypoint? For example, if I want my machingegun to set up near the opening in hedge, I issue movement order to that hedge opening. Then I select that last waypoint, issue the facing command and the click the deploy button. Next turn they will move to that waypoint, spin a bit and face the selected facing direction and begin to deploy the weapon. I never have problem with either the machinegun crew or mortars using this method. I've had the same issues as Vinnart. More often than not, the mg will position itself correctly along the hedgerow if the deploy procedure you recommend is followed. But, I've had one team absolutely refuse to deploy the mg adjacent to the hedge... I moved it to consecutive AS's along the hedgerow, each time following the waypoint/face/deploy procedure and the mg itself always backed away from the hedge far enough so that it did not have LOS any farther than the other side of the hedge. Enough team members were close enough that I could get a gray LOS to a distant target, but never a blue line beyond that first action square. Now, if it's of any consequence, this was in a campaign started under 1.10 (iirc, maybe earlier), so that may have had something to do with it. I've not noticed the issue in games started under 2.0 when I've followed the procedure. Fortunately, it sounds as if the patch release is imminent 0 Quote Link to comment Share on other sites More sharing options...
MajorJerkov Posted February 12, 2013 Share Posted February 12, 2013 I must admit that your forum name kills me every time. Too funny, man! Is good russian name, yeah? Why is funny? 0 Quote Link to comment Share on other sites More sharing options...
womble Posted February 12, 2013 Share Posted February 12, 2013 I've had the same issues as Vinnart. More often than not, the mg will position itself correctly along the hedgerow if the deploy procedure you recommend is followed. But, I've had one team absolutely refuse to deploy the mg adjacent to the hedge... I moved it to consecutive AS's along the hedgerow, each time following the waypoint/face/deploy procedure and the mg itself always backed away from the hedge far enough so that it did not have LOS any farther than the other side of the hedge. Enough team members were close enough that I could get a gray LOS to a distant target, but never a blue line beyond that first action square. By any chance, was this a "HQ" element with an "extra" (leader) team member? IME, MG teams are more likely to wrongly position the MG if there are "too many" bodies in the way. You might find that a face in a different direction will get the MG up to the berm: if it's setting up "back right" try Facing "oblique left" a bit to see if that helps. Because I'm not sure the patch is going to address the problem you're describing, only the "team members running away" one, which is a bug, rather than an unintended consequence of something WAD as I think your problem is. 0 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted February 12, 2013 Share Posted February 12, 2013 In the pic I posted the mortar team was stationary with no movement order issued. I gave a face order, then deploy. The team is in a good position with enemy sighted across the field so there is no desire to move them especially since they were to be putting fire on target while some riflemen were to hit the side. Now the riflemen are in engaged without the mortar support. To get it to work as Paul said I would have to move one AS then try to set up again which doesn’t make it easy to coordinate timing, and quite frankly is too late for the current situation. The bottom line is I hope they fix it soon, and there should be no need to add extra moves to work right. I know BF is working on it, and that it is a known bug, but that does not make it any less frustrating to deal with at the moment even during single play. Now I can either reload to try again to deploy at the spot I want adding the extra move, or play on with my fire support running right into enemy fire as did earlier in the game I am playing. At least this didn’t happen in a PBEM. My only conclusion is updating old versions is a bit more complicated than BF expected since I do not know of this issue in CMFI 2.0. 0 Quote Link to comment Share on other sites More sharing options...
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