AFsoccer Posted December 20, 2015 Please post screen shot and description with location. This is not a discussion thread. Thanks! Share this post Link to post Share on other sites
Calumkj93 Posted December 30, 2015 I have an issue that has been happening on all the maps; If I am leaning whilst aiming and get shot down, when a medic revives me I will be stuck on whichever side lean I was on until I die again. Share this post Link to post Share on other sites
Sidney Posted January 8, 2016 Okay there is one problem with this map (talking about capturezone gamemode I think). The north side must be extended. Once the Militia/Insurgents take over the mountain at around E4 and put an FOB down it will be very hard to get to the next objective. If the north side is extended, flanking is made much easier. Share this post Link to post Share on other sites
Raklödder Posted January 10, 2016 Flags remain white (despite having been captured) which is rather confusing. I've experienced the same thing on Fools Road and night layers. Share this post Link to post Share on other sites
suds Posted January 10, 2016 minor bug here, can be used as an exploit in fields as you can see enemy feet (delete if you want to keep it quiet)Crops are too high off ground, long narrow field has curved sides but is deeper in centrehttp://images.akamai.steamusercontent.com/ugc/610602100826499448/4C5494D72D84229E08B0D829EDE3673E559A6F5D/ Share this post Link to post Share on other sites
Cowboy_Chuck Posted January 22, 2016 This happened during an Insurgency round in the wee hours of the morning today. A couple of us tried spawning on the cache and were promptly glitched into the wall. http://steamcommunity.com/sharedfiles/filedetails/?id=605870119http://steamcommunity.com/sharedfiles/filedetails/?id=605870147 We also had floating bullets in the middle of the air at the same spot on the map........ http://steamcommunity.com/sharedfiles/filedetails/?id=605870132 Share this post Link to post Share on other sites
Him.Self Posted February 12, 2016 almost, but mine are small rocks just 25 to 50 meters in view. normal look a few rocks as soon as I scope in a million rocks. as I zoom out the disappear again. really annoying Share this post Link to post Share on other sites
Major Trouble Posted February 12, 2016 Small rocks aren't really a problem it's these big ones. I can see the enemy unzoomed. If I had no optics I might be taking pot shots at him or at the very least calling out his position. He has taken the initiative to hide himself so should remain so. Also by me taking those pot shots, maybe a LMG, I am revealing my position for nothing. Both sides are disadvantaged. Share this post Link to post Share on other sites
Cowboy_Chuck Posted February 19, 2016 Floating rock element in District Center...... http://steamcommunity.com/sharedfiles/filedetails/?id=627587830 Share this post Link to post Share on other sites
AFsoccer Posted February 24, 2016 Thanks guys. We're looking into the cache spawning issue and the rock bugs. The field exploit has been fixed with the new "fields v2" introduced at the end of January, since they now conform to the terrain. Share this post Link to post Share on other sites
snoob Posted March 26, 2016 I've seen a situation twice where the western team gets locked in a situation where they can not retake the last point if they get capped out, it usually happens when the western team gets owned and it leaves them with alot of tickets, and alot of time, with no objective - and no way of making a come back. I've only noticed this as of v5. to be clear, as I've not figured out if the factions rotate on the maps or not - the militia are the west side and the americans are the east side. and everyone calls that hill nipple hill! Share this post Link to post Share on other sites
BloodMalice Posted March 29, 2016 I'm sorry I cannot be more specific with this by providing a screenshot of the exact location. I've encountered this problem twice on this map during Kohat Insurgency, but forgot to take screenshots the first time of the exact location and the second time we merely went by playing by ear. There is an odd sound bug where random gun fire emanates from the ground in the north-central section of the map somewhere. This has happened at least twice to me now and each time the squad investigated there was no one to be found at the sound source. It's possible that gunfire occurring elsewhere on the map is having its sound emitted over in this region for some reason or other. Has anyone else encountered this? Share this post Link to post Share on other sites
eggman Posted March 30, 2016 (edited) The issue with the last flag before the main base not being re-capturable exists for both the US last flag and the Militia last flag. Once captured by the enemy it cannot be re-captured. This also exists on the "area control" layer with Insurgents iirc; if they happen to capture the last flag before the US Main, the US cannot re-capture it and the round is effectively over. This can can kill a game session. Last night Militia had 150 tix at the point the US captured the last flag before the Militia main. Effectively you have to stand around and wish for a faster bleed to bring the round to an end. I would love to see this patched, expected it to be fixed in 5.0 or 5.1 as it was there in 4.x. The balancing changes to the Insurgents mode on this map are great.. still need some refinement, but it's definitely a step in the right direction - it used to be a "cakewalk" for the US; it's much more even now - well done. On another note, this map would be great to have a US v Russian layer (like Chora does) so that there can be a (roughly) symmetrical game mode. Absolutely winnable as Militia with coordinated tactics, but only when the team is significantly more coordinated than average. A symmetrical warfare configuration would be well suited to this map due to the long view distances and roughly equal optics capabilities of US and Russian forces - easier for "pubby" type games to be more even. Cheers, egg Edited March 30, 2016 by eggman Share this post Link to post Share on other sites
bilsantu Posted May 7, 2016 Random nuance. http://i.imgur.com/o0DuzPl.jpg Share this post Link to post Share on other sites
Logisticz Posted August 9, 2016 - Since v7.0 - It looks like on Kohat map several players get simultanously the FATAL ERROR! crash - i have no clue what exactly forces this, but I for myself have only on Kohat this problem. I had the map open, was using the Squad voice and closed it, then it crashed - and as said - for 2 other squad members as well at the same point and time (were in Teamspeak with me - they didn't had the map open or were using squad voice) Not sure if this helps or anything, but I thought that could be worth mentioning. my specs: Intel Core i7 5820K 6x 3.30GHz MSI X99A Raider Intel X99 32GB (4x 8192MB) DDR4-2666 DIMM CL15-17-17-36 Quad Kit Running on SSD Share this post Link to post Share on other sites
Heradon Posted August 9, 2016 (edited) 5 minutes ago, Logisticz said: - Since v7.0 - It looks like on Kohat map several players get simultanously the FATAL ERROR! crash - i have no clue what exactly forces this, but I for myself have only on Kohat this problem. I had the map open, was using the Squad voice and closed it, then it crashed - and as said - for 2 other squad members as well at the same point and time (were in Teamspeak with me - they didn't had the map open or were using squad voice) Not sure if this helps or anything, but I thought that could be worth mentioning. my specs: Intel Core i7 5820K 6x 3.30GHz MSI X99A Raider Intel X99 32GB (4x 8192MB) DDR4-2666 DIMM CL15-17-17-36 Quad Kit Running on SSD Server is causing fatal error is a known bug. It happens on other maps too. A new hotfix was just released right now. Hopefully it will prevent this bug from occuring. Edited August 9, 2016 by Heradon Share this post Link to post Share on other sites
Logisticz Posted August 10, 2016 1 hour ago, Heradon said: Server is causing fatal error is a known bug. It happens on other maps too. A new hotfix was just released right now. Hopefully it will prevent this bug from occuring. yeah I just found out about the hotfix . thx anyways! Share this post Link to post Share on other sites
EsJonne Posted September 7, 2016 Drove twice with a BTR past this point and the vehicle flipped over suddenly. Just driving past the trees has the effect.http://oi64.tinypic.com/zlxkio.jpg Share this post Link to post Share on other sites
mastah4 Posted November 2, 2016 [V8.0] Just went prone randomly Share this post Link to post Share on other sites
Peerun Posted May 20, 2018 Could be wrong, but it seems like Kohat maybe has forced DF shadows on, or something.(fps hit + see them lag-render on the surrounding landscape) Share this post Link to post Share on other sites
DanielNL Posted July 21, 2018 on this map I have low fps, even on lowest settings, due to Squad using 1 CPU thread heavily. Will there be CPU optimization for this map soon? Share this post Link to post Share on other sites
Psyrus Posted July 21, 2018 2 hours ago, DanielNL said: on this map I have low fps, even on lowest settings, due to Squad using 1 CPU thread heavily. Will there be CPU optimization for this map soon? Just as a side note, I noticed that in V11, I was GPU bottlenecked on Fools Road and Chora when looking in the direction of the action. Did you check your stat unit to confirm it was CPU based bottlenecking? Share this post Link to post Share on other sites
DanielNL Posted July 21, 2018 No I used Task Manager to notice that GPU usage was only at 75-80%. Share this post Link to post Share on other sites
Covalent Posted January 5 Kohat RAAS with 2 bradleys and strykers is ridiculously bad for balance. Add a TANK for the RUS at the very least until you guys implement a BMP-2/BMP-3 for properly balancing the map. Wow, so hard to think of. Share this post Link to post Share on other sites