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1.35.13 Major bugs and issues


tyrdaimp
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1.35.13 Major bugs and issues

After Playing the game after this recent update, I will be listing Issues i have encountered during gameplay.

Allied  -> French Army

Operating a Sherman tank or M10 Wolverine tank destroyer;
-I have noticed that the main gun audio cuts out for other players at times (You wont hear them shooting)
-Rendering issues for infantry. (Infantry wont render until approx 100meters from your vehicle)

-Sherman has way too many HE rounds.
-Sherman APHE rounds no longer effective against armored vehicles. (couldnt kill a pz4g at 800m before running out of ammo)
-Sherman HE rounds are not effective against infantry, ATG's, or Trucks (was landing rounds inches from infantry targets and opels, aswell as PAKS / AAA, with no effect unless direct hit)
 

-Wolverine Main gun became more inaccurate.

-Wolverine APHE rounds no longer effective against armored vehicles. (took 15 rounds head on to kill a PZ3. Also a 232 took 5 rounds to the side at 1km and did not die)
-Wolverine Turret Speed decreased

 

Infantry gameplay;

While playing as infantry, You no longer hear enemy foot steps.

German K98 rifles became more muffled (just like the Italian rifles, where you barely hear it, and are unable to determine range or location)

 

General Gameplay;

Heavy latency has occured. (you can run into a building, then fall dead because badguy sees you outside in a field running.)

Net code 3 Enabled is now being spammed.

Equipment list has various items locked.

 

 

Do note that these issues have arisen after the patch.

Im sure there are more issues that are yet to be reported.

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Played a bit this morning and encountered the locking of various items in the equipment list issue.

My game time was limited so I only played with infantry kits. The unit that I always found to be locked out was the rifleman. It did not matter where I spawned from (e.g., Depot, FMS, or Barracks).

If you need/want me to gather more information to clarify let me know and I'll see what I can do after work tonight. S!

3ChYNKIp_o.png

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We will investigate some of these. Just remember that all ammunition was audited (for better or worse) to historical data, so some of your favorite weapons may act differently than it was in previous versions. Turret rotation and Reload times were also audited (for better or worse). My team has been informed of this post.

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Adding issues to this topic from other thread(s).

7 hours ago, ibshot said:

FYI  there is a problem with units being locked out. Been maxed out in rank for 15 years , after patch I am locked out of many things like laffys, lmg, grease gun, m57 atg, morterman etc.

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6 minutes ago, gretnine said:

Adding issues to this topic from other thread(s).

 

 

This is known and actively being worked on.. 

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Seems that, from offline testing, that ATGs have had their rate of fire changed to slower, except the French and US 57mm. They still fire very quickly at the old RoF. 6lber and pak38 are glacial compared to it...The 57mms also have their old reload audio, so it looks like it wasn't updated at all. 

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1 hour ago, moe5000 said:

Seems that, from offline testing, that ATGs have had their rate of fire changed to slower, except the French and US 57mm. They still fire very quickly at the old RoF. 6lber and pak38 are glacial compared to it...The 57mms also have their old reload audio, so it looks like it wasn't updated at all. 

I know the QA team is looking at this right now with development team to make sure they all match historical values for each piece of equipment.

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11 minutes ago, BLKHWK8 said:

I know the QA team is looking at this right now with development team to make sure they all match historical values for each piece of equipment.

Cool. Just posting what I noticed so far. :D 

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7 hours ago, SCKING said:

We will investigate some of these. Just remember that all ammunition was audited (for better or worse) to historical data, so some of your favorite weapons may act differently than it was in previous versions. Turret rotation and Reload times were also audited (for better or worse). My team has been informed of this post.

It's annoying to hear about 'historical'
if bombs just kill enemies

Nothing is historical in this game while FF OFF  !!!!!!!!!!!!!!!!!!!!!!!!!!

 

 

HISTORY WAS NOT SELECTED BOMS!!!

 

Edited by enemytank
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From inside a buttoned-up panny - Other nearby (<100m) armored vehicle turret movement audio is very loud, but when the other unit fires its main gun the main gun audio is very muted - seems kinda off;

Post firing reloading audio with spent casing ejection sounds reminiscent of church bells (Sherman, M10, applicable ATGs with new aural cues)

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49 minutes ago, enemytank said:

It's annoying to hear about 'historical'
if bombs just kill enemies

Nothing is historical in this game while FF OFF  !!!!!!!!!!!!!!!!!!!!!!!!!!

 

 

HISTORY WAS NOT SELECTED BOMS!!!

 

Easy to do FF in a game like Post Scriptum, where a player can be vote-kicked off a server. Not easy to do FF in a game like WWIIOL. That said, I admit that FF adds a lot to the intensity and *feel* of Post Scriptum; very easy to mistakenly kill friendlies (and that *adds* to gameplay value).

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3 hours ago, xanthus said:

very easy to mistakenly kill friendlies

Or intentionally.

Intentional friendly kills would be at least as unrealistic feeling as no friendly kills.

And, suspicion of intentional friendly kills would wreck the game's social structure. 

Which is why this particular conundrum is unresolvable in a 24/7 MMOLG with finite GM resources.

Edited by jwilly
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3 hours ago, xanthus said:

very easy to mistakenly kill friendlies

Who here has accidentally leveled a building that had friendlies in it?

I have.
I wiped out an entire depot team, because i caught an EI running into the depot
I was just within INF rendering range of the depot, so i started laying HE into it.
I could not see the friendly tags, so i did not know that they had mowed down the EI 3 steps through the door

They are not terribly forgiving or understanding.

I think it would be hard to incorporate FF well in an open world MMO
that is campaign/goal based rather than match based where you can simply play the match over again later.
Maliciousness aside, too many honest accidents will happen which will create too much hostility between players

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The Axis Mortar seems to have zero function.. HE does zero damage, close to 100 rounds fired and several more by others, made bug report..

Cheers Monty

sry for double post..
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IT Rifle audio is way too loud for the shooter and if you're an allied player, its sometimes as loud and audio starts to crackle. Still same muffled audio issues as before too. 

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6 hours ago, montyuno said:

The Axis Mortar seems to have zero function.. HE does zero damage, close to 100 rounds fired and several more by others, made bug report..

Cheers Monty

sry for double post..

Sounds like you just missed the targets... but I'll have QA have a look...

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14 hours ago, merlin51 said:

Who here has accidentally leveled a building that had friendlies in it?

I have.
I wiped out an entire depot team, because i caught an EI running into the depot
I was just within INF rendering range of the depot, so i started laying HE into it.
I could not see the friendly tags, so i did not know that they had mowed down the EI 3 steps through the door
 

I have, and it's a good thing. People who get teamkilled in Post Scriptum sure don't like it either, but friendly fire is a most definitely a good thing that adds to the immersion in that game. The fact that it's possible to level a building with friendlies in it in this game is likewise a very good thing that adds to immersion. Is it possible to have total friendly fire in WWIIOL? I think probably it is.

 

 

 

But anyway.

 

Bug report:
AI towers can no longer be killed by indirect HE from mortar fire. The functionality has definitely changed here. Not only is it now 100% impossible to take down AI towers with indirect mortar fire (whereas before I was able to do so with 1-2 rounds landing within a couple of meters), even direct mortar hits that land on top of the tower roof do nothing (my eyes aren't fooling me; I've done this at 50 m to be sure).

 

I would also add that subjectively, mortar fire vs EI seems to have actually gotten less effective after this patch, but that's only after a day of gameplay...nevertheless, it jives with what everyone else is saying. I've yet to hear from a single person who has observed that mortar fire is *more* effective now. Again, I'm open to the possibility that mortar HE is actually improved and that we're all wrong (it's just a day, after all), but something seems off here...

Also in line with what others are saying, I see no change in the effectiveness of grenades vs EI.

 

RE: footsteps and K98 sounds via OP-

Nope, that all sounds fine to me.

Edited by xanthus
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Ello,

The AB was full of EI and equipment, the mortar did not register 1 single hit on anything let alone a kill.

I don't miss lol ;) hehehe..

As an experienced mortar operator, zero hits in a very busy AB is not normal at all..

The other active mortar crews also registered zero hits and zero kills...

My KD with mort is typically well over 20 to 1 with the exception of this camp, so I think I can make a fair assessment of the Mort performance..

It's not working at all....

Cheers and ty....

Monty

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58 minutes ago, montyuno said:

Ello,

The AB was full of EI and equipment, the mortar did not register 1 single hit on anything let alone a kill.

I don't miss lol ;) hehehe..

As an experienced mortar operator, zero hits in a very busy AB is not normal at all..

The other active mortar crews also registered zero hits and zero kills...

My KD with mort is typically well over 20 to 1 with the exception of this camp, so I think I can make a fair assessment of the Mort performance..

It's not working at all....

Cheers and ty....

Monty

I can definitely vouch for the same. Didn't even register damages. Something not right here.

Edited by xanthus
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  • Registered Users

We are looking at the mortars. 

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This has never happened before.

Single tracked panzer. Take res. No crew dead. Kill credit to enemy. 

I have never got kill credit for a 1 track. 

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  • Registered Users

main gun broke? engine dead? either of those is also a kill

 

 

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