Monty's Mighty Moustache Posted November 5, 2021 Share Posted November 5, 2021 1 hour ago, Erwin said: It can depend on the length of the line between the waypoints. If it is too short, the unit may ignore any commands at the new waypoint (ie: it doesn't PAUSE or fire) and it immediately continues to the next waypoint. I’ll have to try and find some time to test it, might be the order of issuance of orders or something that is causing it. MMM 0 Quote Link to comment Share on other sites More sharing options...
Redwolf Posted November 5, 2021 Share Posted November 5, 2021 Reminder: The Soviet artillery observation vehicle MT-LBU 1V14 works as an artillery spotter when purchased in a formation - but not when purchased as an individual vehicle. This applied to both scenario editing and quickbattling. This was reported before, but I don't think a bug was logged. 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted November 5, 2021 Share Posted November 5, 2021 1 hour ago, Redwolf said: Reminder: The Soviet artillery observation vehicle MT-LBU 1V14 works as an artillery spotter when purchased in a formation - but not when purchased as an individual vehicle. This applied to both scenario editing and quickbattling. This was reported before, but I don't think a bug was logged. That was fixed in the last patch. 0 Quote Link to comment Share on other sites More sharing options...
Redwolf Posted November 5, 2021 Share Posted November 5, 2021 46 minutes ago, Vanir Ausf B said: That was fixed in the last patch. Strange, now I can't use these artillery observation vehicles at all for arty spotting. Do you mean it is now disabled in both formations and single purchase? 0 Quote Link to comment Share on other sites More sharing options...
Vanir Ausf B Posted November 6, 2021 Share Posted November 6, 2021 1 hour ago, Redwolf said: Do you mean it is now disabled in both formations and single purchase? That's what they went with. 0 Quote Link to comment Share on other sites More sharing options...
SlowMotion Posted November 14, 2021 Share Posted November 14, 2021 This is not a real technical bug, but more like feedback about scenario Brauersdorf. In my opinion Russians were known for heavy artillery fires before attacking - already during WW2. So in my opinion this battle would have been more realistic if the attacker had been given way more arty than it currently has, which is almost none. 0 Quote Link to comment Share on other sites More sharing options...
Halmbarte Posted November 14, 2021 Share Posted November 14, 2021 1 hour ago, SlowMotion said: This is not a real technical bug, but more like feedback about scenario Brauersdorf. In my opinion Russians were known for heavy artillery fires before attacking - already during WW2. So in my opinion this battle would have been more realistic if the attacker had been given way more arty than it currently has, which is almost none. From what I remember from that scenario the Soviet attack is a diversion/secondary effort. The artillery and air support is being used for the main event elsewhere. H 0 Quote Link to comment Share on other sites More sharing options...
Jace11 Posted November 15, 2021 Share Posted November 15, 2021 (edited) On 11/5/2021 at 6:40 PM, Monty's Mighty Moustache said: I’ll have to try and find some time to test it, might be the order of issuance of orders or something that is causing it. MMM Encountered this bug yesterday. Basically an M113 not pausing as ordered. CW 1.01 Edited November 15, 2021 by Jace11 1 Quote Link to comment Share on other sites More sharing options...
domfluff Posted November 15, 2021 Share Posted November 15, 2021 9 hours ago, Halmbarte said: From what I remember from that scenario the Soviet attack is a diversion/secondary effort. The artillery and air support is being used for the main event elsewhere. H Yeah, if you think up a level - artillery is always in demand everywhere, but there's never enough to go around. The Soviet approach was to push everything into the main effort, so if you're not the main effort, you likely won't get more than your organic 120mm mortars. 0 Quote Link to comment Share on other sites More sharing options...
SlowMotion Posted November 15, 2021 Share Posted November 15, 2021 1 hour ago, domfluff said: Yeah, if you think up a level - artillery is always in demand everywhere, but there's never enough to go around. The Soviet approach was to push everything into the main effort, so if you're not the main effort, you likely won't get more than your organic 120mm mortars. I would be happy if this scenario was changed to have those organic 120mm mortars. 1 Quote Link to comment Share on other sites More sharing options...
Lethaface Posted November 15, 2021 Share Posted November 15, 2021 On 11/5/2021 at 3:27 PM, Monty's Mighty Moustache said: I haven't checked the rest of the thread but I've noticed this happen to me twice now in Cold War. I'll reverse a vehicle out of a position, put a pause on it for 30 seconds or so and then have it move off elsewhere and it doesn't actually pause. The label flashes up momentarily as if it's going to pause and then it disappears and the vehicle moves on its merry way. I don't have time to test at the moment but was wondering if anyone else had experienced similar or if it was a known issue? MMM I did have a somewhat similar thing recently (although no issues with regular pausing): I ordered a unit to pause for 30sec followed by a hunt order. But it seemed to use the hunt behavior already during the pause: an enemy vehicle which was KO'ed but not yet registered as KO'ed was still showing it's icon in the first few seconds of the turn and caused the unit to ditch all it's orders. 0 Quote Link to comment Share on other sites More sharing options...
Halmbarte Posted November 15, 2021 Share Posted November 15, 2021 5 hours ago, SlowMotion said: I would be happy if this scenario was changed to have those organic 120mm mortars. Giving yourself more artillery (or any other asset) is just a quick trip to the scenario editor away. H 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted November 15, 2021 Share Posted November 15, 2021 The soviets get an insane amount of mortars. From the brigade level down they should have a few dozen tubes between 120 and 81s. 0 Quote Link to comment Share on other sites More sharing options...
Combatintman Posted November 15, 2021 Share Posted November 15, 2021 58 minutes ago, Artkin said: The soviets get an insane amount of mortars. From the brigade level down they should have a few dozen tubes between 120 and 81s. Regiment was the command level between battalion and division in tank and motor rifle divisions in Germany in the game era. 0 Quote Link to comment Share on other sites More sharing options...
Artkin Posted November 15, 2021 Share Posted November 15, 2021 Ah okay so they switched to regiments after WW2 then. I wasn't sure. But from the regiment level they have tons of tubes. 0 Quote Link to comment Share on other sites More sharing options...
SlowMotion Posted November 15, 2021 Share Posted November 15, 2021 5 hours ago, Halmbarte said: Giving yourself more artillery (or any other asset) is just a quick trip to the scenario editor away. H Doing so feels cheating when playing in H2H mode. Also not so many surprises if you know your units before playing. 0 Quote Link to comment Share on other sites More sharing options...
Jace11 Posted November 18, 2021 Share Posted November 18, 2021 (edited) Some bugs I reported appear fixed in 1.02 so thx for that, but alas not all. Here is another for you, the normal map for the m577 hull has a typo so it isn't used at all... Edited November 18, 2021 by Jace11 0 Quote Link to comment Share on other sites More sharing options...
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