I had not enough time to test all of these on 1.01, but most still exist. I will update the list when I gather more.
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PERFORMANCE:
- (not yet tested on 1.01) game uses more and more RAM when running, up to maximum, eventually throttling the system (!!!!!)
- slight stuttering, since open beta
- objects rendering is distance limited for some key positions (example: main alley looking east from the final vietcong objective on Hue City, can see through metal barriers under the bridge tower)
GAMEPLAY MECHANICS:
- changing desired weapon selection in role select screen, while staying within the same class, removes all your mines (so far confirmed for NV sapper class)
GENERAL CONTROLS:
- defuse trap interaction text locks on screen, resulting in interaction staying active and disabling traps whenever interaction key is pressed (even from far away); happens when player moves away from the trap using movement keys and still looking at it (in other words, increasing distance does not disable defuse interaction); effect: player can no longer pickup weapons etc. without diabling previously set traps;
- pressing RMB (deploy) right after pressing space (mantle), when mantling an obstacle as machinegunner, causes player's character to lock and no longer be able to move (until killed); example: https://youtu.be/DbvbIRD45hs
- switching to pistol while reloading greande launcher results in empty hands: https://youtu.be/RMvagd6Hkv0
- switching to default/ro2 control schemes messes up the controls screen
- when more than one "use" button is set, use button in in-game interaction text is described as "no key set";
HELICOPTER CONTROLS:
- invert mouse affects heli mouse controls (forward-->nose down), but not W-S controls (W-->nose up); invert aircraft Y-axis setting only inverts both of these, without taking invert mouse into account
MAPS:
- Hill: hay roofs on huts downhill cannot be shot through: https://youtu.be/WAI5e7ITSsg
- Hill: invisible wall on the corner of a trench: https://youtu.be/24L6JLnQTrg
- Hue City: wall in the NW part of map can be seen through: https://youtu.be/7xYXgWYZC6k
- Hue City: gullies along the road allow to get under the map area: http://i.imgur.com/gondfCS.jpg
- An Lao: possible exploit - able to scale down guard tower on side of the hill at C: https://youtu.be/SnhQwJBRYrk
- (probably already fixed) Hill: collapsed tunnel in north east part of the map allows to get under map area: http://i.imgur.com/egiydHr.jpg http://i.imgur.com/hcQ2dNT.jpg
GAME UI:
- request: kill feed option to show both (and only) player's kills and deaths
- not really a bug, but a design flaw - VoIP icons of squad channel should be in squad colour for easy recognition
-----------------------------------
PERFORMANCE:
- (not yet tested on 1.01) game uses more and more RAM when running, up to maximum, eventually throttling the system (!!!!!)
- slight stuttering, since open beta
- objects rendering is distance limited for some key positions (example: main alley looking east from the final vietcong objective on Hue City, can see through metal barriers under the bridge tower)
GAMEPLAY MECHANICS:
- changing desired weapon selection in role select screen, while staying within the same class, removes all your mines (so far confirmed for NV sapper class)
GENERAL CONTROLS:
- defuse trap interaction text locks on screen, resulting in interaction staying active and disabling traps whenever interaction key is pressed (even from far away); happens when player moves away from the trap using movement keys and still looking at it (in other words, increasing distance does not disable defuse interaction); effect: player can no longer pickup weapons etc. without diabling previously set traps;
- pressing RMB (deploy) right after pressing space (mantle), when mantling an obstacle as machinegunner, causes player's character to lock and no longer be able to move (until killed); example: https://youtu.be/DbvbIRD45hs
- switching to pistol while reloading greande launcher results in empty hands: https://youtu.be/RMvagd6Hkv0
- switching to default/ro2 control schemes messes up the controls screen
- when more than one "use" button is set, use button in in-game interaction text is described as "no key set";
HELICOPTER CONTROLS:
- invert mouse affects heli mouse controls (forward-->nose down), but not W-S controls (W-->nose up); invert aircraft Y-axis setting only inverts both of these, without taking invert mouse into account
MAPS:
- Hill: hay roofs on huts downhill cannot be shot through: https://youtu.be/WAI5e7ITSsg
- Hill: invisible wall on the corner of a trench: https://youtu.be/24L6JLnQTrg
- Hue City: wall in the NW part of map can be seen through: https://youtu.be/7xYXgWYZC6k
- Hue City: gullies along the road allow to get under the map area: http://i.imgur.com/gondfCS.jpg
- An Lao: possible exploit - able to scale down guard tower on side of the hill at C: https://youtu.be/SnhQwJBRYrk
- (probably already fixed) Hill: collapsed tunnel in north east part of the map allows to get under map area: http://i.imgur.com/egiydHr.jpg http://i.imgur.com/hcQ2dNT.jpg
GAME UI:
- request: kill feed option to show both (and only) player's kills and deaths
- not really a bug, but a design flaw - VoIP icons of squad channel should be in squad colour for easy recognition
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