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Chora Feedback - Bugs and Issues (no theories, ideas or opinions)

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On 18/08/2016 at 3:51 AM, DesmoLocke said:

Issue: Russian vehicle layout on Chora AAS 2 causes a traffic jam at round start.

 

It also causes a traffic jam if a BTR or supply truck goes to resupply at main base. The vehicles block the road out of base after respawning.

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Came across floating walls today on Chora.
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Map locations : Foxtrot 5, Key pad 4 & Echo 5, Key pad 6 (Marked floating walls in red)
RPUvOli.jpg

Edited by Dubs

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I'm only a problem seeing at chora map, I haven't seen any map yet, after some gaming, the screen upper side some pale aerial pixxellation (not all screen) and game can't be played..As I have said before , I haven't seen any other map yet..Is there anyone seeing this problem?

 

Regards

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3rd world ingenuity. Building 3d walls is a waste of materials so the Militia perfected building 2d walls. Brilliant!

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Just a minor RP trap/bug/glitch in Chora fellas.

Placing the RP in the opened door space of this building group spawned us into the closed section right next door.

No one had a key or even a crow bar to get out :(

RP_TRAP_2.jpg

RP_TRAP_3.jpg

RP_TRAP_4.jpg

 

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Was playing last night and thought, how come none of the trees/bushes move. Totally static, how about a bit of dynamic movement. nothing over the top, just bit to break the monotony.

 

Cheers

 

 

Know your a map Genius, was what I was thinking.

Edited by Smee

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Couldn't find a general bug reporting topic so i'll just report it here guys : 

There is a bug ( only tried it on the test range map ) where the armored techincal can take much less bullets from the russian 30 mil before going down ( about 3 shots to blow up ) , whereas the regular technical can take many more shots before going down . 

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13 hours ago, L0cation said:

Couldn't find a general bug reporting topic so i'll just report it here guys : 

There is a bug ( only tried it on the test range map ) where the armored techincal can take much less bullets from the russian 30 mil before going down ( about 3 shots to blow up ) , whereas the regular technical can take many more shots before going down . 

Jensen's Range often does not sink up to a live server due to the way Unreal emulates the server for local play. It should generally be pretty close, but not necessarily accurate. It's getting some love in the near future though, and will hopefully be more useful all around. =)

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10 hours ago, Gatzby said:

Jensen's Range often does not sink up to a live server due to the way Unreal emulates the server for local play. It should generally be pretty close, but not necessarily accurate. It's getting some love in the near future though, and will hopefully be more useful all around. =)

Oh so you're saying that the problem i've described must likely isn't a thing in live games ??  

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On 5/25/2018 at 6:38 PM, L0cation said:

Oh so you're saying that the problem i've described must likely isn't a thing in live games ??  

*Probably* not. It's still possible, but more likely than Jensen's is just misbehaving.

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