Use this thread for any bug you encounter while playing 2.600. If you can reproduce them, please state so. If its really gamebreaking, please don't post it, PM it to a CoH admin
(and by really gamebreaking, I mean something that can be used to exploit the game for ridiculous abilities)
General Bugs:-
Crawl Bug, units that crawl after being suppressed continue to crawl everywhere even after suppression has worn off
Occasionally squads can become suppressed while retreating
Sometimes a squad will be impossible to retreat, with the button and hotkey being unresponsive
Sometimes, when repairing a vehicle, the health bar will turn white as if over-repaired, even when not repairing with upgraded British sappers. It has also been reported that the vehicle actually becomes over-repaired in this case.
After a doctrinal call-in becomes available, the sound effect announcing this does not play until the call-in's cooldown time has passed
Rarely, in team games, you are unable to build base buildings in your own sector, only your teammate's sectors
Units with a barrage ability, e.g. mortar halftracks, hummels or nebelwerfers are occasionally unable to fire into the fog of war, with the ability stuck highlighted in yellow
Off-map artillery sometimes does not show smoke
Sometimes on Semois, squads can retreat through the water
If medics are pushed by a vehicle, the body they carry will teleport back to the medbunker/tent
American Faction Bugs:-
M18s are impossible to reveal
Sherman cannot use vehicle cover
Minesweepers cannot reveal teller mines
M10 occasionally misfires, reloading without firing a shot
Medic Tents do not show up on the minimap
Grenades sometimes go through buildings when thrown at them, and also miss targets entirely
When putting a squad into an M3 halftrack which is upgrading to Quad, the 50 cal will not be manned, even if the upgrade is cancelled. However if the upgrade is started after the gun is manned, it will remain manned.
T17 coaxial MG does not fire
Wehrmacht Faction Bugs:-
Pak 38 fires on infantry while cloaked
ToV Units cannot be salvaged for munitions
Registered misses cannot hit Pumas, instead they "phase through"
Med Packs are sometimes not available, with the button not even appearing on the control panel
Puma and Ostwind can still occaisionally fire more than the normal amount of shots in their burst, possibly as a vestige of 2.502's burst bug. Ostwinds particularly show this problem.
Wehrmacht veterancy research sound effects do not play
Repair Bunker Pioneers are not possible to attack
Pak 38 now gets a first strike bonus on all shots out of cloak, and there are reports of it doing more damage than usual
The Tiger and King Tiger are more susceptible to immobilisation than lesser tanks
Ordering the MG42 to attack an enemy unit will always cause the mg to repack, even if the target is already in the MG42's arc of fire
The Repair Bunker does not repair Paks, Flak 88s and Nebelwerfers
Panzer Elite Bugs
Marder lockdown has no cooldown
HQ plays incorrect sound effect when selected
The Jeep is capable of breaking Ketten pathfinding
Sometimes units in lockdown continue to move, with no wheel or track animation
Scout Car and Armoured Car detection radii reversed
Sometimes teller mines will do no damage when detonated
G43 Slow continues to take effect even if the squad using it moves out of range or ceases firing
Teller Mines built by PGs created from the HQ will not detonate when driven over by vehicles
Marders and PIV ISTs are unable to attack unmanned AT guns while locked down
The SE doctrine schwimmwagen incendiary mine does not affect British troops
Muni HT does not affect schwimmwagen incendiary mine cooldown
British Faction Bugs:-
Unupgraded sappers picking up dropped PIATs cannot use ambush mode, even when later given the sapper upgrade
Hull-down tanks sometimes keep on moving, sliding through the ground
Recon Squads no longer have an increased detection radius
The Bren Carrier has incorrect targeting priorities when using AP rounds
Demo charges of Demolition & Disposal Sappers don't work on PE SE road blocks
Panzerkrieg, Assault and Stonewall Bugs:-
M18 in Panzerkrieg sometimes does very high damage, taking half the health of a Panther
Targeting priorities in Panzerkrieg mean tanks target the newest tank to come into view, rather than the tank they were already firing on
The Tiger does not get veterancy in Stonewall
Relic Online, Connection and Technical Bugs:-
Network Address Translation errors in 2v2 AT, even when perfectly able to connect to the player otherwise
Sometimes after a player has left the game in a 1v1, the game will not end, and their units will be idle, forcing the opponent to either destroy all of their buildings or wait for the VPs to tick out
Friends list still shows incorrect friend statuses
It is possible to go up levels in very fews wins, e.g. Level 7 in 3 wins
Sometime in automatch you play as a different faction to the one you selected
Stats are occasionally incorrectly recorded, e.g. 1v1 wins reported as 2v2 losses
Searching for names in the leaderboards sometimes does not work
The beeping noise that plays when an automatch is about to begin does not always play
Restarting the game multiple times in rapid succession can lead to the graphical options changing
At the beginning of every game, a lag message is shown for all players, regardless of actual lag
2v2 Arranged Teams Automatch sometimes (very rarely) gives you a random person as a teammate
This post has been edited by TrouserDemon: Oct 6 2009, 06:51 AM
I think this has been present for quite a while but I'm bringing it up anyway.
I had a commando squad suppressed by an mg squad so I crawled out of range and the mg was no longer firing at my squad nor was anything else firing on them for that matter. Still 30 seconds later they were still crawling around with nothing in sight to suppress them. It is really frustrating to have to retreat a squad to get them on their feet again. This not only applies to commandos but any infantry squad. Annoying to say the least.
This post has been edited by Brahmanfire: Jun 10 2009, 20:56 PM
I think this has been present for quite a while but I'm bringing it up anyway.
I had a commando squad suppressed by an mg squad so I crawled out of range and the mg was no longer firing at my squad nor was anything else firing on them for that matter. Still 30 seconds later they were still crawling around with nothing in sight to suppress them. It is really frustrating to have to retreat a squad to get them on their feet again. This not only applies to commandos but any infantry squad. Annoying to say the least.
Issue a small movement order right beside the squad, and they should stand up. It's annoying, but it works.
Merging all my bug reports into one post with titles.
1. Pak Main Gun Firing on Infantry While Cloaked
Confirmed multiple times across multiple games with both my Pak opening fire on enemy infantry while cloaked and opponents' Paks opening fire on my infantry while cloaked.
2. Suppressed Retreating Bug
There is an issue still present in this version that somehow allows retreating squads to become suppressed, removing their retreat speed bonus and making them retreat back to base at the same speed as a non-retreating yellow-suppressed infantry attempting to move.
Obviously this is a death sentence for the squad in question.
I have seen this bug in action multiple times last patch.
THIS patch I have seen 1 iteration of the bug so far. A single engineer squad and a single rifle squad retreated after an MG42 opened fire on them. Engineer was down to 1 man. The engineer suffered the suppressed-retreating bug, the rifle squad got away just fine.
I immediately pulled back my guys to try and see how long the effect lasted, but one of them got a lucky shot off and killed the poor bugger sad.gif
3. Crawl Bug
The crawl bug, where infantry get out of suppression but continue to crawl, thus slowing their movement speed dramatically, is still present. Despite experiencing the crawl bug hundreds of times and knowing how to get out of it, I had a situation where it took me 8-9 tries of "halt + click nearby) to get my squad out of the crawl bug. It's possible the problem has evolved with this patch into something even worse.
4. Gwagon is not salvageable
Pretty self explanatory, and confirmed. However, I also heard reports that the Gwagon carcass explodes when crushed? The latter needs to be confirmed.
5. Sherman can not enter vehicle cover
Again, self explanatory.
6. Phase Shift Bug remains
The Puma and Armored Cars still do not have hit boxes. This prevents weapons from intersecting with them when a "miss" is rolled but the shots pass through them.
Game balance for infantry AT was designed largely around scatter. Scatter is tweaked frequently in patch histories, and Allied Recoiless Rifles and paratroopers have a list of disadvantages a mile long (less than half damage of Shreks, high upkeep, 2 CP call in, no elite armor, carbine = weakest anti infantry weapon in game, expensive reinforcement, etc, etc) that are largely balanced out by the fact that their Recoiless Rifles have low scatter allowing them to hit frequently at most ranges.
With the Phase Shift bug it completely nullifies the primary advantage of RR. While a blob of Airborne is not classy, no one sane will argue that a blob of 3-4 paratroopers shooting 2 volleys of recoiless rifle shots should land an average of 2-3 shots total. Yet that's exactly what's happening when you combine the ridiculous received accuracy of the Puma and AC (although the rec. acc. is a balance issue, not a bug) with the Phase Shift bug. Very very few "registered hits" are rolling, which is fine, but all the shots that SHOULD be hitting are, instead, passing right through the AC and Puma.
Either fix the Phase Shift bug or give the Phase Shift bug to Quads, M8s, T17s, and Stuarts. I imagine many Axis-only players will complain about the former solution, but I can't imagine any logical argument for not implementing the latter. If it's a feature - give it to all vehicles.
7. Vetted Puma Received Accuracy is approaching Bug-Like levels
Without vet the things can charge right into and past an AT gun without breaking a sweat. With Vet I have seen them laugh at 3 paratrooper squads shooting 2-3 volleys, laugh at bombing runs, laugh at entire armored columns, and laugh at clusters of AT guns. The percentage chance of hitting the damn things while they are moving, especially when moved in and around cover, becomes astronomically low. The fact that their already substantial damage gets a massive boost at Vet 3 makes the problem even more apparent, with Pumas able to charge into entire defensive walls, wipe out any infantry present, and move away - barely suffering a scratch.
Vet 0-1 Puma Recieved Accuracy is a balance discussion. Vet 2-3 Puma Recieved Accuracy (and AC with multiple defensive vets stacking) are solidly within the realm of being bugged.
8. NAT Errors Make Baby Jesus Cry
Seems like everyone is getting them. It's absolutely ridiculous and beyond frustrating.
9. Wher Tank Veterancy Calculating Incorrectly
This picture was taken in a classic 2v2 ranked match. I had called in the StuH first, then purchased Tank Vet 1, then built the P4, and then purchased Tank Vet 2. This picture was taken with Tank Vet 2.
10. Infantry Refusing to Obey Retreat Orders
Confirming a report from another player that this God-awful and game-breaking bug is STILL in the game. For some reason squads (sometimes 1, sometimes your entire army) will refuse to obey a retreat order. They will just continue fighting like no order was given while you slam the T button or press the retreat button 10,000 times.
Selecting something else then re-selecting the units in question and re-ordering them to retreat does not fix the problem. Sometimes they will, eventually, respond. Majority of the time they simply die while refusing to obey orders - likely ending the game.
This post has been edited by TekDragon: Jun 11 2009, 14:41 PM
Med packs dont work on granadiers somethimes. Even if you are in friendly territory. I have a replay of a game where i couldnt use med pack but idk if that would help. The med pack wasnt even visible option.
When I am repairing vehicles / structures (like British emplacements) they keep repairing even when the green bar is full, then the bar turns white as if it has extra health or something...
Also, Geschutzwagen kills a T-17 in one shot, not sure if that's a bug.
I also noticed that sometimes when I retreat units in suppresion they keep proning on the ground untill they reached the nearest HQ, I can't command them because they are on retreat, this is very annoying.
I have no idea how to re-create this bug though, sorry.
When I am repairing vehicles / structures (like British emplacements) they keep repairing even when the green bar is full, then the bar turns white as if it has extra health or something...
Also, Geschutzwagen kills a T-17 in one shot, not sure if that's a bug.
I also noticed that sometimes when I retreat units in suppresion they keep proning on the ground untill they reached the nearest HQ, I can't command them because they are on retreat, this is very annoying.
I have no idea how to re-create this bug though, sorry.
1. Not a bug. You must have had Expert Engineers which overrepair, which lets your Sappers give extra health to units. More info in Brit strategy section.
2. Not a bug, but it is a balance issue I think. The Geschutz does 250 damage while a T17 has 175 health when nonvetted. 250 >> 175 --> dead T17. OP? Maybe. But that's a different topic.
When I am repairing vehicles / structures (like British emplacements) they keep repairing even when the green bar is full, then the bar turns white as if it has extra health or something...
That's just over-repair. The extra health it gets from the repair (Royal Engineer Tree IIRC) appears as a white bar. Once that is burned through when someone is attacking it will remove health like normal from the emplacement or vehicle. It's a normal part of the game.
That's just over-repair. The extra health it gets from the repair (Royal Engineer Tree IIRC) appears as a white bar. Once that is burned through when someone is attacking it will remove health like normal from the emplacement or vehicle. It's a normal part of the game.
It's a munitions upgrade for any Sapper squad and is not doctrinal. It does stack up with the Improved Emplacements ability from RSE of which you are probably thinking.
Med packs dont work on granadiers somethimes. Even if you are in friendly territory. I have a replay of a game where i couldnt use med pack but idk if that would help. The med pack wasnt even visible option.
i had this happen to me today as well. with a volks squad. no medpak icon was visible at all. but if you hit the "k" button, it pops the medpak. have only had this happen in 2.6
(and by really gamebreaking, I mean something that can be used to exploit the game for ridiculous abilities)
General Bugs:-
- Crawl Bug, units that crawl after being suppressed continue to crawl everywhere even after suppression has worn off
- Occasionally squads can become suppressed while retreating
- Sometimes a squad will be impossible to retreat, with the button and hotkey being unresponsive
- Sometimes, when repairing a vehicle, the health bar will turn white as if over-repaired, even when not repairing with upgraded British sappers. It has also been reported that the vehicle actually becomes over-repaired in this case.
- After a doctrinal call-in becomes available, the sound effect announcing this does not play until the call-in's cooldown time has passed
- Rarely, in team games, you are unable to build base buildings in your own sector, only your teammate's sectors
- Units with a barrage ability, e.g. mortar halftracks, hummels or nebelwerfers are occasionally unable to fire into the fog of war, with the ability stuck highlighted in yellow
- Off-map artillery sometimes does not show smoke
- Sometimes on Semois, squads can retreat through the water
- If medics are pushed by a vehicle, the body they carry will teleport back to the medbunker/tent
American Faction Bugs:-- M18s are impossible to reveal
- Sherman cannot use vehicle cover
- Minesweepers cannot reveal teller mines
- M10 occasionally misfires, reloading without firing a shot
- Medic Tents do not show up on the minimap
- Grenades sometimes go through buildings when thrown at them, and also miss targets entirely
- When putting a squad into an M3 halftrack which is upgrading to Quad, the 50 cal will not be manned, even if the upgrade is cancelled. However if the upgrade is started after the gun is manned, it will remain manned.
- T17 coaxial MG does not fire
Wehrmacht Faction Bugs:-- Pak 38 fires on infantry while cloaked
- ToV Units cannot be salvaged for munitions
- Registered misses cannot hit Pumas, instead they "phase through"
- Veterancy sometimes incorrectly shown, see image
- Med Packs are sometimes not available, with the button not even appearing on the control panel
- Puma and Ostwind can still occaisionally fire more than the normal amount of shots in their burst, possibly as a vestige of 2.502's burst bug. Ostwinds particularly show this problem.
- Wehrmacht veterancy research sound effects do not play
- Repair Bunker Pioneers are not possible to attack
- Pak 38 now gets a first strike bonus on all shots out of cloak, and there are reports of it doing more damage than usual
- The Tiger and King Tiger are more susceptible to immobilisation than lesser tanks
- Ordering the MG42 to attack an enemy unit will always cause the mg to repack, even if the target is already in the MG42's arc of fire
- The Repair Bunker does not repair Paks, Flak 88s and Nebelwerfers
Panzer Elite Bugs- Marder lockdown has no cooldown
- HQ plays incorrect sound effect when selected
- The Jeep is capable of breaking Ketten pathfinding
- Sometimes units in lockdown continue to move, with no wheel or track animation
- Scout Car and Armoured Car detection radii reversed
- Sometimes teller mines will do no damage when detonated
- G43 Slow continues to take effect even if the squad using it moves out of range or ceases firing
- Teller Mines built by PGs created from the HQ will not detonate when driven over by vehicles
- Marders and PIV ISTs are unable to attack unmanned AT guns while locked down
- The SE doctrine schwimmwagen incendiary mine does not affect British troops
- Muni HT does not affect schwimmwagen incendiary mine cooldown
British Faction Bugs:-- Unupgraded sappers picking up dropped PIATs cannot use ambush mode, even when later given the sapper upgrade
- Hull-down tanks sometimes keep on moving, sliding through the ground
- Recon Squads no longer have an increased detection radius
- The Bren Carrier has incorrect targeting priorities when using AP rounds
- Demo charges of Demolition & Disposal Sappers don't work on PE SE road blocks
Panzerkrieg, Assault and Stonewall Bugs:-- M18 in Panzerkrieg sometimes does very high damage, taking half the health of a Panther
- Targeting priorities in Panzerkrieg mean tanks target the newest tank to come into view, rather than the tank they were already firing on
- The Tiger does not get veterancy in Stonewall
Relic Online, Connection and Technical Bugs:-This post has been edited by TrouserDemon: Oct 6 2009, 06:51 AM
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