WTH…how…
lmao, Im actually starstruck, actually incredible.
Seems Im not the only one either haha.
Perhaps in the hot summer, the soil and rocks on the mountain have melted.
This happened in the event battle of Ussr VS Jap.
2 times now on the Wilhelmstrasse (invasion) mode defending as germans my bots have been stuck in this group of desks or rubble… you can destroy it and they are free but this is a recurring problem.
@SnowieW
In the map of department stores in Stalingrad, as shown in the picture.
Here, the robots will voluntarily want to pass through the corner and go to the other world.
Pressing the X key at other positions has no effect.
When you are 50 meters away from them, they refuse to cancel the current status and change to follow.
They still like to be there, moving towards the corner.
Of course, on this map, there are many other locations where similar situations can occur.
These positions will all make the robot stay somewhere and refuse to follow the player.
Regular matching battles
I recently found this one again lol
Forwarded this, thanks
A great help would be changing to colour of spawn points on the map …sometimes the white symbols can’t be seen easily and you miss a better rally pont…maybe bright yollow or green?
Same for numbering fror distances for mortars, paratroopers and pilots…white gets hidden.
Your OwWN rally point should be a unique colour so you know if it still active and so you don’t use your own when trying to hit daily targets
I think there are two factors contributing to the inefficiency of the AI teammates at present. One is that the current setting for movement in water is still not realistic enough. Even when moving inside the water, it feels like walking at a slow pace. In fact, in such shallow water, there is not much of a slowdown when wading. Especially when motorcycles pass through this area, they will immediately come to a stop. The eddies have set the resistance of the water too high. Things like infantry and light motorcycles are still too slow in the past. To explain further, the AI’s movement routes rarely use running. Once wading, they won’t immediately leave but will only be in a situation of walking.
Ah, this place really needs to be changed. It’s clearly two points, but the respawn location for the vehicles was placed on one side, and it’s particularly remote. If you want to get closer, you have to take the bridge. On both sides, it’s either trenches or rocks that you can’t climb over. Whether it’s a two-point attack or a demolition mode, the defenders only need to set anti-tank roadblocks or anti-tank mines on the bridge. This will easily stop the attack of the vehicles. Not to mention in the top-level room with stronger anti-tank capabilities. In this case, the vehicles can only be respawned here completely. It’s just a separate infantry unit. It doesn’t help the battle situation at all. The opposing side can even be relieved that one person is missing from the 10-person team. Not to mention that the guerrillas can sneak past and secretly place TNT.
can we make the defenders spawn point 10% closer to the objective because they are defending, to counter this just increase the map’s play zone so that attackers get more than enough room to do flanking maneuvers.
Grass has grown through the floor in Burma.
you dont have grass growing in your house? this is latest in green technology…
It’s natural carpet.
“natural carpet” made my day:rofl:
Honestly surprised that not other places have them. They’re better for the environment!
I know i play all nation on br5 and never saw this only Myansera map
Maybe I should post there too
- I just got this
- With Ray Tracing I sometimes get this
- As paratroopers on Wald 1st point I can’t see how far in the enemy’s rear I can jump
Do what you do to fix AI shooting through these specific trees on Ver-sur-Mer which act as cover and are functionally bushes… every time i play this map on conquest i get shot through here.
Real player wouldn’t be sitting near the woods by C and shooting you through a slight LOS (which is blocked by the red) from the ground and tree branches and neither should AI.
Perhaps i shouldn’t be running across the open field and instead take the woods around to C but this happens to much not to mention.