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2.1 Patch - Ostheer: Bugs

Bugs & Tech Support

#148090

2.1 Patch - Ostheer: Bugs

Hi!

Just to make a thread on this:

1. I seen that the Osheer have some minor issues. The Panzerwerfer, do not show the stats, all are 0, and the name of unit is BLANK.
2. The Panzernest (Assuming is the MG or Bunker) uses the information of Bunker.

Last edited July 10, 2013 at 12:50 PM by miles_dixon

#148105

Re: 2.1 Patch Ostheer Bugs

Thanks the the release!
I noticed there  are no Ostheer rewards units. I really wanted to try the Sturmtiger :(
#148112

Re: 2.1 Patch Ostheer Bugs

@spaghetti
Yeah, reward units will be used in a next patch.

@miles_dixon
Thanks for the heads up, they will be fixed for the next patch.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148130

Re: 2.1 Patch Ostheer Bugs

1. The name of the Ostheer units medic halftrack and panzerwerfer read BLANK.
2. The Soviet propaganda doctrine 76mm enplaced infantry support gun is all bright pink.
3. Every time the panzer II shoots at my infantry I am signaled "Unit Sniped".
4. I think for the tank veterancy, the commander and engine descriptions are the same.

Great job on the Ostheer!!!
#148133

Re: 2.1 Patch Ostheer Bugs

The ZiS 3 seems to be incredibly inaccurate, most of the time not firing in the correct direction of the target, not sure if this is a glitch.
#148138

Re: 2.1 Patch Ostheer Bugs

What type of inaccuracy? M10 Wolverine type or different?
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148140

Re: 2.1 Patch Ostheer Bugs

For Soviets, some information should be a bit puzzling, such as:

1. 'Only one commissar is allowed at the same time'. I think it should be text problem again.
2. And the Not one step back, is it means that the units will try to stay alive at all costs (some sort of invulnerable) to build the defenses, I wondering what is has to do with the Conscripts, since only Ingenery can build MGs or firebases? And do it means that when building defenses and this is used, a commissar will pop up to overwatch them? If so, I think it is similar to the The Red Tide doctrine too.


#148143

Re: 2.1 Patch Ostheer Bugs

Blackbishop wrote:
What type of inaccuracy? M10 Wolverine type or different?
I'm not sure. I had a ZiS target a STuG not far from him who had his rear facing me. I ordered the gun to attack and the first 4 shots did not even hit close to the enemy STuG, they were about 30%  to the left of it.
#148150

Re: 2.1 Patch Ostheer Bugs

List of things I noticed when I played a round or two:

General
The smoke from the muzzle flare of tank guns when firing looks weird, like squarish particles instead of the normal smooth ones (although that could be due to my graphic card/settings).

OstHeer
The Ostheer's halftrack doesn't lockdown.
I'm not sure whether it was intended, but the Elefant has no hull-mounted machine gun.
When upgraded with the Defense veterancy upgrade, the Elefant's armour skirts do not appear on the chassis.


USSR
The Outpost doesn't reinforce infantry squads. I don't remember seeing any changes on this, kindly point out to me if there was. On another note, the manpower cost and construction time reduction is greatly appreciated! ^^
When a KV-2 is already on the field, the error message on the KV-2 summoning tab on the commander abilities when moused over reads, "Only 1 Tiger available."
The Penal battalion...upgrade (downgrade? I lol'd when I read the description, good one) for conscripts has the tool tip "Requires Not One Step Back AND". What's the second requirement?
The gun of the SU-76 doesn't elevate very high, but that could be due to modelling limitations.
Partisans' Demolition Charge ability tooltip when in stealth is incorrect; it should be "Must not be in stealth", etc...


On a side note, I'm not sure if it has been asked earlier, but are there any plans to change the M18 Hellcat to be closer to its real life counterpart? High speed, low armour, somewhat better gun than the M10 Wolverine's 3-inch AT and smaller compared to the Wolverine (but slightly wider).

I'll post the USSR screenshots first
#148160

Re: 2.1 Patch Ostheer Bugs

I can answer some of them:

Ostheer:
1. The halftrack (I assume that is the medic half track you  mentioned) can only be lock down in the base area. command sector.

USSR:
1. Outpost now only secure points. They need another 50 munitions for reinforcing.

What is your graphic card? If I am correct they did said that the lowest possible need to be in Ge Force 7XXX or ATI 2XXX to play it well in low quality.

Last edited July 7, 2013 at 10:32 AM by miles_dixon

#148172

Re: 2.1 Patch Ostheer Bugs

Thx for your input, we'll fix it :)
Forum post image
Abuse is abuse and has to go.
#148174

Re: 2.1 Patch Ostheer Bugs

-When reinforcing Ostheer Landsers, the name text reads 'Better Versus Infantry'.
-The Panzer 38t has some weird graphical issues when damaged; flashy damage scarring.
-The Panzernest fires tracers off into the distance at a set angle, giving the impression that it isn't tracking/damaging targets (it does this just fine).
-Brandenbergers have no caps/helmets and their weapons aren't visible.
-Brandenburgers' camo doesn't function at all.
-The OBR next has the pink (missing) texture issue, at least on my graphical settings which are mostly medium.
-To the coders, your pathing is off for the Italian vehicles. You have their ebps animator tracing to the ostheer model folder, when in fact the models are located within the Italian folder (you also need to fix your .rgms for this same issue, I was playing with modded pink Semoventes for a bit yesterday. Very entertaining).
-I didn't bother to check the values, but the Elefant tends to miss tanks more often than infantry. (<- balance gripe)
-The Ostheer StuG III seems more effective than the WM one; it penetrated my IS-2 far too often yesterday. (<- balance gripe)
-When the 'medkit bonus' is selected on OH squads, the ability is a target ability with a 15m range with text reading 'Click to force an enemy squad to retreat'. Nothing to do with medkits and it can't target enemy or friendly units.

-I know the OH was made to counter the SU, but it does it too well. Landsers WALK over Soviet units, and with all the redundant pools of H/LMGs and PzJag/PaK support running around, even the AI is a massive pain in the ass. I shudder to see a competent player running around with fully upgraded Landers; even Bren LMG tommies and BAR riflemen flee in terror (not kidding).
Pocketsize wrote:
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.
#148177

Re: 2.1 Patch Ostheer Bugs

TheVolskinator wrote:
-When reinforcing Ostheer Landsers, the name text reads 'Better Versus Infantry'.
-The Panzer 38t has some weird graphical issues when damaged; flashy damage scarring.
-The Panzernest fires tracers off into the distance at a set angle, giving the impression that it isn't tracking/damaging targets (it does this just fine).
-Brandenbergers have no caps/helmets and their weapons aren't visible.
-Brandenburgers' camo doesn't function at all.
-The OBR next has the pink (missing) texture issue, at least on my graphical settings which are mostly medium.
-To the coders, your pathing is off for the Italian vehicles. You have their ebps animator tracing to the ostheer model folder, when in fact the models are located within the Italian folder (you also need to fix your .rgms for this same issue, I was playing with modded pink Semoventes for a bit yesterday. Very entertaining).

Noted on the buglist

Quote-I didn't bother to check the values, but the Elefant tends to miss tanks more often than infantry. (<- balance gripe)
-The Ostheer StuG III seems more effective than the WM one; it penetrated my IS-2 far too often yesterday. (<- balance gripe)

Elefant uses the same gun as a King Tiger, so it's only decent vs. infantry and not as good as the Tiger I 88mm. It's not really meant as AI vehicle anyways, just like Jagdpanthers aren't exactly efficient vs. infantry also..
StuG III has access to AP rounds with modernization, which increase their penetration values significantly.
Quote-I know the OH was made to counter the SU, but it does it too well. Landsers WALK over Soviet units, and with all the redundant pools of H/LMGs and PzJag/PaK support running around, even the AI is a massive pain in the ass. I shudder to see a competent player running around with fully upgraded Landers; even Bren LMG tommies and BAR riflemen flee in terror (not kidding).

We'll keep an eye on them, but we need some more feedback I guess.. Game has been out for only 1 day now.
Forum post image
Abuse is abuse and has to go.
#148185

Re: 2.1 Patch Ostheer Bugs

TheVolskinator wrote:
-To the coders, your pathing is off for the Italian vehicles. You have their ebps animator tracing to the ostheer model folder, when in fact the models are located within the Italian folder (you also need to fix your .rgms for this same issue, I was playing with modded pink Semoventes for a bit yesterday. Very entertaining).

All the foreign vehicles and weapons, not only the Italian ones, have the same problem(except the panzer 38t), however, they are not meant to be useable at the moment so, if you use them in your private mod it would be up to you to fix them. They will be fixed in EF when they are needed.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148228

Re: 2.1 Patch Ostheer Bugs

OMG I'm blind...thanks, miles_dixon. lol I gotta L2ReadTooltipsCarefully.

If I remember correctly, my card is ATI2000-ish. Will check when I get back to it.

Anyone on the Elefant and the Hellcat?

I do agree that elite Landsers feel a bit over-the-top, but that's what the Riflemen's Suppression ability with the BAR is for. Besides, the Americans and Soviet infantry are meant to be paper, the British somewhat less so  :P
#148238

Re: 2.1 Patch Ostheer Bugs

I think this is a bug - when you build an Ostheer unit that requires assault or support, and switch between the two during the unit's production, the unit will stop building at 99% and never come out of the building, freezing all production. i can't imagine this being a feature.
#148241

Re: 2.1 Patch Ostheer Bugs

Its not a bug...
ofcourse when you start building something and reconstruct your manifactory  during the proccess to produce another stuff you cant finish this thing...
#148321

Re: 2.1 Patch Ostheer Bugs

realism aside, that is just annoying. i built it when i needed it, i expect it to come out of the building. having to check to make sure there aren't any support units building when you need to switch to assault and vice versa is absurd, unless the goal of that mechanic is to purposely slow down the production of the Ostheer, in which case you are putting a band-aid over a gaping wound in design.
#148323

Re: 2.1 Patch Ostheer Bugs

rtil wrote:
realism aside, that is just annoying. i built it when i needed it, i expect it to come out of the building. having to check to make sure there aren't any support units building when you need to switch to assault and vice versa is absurd, unless the goal of that mechanic is to purposely slow down the production of the Ostheer, in which case you are putting a band-aid over a gaping wound in design.


Frankly, it's also engine related. It's as far as I know impossible to have it the way you want.
Valar Morghulis
Quote
[CoH:EF-Dev]Walki: BULLSHIT
[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now
[CoH:EF-Dev]Rizz: ok
[CoH:EF-Dev]Rizz: I'll hold you to it
<10 minutes later>
[CoH:EF-Dev]Walki: I think I really gotta eat a tree...
[CoH:EF-Dev]Walki: got a decent one?
#148330

Re: 2.1 Patch Ostheer Bugs

rtil wrote:
realism aside, that is just annoying. i built it when i needed it, i expect it to come out of the building. having to check to make sure there aren't any support units building when you need to switch to assault and vice versa is absurd, unless the goal of that mechanic is to purposely slow down the production of the Ostheer, in which case you are putting a band-aid over a gaping wound in design.


think of it this way your working in a factory making a product and you get a rush order for another product does that first product continue building no it dont the rush job comes first.

on a bug related note when you build the concrete bunker i see no way to build the cannon for it all it shows is the med bunker but when you place the marker it shows the cannon if i want to use it for offence i have to garrosan it with troops
#148331

Re: 2.1 Patch Ostheer Bugs

The flak is no longer an upgrade, though I cannot remember the reasoning of why it was removed.
#148332

Re: 2.1 Patch Ostheer Bugs

ic ok it would make for nice base def but it's all good if i wanna go defencive i can just play as weir
#148339

Re: 2.1 Patch Ostheer Bugs

Share a few on Ostheer again:

1. The Elephant/ Panzer Tiger (not sure the name), do have some errors in the upgrades (Commander and Engine Upgrade). Cannot know the description of the upgrade.
2. Landser when reach Vet Ace (Vet 4) for Medic Upgrade the icon for Frag Grenade is lost, and replaced with Med Kits In Vet 1 Med kits did not shown up as the description said. However you still can use the grenade via hotkeys.
3. Wondering is the HQ for Ostheer is also Reich HQ? And I think that is the US flag is it? (I think it does not matter that much XD)
4. Someone has mentioned that, but quite a few infantry units' reinforcing tab shows "Better VS Infantry".

5. Finally there is the UI sound (even it is not complete yet) when there are units killed or purchased doctrines/ when a sector is lost, though I only understand "Achtung". Great job and looking forward for the Soviet UI :>

Last edited July 9, 2013 at 4:26 PM by miles_dixon

#148341

Re: 2.1 Patch Ostheer Bugs

I'll start by congratulating you on the excellent work!

Now on for the bugs.

1. Brandenburgers: apart from the camouflage and demolition charge bugs, another one is the icon for deploying them disappearsfrom time to time. Also, Brandenburgers don't show on the tactical map.

2. Tank commander veterancy bonus: the text description for the commander bonus is the same as the engine bonus description.
"These new recruits are the caca!"
"Our tanks are far better than that cheap Allied scheisse!"
"Screw this weapon, man!"
#148345

Re: 2.1 Patch Ostheer Bugs

miles_dixon wrote:
[...]
3. Wondering is the HQ for Ostheer is also Reich HQ? And I think that is the US flag is it? (I think it does not matter that much XD)

[...]

Ehmm... Have you tried any axis faction on that position? It would happen to anyone even on vanilla and in the other side would be the axis flag. It has always been like that.

The HQ for Ostheer is the same than the Wehr one, just with the correct changes of flags.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148356

Re: 2.1 Patch Ostheer Bugs

I'm not sure if this is a bug or it was intended, but I when one member of my Soviet sniper team dies, I can reinforce anywhere and the reinforcement comes down by parachute.
#148365

Re: 2.1 Patch Ostheer Bugs

lol :D! What a curious bug :).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148400

Re: 2.1 Patch Ostheer Bugs

Having done the same sort of thing while coding Europe in Ruins mod...sneaky little RGD coder gremlins methinks, a little hidden mechanic to mess around with. Naughty naughty.
Pocketsize wrote:
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.
#148401

Re: 2.1 Patch Ostheer Bugs

Ah, that happened because the sniper has the paradrop tags in the ebps and sbps. Relic added it to the regular sniper, but as it does not need to reinforce, we never noticed it.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148402

Re: 2.1 Patch Ostheer Bugs

Well i gues now i must play ostheer  ;D and why `right The jagdtiger model shows missing model or a blue box of doom how i would call that " model "
please fix that
#148406

Re: 2.1 Patch Ostheer Bugs

That was already reported a gazillion of times :P.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148413

Re: 2.1 Patch Ostheer Bugs

Hello guys,

First things first. Enjoying 2.0 very much.

Small little bug. The PTRS has no firing sound.

Vehicle veterancy shows engine and commander vet having the same text.

Will post more if found :)
#148430

Re: 2.1 Patch Ostheer Bugs

Hey I found a small bug with the KV-2. When you call it in and go to try to get another while it is on field it sais, "only 1 tiger available on the field". Just a small bug and keep up the great work XD
Tiger: Like a hot knife through butter................... T-34 destroyed.
#148452

Re: 2.1 Patch Ostheer Bugs

I've a couple of bugs to report.

1. The Wespe's artillery barrage ability says that it fires six shots but the Wespe only fires four.

2. Any Osteheer squad which captures a deployable machine gun gets re-labelled as an MG-34 squad (although still using the captured MG).

3. The Brandenburgers kill enemies with invisible pneumatic weapons. Oh and some of them have no headgear (helmets, caps..). Must be a fashion statement =)

#148453

Re: 2.1 Patch Ostheer Bugs

adognow wrote:

2. Any Osteheer squad which captures a deployable machine gun gets re-labelled as an MG-34 squad (although still using the captured MG).



If I am correct, This is applicable to all units in COH. For instanse for US, Soviet, PE and Brit, any unit captures any MG, they will renamed as Heavy Machine Gun Squad, and Wehr as MG 42 Squad even they captures the US MG, and Ostheer as MG34 squad as they are default MG name. But it will still fires that MG's sound.

Last edited July 10, 2013 at 12:47 PM by miles_dixon

#148454

Re: 2.1 Patch - Ostheer: Bugs

This was the commander vet bonus bug that I was talking about on the last page.

Forum post image

And I think that it'll be a great help for the community and me if you guys tell us the bonuses before the next patch is released so we can all sorta know what we're going in for.  ;)
"These new recruits are the caca!"
"Our tanks are far better than that cheap Allied scheisse!"
"Screw this weapon, man!"

Last edited July 10, 2013 at 1:34 PM by ubermensche

#148460

Re: 2.1 Patch - Ostheer: Bugs

1. Wespe's name is BLANK
2. To be honest, I don't know what caused this bug, but I wanted to call in Wespe so I had to switch pool to support, I did it and I called Wespe. Then I looked again at my base site, I noticed that OH HQ model went wrong.
Forum post image
I'm not sure about this, when I was doing these things, I wasn't looking at my HQ.
#148461

Re: 2.1 Patch - Ostheer: Bugs

Hey guys.. just another small issue I found
the Opel Maultier can be allocated twice, and then it can not be built again.. I just built 6 of those, and can allocate all of them, but I can not build new ones or rebuilt destroyed ones

kind regards,
me
#148532

Re: 2.1 Patch - Ostheer: Bugs

Another bug to report.

Deployable machine gun teams in a concrete emplacement do not seem to be able to change their angles of fire.

For instance, the MG-34 team set up in a concrete emplacement will always face the rear of the emplacement and refuse to redeploy to face the direction of enemy attack, even when the enemy is within firing range.
#148533

Re: 2.1 Patch - Ostheer: Bugs

That's not a bug AFAIK. Although I'm not sure if Walki wants to change this :).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148537

Re: 2.1 Patch - Ostheer: Bugs

Blackbishop wrote:
That's not a bug AFAIK. Although I'm not sure if Walki wants to change this :).


Oh, then in which case there would still be a bug because the MG-34 faces the rear of the concrete emplacement rather than the front. When a concrete emplacement is built there are yellow lines to site the arc of fire (just like for any MG nest or bunkers), so one would assume that the MG-34 in the emplacement would follow the same arcs of fire? However, they face backwards instead.

Another (potential) bug to report is that the veterancy for some units involves the unlock of a medical kit (like for the landser [sic?]), however no medical kit icon appears, but an icon to force retreat enemy infantry is present instead.
#148538

Re: 2.1 Patch - Ostheer: Bugs

Then Walki should check it anyway.

And for the medic ability, as far as I have checked only the text is the one of the force enemy retreat, the icon belongs to the medikit ability. But do not worry, the text will be fixed for the next update.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148551

Re: 2.1 Patch - Ostheer: Bugs

Find some few more stuff today:
Soviet union commander with his magic finger
Forum post image

Dual cannon T34
Forum post image

Mysterious hummels
Forum post image
Forum post image

Abandoned osther emplacement , used by AI but not appear to working
Forum post image

Le wild AND appear at the end of the sentence
Forum post image

Some kind of big fail maybe bug or you guys set it that way, it should be "and" because i already have street fighting
Forum post image

There is one more thing, when you lead your man to capturing a sector from your enemy, (from what i saw, while i am using soviet) the flag suddenly turned red and then go down and then go up again to turning into soviet flag

Can you guys make better texture for the soviet flag at all sector?
#148558

Re: 2.1 Patch - Ostheer: Bugs

1.The guards dp-28 muzzle flash is bugged, it fires its bullets in all directions except forward.

2. Projectile trajectory of the Panzer 38t is weird. It fires underground. IS-2 has the same problem but will be fixed with new model.

3. The SU-76 can keep using its barrage fire ability even after its main gun is destroyed. It will even keep moving sometimes while locked-down.

Will report more if found :)
#148562

Re: 2.1 Patch - Ostheer: Bugs

minhvn wrote:

Some kind of big fail maybe bug or you guys set it that way, it should be "and" because i already have street fighting
Forum post image


You are no in connected territory, that territory you are standing in is not connect to your HQ.
Valar Morghulis
Quote
[CoH:EF-Dev]Walki: BULLSHIT
[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now
[CoH:EF-Dev]Rizz: ok
[CoH:EF-Dev]Rizz: I'll hold you to it
<10 minutes later>
[CoH:EF-Dev]Walki: I think I really gotta eat a tree...
[CoH:EF-Dev]Walki: got a decent one?
#148569

Re: 2.1 Patch - Ostheer: Bugs

@chaosval3
SU76 can rotate on it's spot but he can't move around while locked down. I also find a bit odd your feedback about the DP28 because guards were used a lot in the beta and no one reported anything that obvious :-\.

Replay or never happened.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148578

Re: 2.1 Patch - Ostheer: Bugs

minhvn wrote:
Find some few more stuff today:
Soviet union commander with his magic finger
Forum post image


Unless there is more information about this, it is a problem in your end, because I never had any issue with this weapon, not sure if balancers found something either.

minhvn wrote:
There is one more thing, when you lead your man to capturing a sector from your enemy, (from what i saw, while i am using soviet) the flag suddenly turned red and then go down and then go up again to turning into soviet flag

Can you guys make better texture for the soviet flag at all sector?

When lowering the flag red means enemy and the point is owned by your enemy at that moment so there is nothing wrong with that; it happens to all faction flags but as Soviet and Ostheer are the only ones that do not use team colors they behave like that and cannot be changed. Can we make a better flag? Yes, would it work? I doubt it. The texture is very small so you cannot just add a better and detailed flag.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148594

Re: 2.1 Patch - Ostheer: Bugs

Rikard wrote:
minhvn wrote:

Some kind of big fail maybe bug or you guys set it that way, it should be "and" because i already have street fighting
Forum post image


You are no in connected territory, that territory you are standing in is not connect to your HQ.


Well the "must be in territory" is one minor problem, but I think the main problem is that you DON'T have street fighting because you chose breakthrough strategy. Street Fighting is in the urban strategy with sniper ace and partisans. I believe it is the first choice on the left of the urban strategy and you need two cp to unlock it. This is intended, so if you chose urban strategy, you don't have to upgrade sturmovie engineers to get a flamethrower. Correct me if I am wrong  :P

I also found a bug with the Ostheer Marder II. If you destroy the Marder II's gun (and the sign "main gun destroyed" comes up), It is still able to fire. Nearly killed my IS-2 before I noticed that it was still shooting ;D.

Last edited July 11, 2013 at 8:51 PM by LiefTundra

#148603

Re: 2.1 Patch - Ostheer: Bugs

Do you have a replay for that? There is no way the Marder II could have been firing after the main gun was broken.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#148608

Re: 2.1 Patch - Ostheer: Bugs

No, unfortunately I don't, sorry. I guess that means it never happened :P. Oh well I'll keep looking around and still see if it happens again.