Collection of Veterancy Bugs

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MenciusMoldbug
Posts: 126
Joined: 17 Mar 2017, 12:57

Collection of Veterancy Bugs

Postby MenciusMoldbug » 06 Mar 2019, 13:37

Will be outlining stuff here that has either no veterancy 4 as a vehicle when it should, inconsistent/or non-applicable vet bonuses that do nothing for the vehicle itself, or some other stuff.

Legend:

(A) = Stuff that is using VCoH veterancy tables in BK. These tables are usually look like this and might be too weak or too strong on certain vehicles.

(B) = Stuff that is using VCoH veterancy XP requirements. Might be too fast or too slow on certain vehicles.

(C) = Sometimes due to the above stuff but not all cases; This unit has no veterancy 4 table while some other vehicles in it's own class do.

(D) = Non-applicable veterancy modifiers. E.G. being M8 Scott getting 1.5 penetration modifier at veterancy 2.

* = My own notes on certain veterancy behaviors on some units.

Allies - USA

deuce_and_a_half_cckw_rangers_squad.rgd
(A) (B) (C)

deuce_and_a_half_cckw_squad.rgd
(A) (B) (C)

deuce_and_a_half_cckw_squad_ammo.rgd
(A) (B) (C)

jeep_50cal_armored_squad.rgd
(A) (B) (C)

jeep_50cal_squad.rgd
(A) (B) (C)

jeep_50cal_squad_fhq.rgd
(A) (B) (C)

jeep_calliope_squad.rgd
(A) (B) (C)
*Unlike the Sherman Calliope the Jeep Calliope starts doing +25% damage with its rockets at veterancy 3 and with VCoH veterancy requirements get's there very quickly. A Vet 3 Jeep Calliope Barrage is much more menacing at times than the M4 Sherman Calliope Barrage.

jeep_recoilless_squad.rgd
(A) (B) (C)

jeep_squad.rgd
(A) (B) (C)

m15a1_halftrack_squad.rgd
(A) (B) (C)

m16_halftrack_squad.rgd
(A) (B) (C)

m1_57mm_at_squad.rgd
(A) (B) (C)

m1_57mm_at_squad_fhq.rgd
(A) (B) (C)

m1_57mm_at_squad_paradrop.rgd
(A) (B) (C)

m1a1_75mm_howitzer_squad.rgd
(B) (C)

m1a1_75mm_howitzer_squad_paradrop.rgd
(B) (C)

m20_command_vehicle_squad.rgd
(A) (B) (C)

m20_recon_vehicle_squad.rgd
(A) (B) (C)

m21_halftrack_squad.rgd
(A) (B) (C)

m2_halftrack_squad.rgd
(A) (B) (C)

m3_37mm_at_squad.rgd
(A) (B) (C)

m3_halftrack_squad.rgd
(A) (B) (C)

m3_halftrack_t48_squad.rgd
(A) (B) (C)

m55_maxson_squad.rgd
(A) (B) (C)

m55_maxson_squad_nest.rgd
(A) (B) (C)

m55_maxson_squad_nest_starting.rgd
(A) (B) (C)

m5_76mm_at_squad.rgd
(A) (B) (C)

m5_76mm_at_squad_fhq.rgd
(A) (B) (C)

m5_76mm_at_squad_paradrop.rgd
(A) (B) (C)

m5_76mm_gunnest_squad.rgd
(A) (B) (C)

m8_greyhound_squad.rgd
(A) (B) (C)

m8_scott_squad.rgd
(A) (B) (C) (D)
*Scott gets +50% penetration on a weapon that already penetrates everything.

wc54_dodge_squad.rgd
(A) (B) (C)

Allies - UK

1897_75mm_squad.rgd
(A) (B) (C)

autocar_75mm_squad.rgd
(B) (C)
*I didn't put (A) here because it has cooldown reduction on the artillery barrage ability but otherwise it's the same VCoH veterancy buffs like the other stuff.

bofors_aa_gun_squad.rgd
(A) (B) (C)

bofors_aa_gun_squad_single.rgd
(A) (B) (C)

bofors_aa_gun_squad_starting.rgd
(A) (B) (C)

bren_carrier_squad.rgd
(A) (B) (C)

bren_carrier_squad_glider.rgd
(A) (B) (C)

bren_carrier_wasp_squad.rgd
(A) (B) (C)

commonwealth_jeep_glider.rgd
(A) (B) (C)

commonwealth_jeep_sp.rgd
(A) (B) (C)

cw_6_pounder.rgd
(A) (B) (C)

cw_6_pounder_fhq.rgd
(A) (B) (C)

cw_6_pounder_glider.rgd
(A) (B) (C)

cw_towed_at_gun_squad.rgd
(A) (B) (C)

cw_towed_at_gun_squad_fhq.rgd
(A) (B) (C)

cw_towed_at_squad.rgd
(A) (B) (C)

daimler_mk1_armoured_car_squad.rgd
(A) (B) (C)

daimler_scout_car_squad.rgd
(A) (B) (C)

jeep.rgd
(A) (B) (C)

jeep_squad.rgd
(A) (B) (C)

m3_halftrack_t48_squad.rgd
(A) (B) (C)

staghound_armoured_car_squad.rgd
(A) (B) (C)

stuart_recce_squad.rgd
(A) (B) (C)

Axis - WH

150mm_nebelwerfer.rgd
(B) (C)

250_armored_car_squad.rgd
(A) (B) (C)

250_pzb41_halftrack_squad.rgd
(A) (B) (C)

37mm_pak36.rgd
(A) (B) (C)

50mm_pak38.rgd
(A) (B) (C)
*Instead of getting a penetration increase at veterancy 2 like some other AT guns this pak (and the 75mm) gets a health increase modifier; which is better because otherwise it would over-perform a lot (still does more damage at veterancy 3 though).

50mm_pak38_stellung.rgd
(A) (B) (C)

75mm_leig18.rgd
(B) (C)

75mm_pak40.rgd
(A) (B) (C)

75mm_pak40_fhq.rgd
(A) (B) (C)

88_flak_squad.rgd
(A) (B) (C)
*Probably the most dangerous veterancy damage modifier in the game because the 88 already does 150-200 damage (I think that's too much already). Don't let them get to veterancy 3 or they will oneshot everything barring lucky criticals.

88_flak_squad_single.rgd
(A) (B) (C)

88mm_pak43.rgd
(A) (B) (C)

88mm_pak43_stellung.rgd
(A) (B) (C)

axis_schwimmwagen.rgd
(A) (B) (C)

flak38_quad20mm_aagun_squad.rgd
(A) (B) (C)

flak38_squad.rgd
(A) (B) (C)

flak38_squad_single.rgd
(A) (B) (C)

flak38_squad_starting.rgd
(A) (B) (C)

flakpanzer_38_squad.rgd
(A) (B) (C)

halftrack_blitz_squad.rgd
(A) (B) (C)

halftrack_sdkfz_11_squad.rgd
(A) (B) (C)

halftrack_squad.rgd
(A) (B) (C)

halftrack_squad_flak38.rgd
(A) (B) (C)

halftrack_squad_flammenwerfer.rgd
(A) (B) (C)

halftrack_squad_kwk37.rgd
(A) (B) (C)

halftrack_squad_mortar.rgd
(A) (B) (C)
*I heard before the veterancy 2 sight modifier was a feature of the mortar halftrack but doesn't look like that to me because it's shared across a lot of other units.

halftrack_squad_pak36.rgd
(A) (B) (C)

halftrack_squad_pak40.rgd
(A) (B) (C)

halftrack_squad_pzb41.rgd
(A) (B) (C)

halftrack_squad_stuka.rgd
(C)

leig18_75mm_gun.rgd
(B) (C)

motorcycle_squad.rgd
(A) (B) (C)

pak_43_88mm.rgd
(A) (B) (C)

sdkfz_231_armoured_car_squad.rgd
(A) (B) (C)

sdkfz_234_3_squad.rgd
(A) (B) (C)

sdkfz_234_armoured_car_squad.rgd
(A) (B) (C)

sdkfz_234_puma_squad.rgd
(A) (B) (C)

stup_iv.rgd
(D)
*This and the Stuh are using artillery veterancy modifiers. Ability cooldown modifiers for artillery are present on them but since they are not artillery units and don't have an artillery ability it means nothing. The scatter reduction is probably the biggest thing that makes them 'OP' when they vet up as when they get that modifier they get pin-point levels of accuracy with their guns.

Axis - PE
*Basically every AT Gun and flak emplacement has the same stuff as listed above so I'm not going to repeat it here.

210mm_nebelwerfer.rgd
(B) (C)

221_armoured_car_pzb41_squad.rgd
(A) (B) (C)

221_armoured_car_squad.rgd
(A) (B) (C)

222_armored_car_squad.rgd
(A) (B) (C)

223_armoured_car_squad.rgd
(A) (B) (C)

232_armoured_car_squad.rgd
(A) (B) (C)

234_4_pak40_squad.rgd
(A) (B) (C)

250_9_light_halftrack_squad.rgd
(A) (B) (C)

250_kwk_36_squad.rgd
(A) (B) (C)

250_light_halftrack_squad.rgd
(A) (B) (C)

250_mortar_halftrack_squad.rgd
(A) (B) (C)

251_at_halftrack_squad.rgd
(A) (B) (C)

251_heavy_halftrack_squad.rgd
(A) (B) (C)

251_sanni_halftrack_squad.rgd
(A) (B) (C)

---End---

Most concerning stuff is on the allied side but lot's of light vehicles in every place need their veterancy 4 table to be given to them. Otherwise the unit will forever be stuck at the 3 vet bars in-game and never get the final bar of veterancy when it should have a long time ago.

Edit: Put chaffee by mistake because I forgot it got changed some time ago.
Last edited by MenciusMoldbug on 06 Mar 2019, 14:58, edited 1 time in total.

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Warhawks97
Posts: 3335
Joined: 23 Nov 2014, 21:45
Location: Germany

Re: Collection of Veterancy Bugs

Postby Warhawks97 » 06 Mar 2019, 14:23

MenciusMoldbug wrote:Will be outlining stuff here that has either no veterancy 4 as a vehicle when it should, inconsistent/or non-applicable vet bonuses that do nothing for the vehicle itself, or some other stuff.

(A) = Stuff that is using VCoH veterancy tables in BK. These tables are usually look like this and might be too weak or too strong on certain vehicles.

(B) = Stuff that is using VCoH veterancy XP requirements. Might be too fast or too slow on certain vehicles.

(C) = Sometimes due to the above stuff but not all cases; This unit has no veterancy 4 table while some other vehicles in it's own class do.

(D) = Non-applicable veterancy modifiers. E.G. being M8 Scott getting 1.5 penetration modifier at veterancy 2.



Actually Vehicles and AT guns were left untouched by old devs in terms of their vet. They only cared for inf and tanks. Most vehicles were totally usless and overpriced and with broken behaviour with only the 20 mm Puma being wort to get. Units like M20 did cost like 350 MP back then.

Wolf and Markr were the first ever to care about vehicles and fixing abilities (eg 50 mm Puma HE), changing costs (M20) and to give them some use in game.

However they havent really fixed veterancy. Pretty much all that existed in vcoh have kept the 3 vet system with their massive boosts. A few were adjusted like those of german rocket artillery which not long ago had reduced scatter that made a vet 3 stuka to be a pin point tank killer weapon.










jeep_calliope_squad.rgd
(A) (B) (C)
*Unlike the Sherman Calliope the Jeep Calliope starts doing +25% damage with its rockets at veterancy 3 and with VCoH veterancy requirements get's there very quickly. A Vet 3 Jeep Calliope Barrage is much more menacing at times than the M4 Sherman Calliope Barrage



ah, didnt check it. But that explains a lot. recently my mates calli jeeps caused incredible damage and had high kill rates while my calli sherman did very little.



m8_scott_squad.rgd
(A) (B) (C) (D)
*Scott gets +50% penetration on a weapon that already penetrates everything.


Its not just him. Giving vehicles 50% pen boost doesnt help much as they usually can pen/not pen at all. A Greyhound might get a chance vs Puma but its 37 mm is soo poor compared to other 37 mm that it needs a fix anyway.



150mm_nebelwerfer.rgd
(B) (C)


As mentioned the scatter reduction at vet had been removed from rocket arty. But so far it still uses vcoh stuff like 25% speed boost at vet 1 making it faster than most mechanized rocket arty. But perhaps i am wrong and its changed now.


50mm_pak38.rgd
(A) (B) (C)
*Instead of getting a penetration increase at veterancy 2 like some other AT guns this pak (and the 75mm) gets a health increase modifier; which is better because otherwise it would over-perform a lot (still does more damage at veterancy 3 though).



Vet for AT guns should boost reload, accuracy and survivability of the crew. Massive damage boosts of like 30% or so is just insane. True some might argue that vet helps aiming but then we would have damage boosts everywhere.



88_flak_squad.rgd
(A) (B) (C)
*Probably the most dangerous veterancy damage modifier in the game because the 88 already does 150-200 damage (I think that's too much already). Don't let them get to veterancy 3 or they will oneshot everything barring lucky criticals.



Yeah, it bugs me for years. It outmatches even then "superior" 88 mm L/71 guns which are supposed to be stronger.
Jalis once called this weapon a "88 L/71 on Steroids".



stup_iv.rgd
(D)
*This and the Stuh are using artillery veterancy modifiers. Ability cooldown modifiers for artillery are present on them but since they are not artillery units and don't have an artillery ability it means nothing. The scatter reduction is probably the biggest thing that makes them 'OP' when they vet up as when they get that modifier they get pin-point levels of accuracy with their guns.


yeah, idk this low accuracy at range doesnt help. It managed to oneshot a full speed M20 on a reconassaince mission on a street at max range. The shot "failed" but still blasted it. And it happens more often than not. Most just park this brain dead unit behind the new AT rifles which will take out flanking M18 and 50/75 mm AT guns and let this rolling fortress fire sniper shots against whatever target and blasting it out of this universe. Its a braindead defense toll that you just park somewhere with light support and it does its job alone. It recently turned a game alone at Blijwa map.
And when it reached max vet you could completely forget to attack it with anything. Even smoke didnt help a shit.


Most concerning stuff is on the allied side but lot's of light vehicles in every place need their veterancy 4 table to be given to them. Otherwise the unit will forever be stuck at the 3 vet bars in-game and never get the final bar of veterancy when it should have a long time ago.



In vcoh allied vehicles gain speed/pen/damage boosts, axis generally increased survivability. Vehicles like the M16 instead of pen an accuracy boost. That was the main reason it was OP back then which made devs hafing its rate of fire while moving iirc. Fixing vets would have been my first step to fix "OP vehicles".


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