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Live GRENADES Destroy CPs when 75mm HE front PZ IV D, G and HE Stachel can't


fxmkorp
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Currently on live server Grenades can destroy CPS but Having shot more than 30 HE rounds from PZ IV D, G, STUG B and placed 8 engineer HE stachels they didn't blow up.

But it's very common to have Grenades blow CPs.

This is not realistic and not fair negating much of the effect of HE rounds & HE stachels.

Grenades should not blow up CPs because they are constantly used to clear ei on upper floors.

This results in friendly fire.. It's confirmed and happen more than 10 times to me already where no other factors where present.

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  • 2 weeks later...

This needs to be looked into & fixed, not only the grenade issue but a full or half load of HE rounds of both STUG B and PZ IV D should be enough to destroy the CP at least, this was were this tanks were made for anyway.

The engineers satchels also seem to not be working or at least not as they once were.

*Title: front = from

Edited by fxmkorp
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Do you mean the spawn point (SP)? I have posted on the same subject, unable to destroy friendly SPs (but can destroy CPs, bridges, other bldgs, etc.) and also how fragile they are, 1 or 2 shots from allied tanks blow our SPs up immediately, also a few MTR rounds does the same thing. Since when does 50mm HE blow up 3 story bldgs?

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No only talking about capture points(cp), the grey buildings that you cap it can be destroyed by axis grenades at least thrown on upper floor saw this 2 times with no other factors present and 3 more times setting 8 or + HE satchels did not destroyed the CP and for a couple of years the PZ IV D & Stug B entire set of HE rounds can't destroy a CP.

There were quite a few players that were with me when this happen, weird seeing no1 else posting thought it was a common bug.

Conditions:

- Throw Axis Nades to upper floor from windows or down stairs from multiple players and at different times but constantly (more than 10 axis nades, in some situations satchels were already placed on CP but did not destroy it and nades eventually contributed to the final destruction of the CP.)

- Engineers Place 4 HE satchels around the cp, despawn respawn place more 4 no destruction.

- Spawn Stug B & PZ IV D shoot full HE to CP inside and outside no effect.

If there is a CP threshold it should not be trigger by grenades.

Edited by fxmkorp
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