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Old May 20th, 2013, 03:38 PM
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Mobhack Mobhack is offline
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Default Re: Rate of fire question

There definitely seems to be a problem with weapons 2-4 showing a shot available (such as e.g. an RPG) and not actually firing one.

It does seem to have crept in this version from somewhere (I don't recall doing any ROF changes). On the TBI list for next year.

Andy
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Old May 20th, 2013, 04:55 PM
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Default Re: Rate of fire question

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Originally Posted by Mobhack View Post
There definitely seems to be a problem with weapons 2-4 showing a shot available (such as e.g. an RPG) and not actually firing one.

It does seem to have crept in this version from somewhere (I don't recall doing any ROF changes). On the TBI list for next year.

Andy
I mentioned the RPGs as wondered if it was somehow tied to the recent changes there, some code having a knock on effect.
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Old May 25th, 2013, 09:20 AM
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Default Re: Rate of fire question

Presume you already have found this out but just in case, may be normal behaviour in which case apologies.

1) Z firing at an adjacent hex the number of shots remaining depends on the number of active slots.
Example 6553 unit z firing all slots adjacent will become 3220
Switch off slots 2-4 & it uses 1 shot so becomes 5442.

2) Does seem to be slots 2-4 do not fire the last shot which can cause big problems with certain units / weapon types.
Worst effected are probably 2nd slot missile units like IFVs.

When you find the culprit will you be releasing an interim patch?
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