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Playtest Sunday 3rd of April bug report

OWI_PixieOWI_Pixie United KingdomMember Posts: 36 Dev

Please use the following template to report bugs found during the playtest:

Bug Report Template:

  • -Version: x.x (check on the main menu, bottom left)
  • -Type: Map- the name of the map/Gameplay/Asset/Sound/Visual/Other bug
  • -Description: Describe in detail the issue. 
  • -Screenshots/Video: Please include a screenshot if needed (and youtube/streamable video link if necessary)
  • -Reproduction steps: how to reliably reproduce this bug (make sure it's reproducible in an online server)

  • -Any Exploit Bugs that are game-breaking should be sent via https://offworldindustries.zendesk.com/hc/en-us 

  • Please do not report bugs from Offline Testing Range.


  • Winters_SinWinters_Sin Member Posts: 6 ★★

    I can't leave a proper edit so here is a post to my posts.

    Post 1:



    Post 2:

    *cannot replicate but i believe the barbed wire collision is too low, it was on mostly flat ground when place*

    Post 3:

    *not my image but its hard to replicate this*

  • OWI_PixieOWI_Pixie United KingdomMember Posts: 36 Dev

    @Valmacka @Helidof @Daddy-Baby @MurasaS Can you try and add your links now please as we have promoted your posts

  • EcchiRevengeEcchiRevenge Member Posts: 410 ★★
    edited April 4

    Australians have a fullauto lockout button that prevents use of full auto, that's not a bug.


  • ValmackaValmacka Member Posts: 9 ★★
  • ValmackaValmacka Member Posts: 9 ★★
  • ValmackaValmacka Member Posts: 9 ★★
    edited April 4
    • -Version: v2.15.0.80422.1468-4.23.1-SHIPPING
    • -Type: Gameplay
    • -Description: When removing certain limited emplacements (all?) the build limit counter was not updated. This results in you not being able to move already deployed buildings in some cases. I experienced this as an FTL when removing a ladder that I had placed. This was the fifth and final ladder that could be deployed and when I removed it I could not replace it due to the ticker not updating (from 5/5 built to 4/5 built). A similar issue also reportedly occured when someone dug down an indirect fire shelter.
    • -Screenshots/Video: (Unfortunately did not capture any footage during the live games, might test tomorrow if something similar can be reproduced on local for demonstration.)
    • -Reproduction steps: Place limited building (possibly only ladders and IFS', possibly while playing FTL), build them up completely and then remove them.
  • EcchiRevengeEcchiRevenge Member Posts: 410 ★★
    edited April 4
    • -Version: v2.15.0.80422.1468-4.23.1-SHIPPING
    • -Type: Gameplay
    • -Description: AUS EF88 rate of fire too high (claims to be 750rpm in game)
    • -Reproduction steps: check SDK value "time in between shots" for EF88 and all of its variants on blueprints/item/rifles/.

    Top image: audio track extracted from game recording, in-game time for full auto magdump(30 rounds), 2.135s is roughly 820rpm (0.074s between each shot), which is identical to M4A1(820rpm in game), despite the stated rpm for EF88 in-game being 750rpm.

    Bottom image: analysis of real life(name is different, it's named F90 for export but it's essentially the same thing as EF88 - this is a fullauto sample that has australian military style full auto blocker button) fullauto magdump(31 rounds because AUG mags can hold 31), roughly 700rpm (0.085s between each shot).

    Australia faction primary rifle fires way too fast both in actual gameplay and on stat card compared to measured real life value.

    Solution: change time between shots to 0.085

  • Huntermaster95Huntermaster95 Member Posts: 3 ★★
    • -Version: v2.15.0.80422.1468-4.23.1-SHIPPING
    • -Type: Map - Sumari seed v2 (LOCAL!)
    • -Description: Russian team is just a white block on team selection + no RU flag on their capture points.
    • -Reproduction steps: Load into Sumari Seed v2 via local through console command.

    • Imgur links:
    • Big map: https://i.imgur.com/Xl1DXOU.jpeg
    • Faction selection: https://i.imgur.com/FcTy6sm.jpeg

  • Daddy-BabyDaddy-Baby Member Posts: 6 ★★
  • EcchiRevengeEcchiRevenge Member Posts: 410 ★★
    • -Version: v2.15.0.80422.1468-4.23.1-SHIPPING
    • -Type: Visual
    • -Description: ASLAV HE and AP ammo impact effect erroneously swapped.
    • -Reproduction steps: use ASLAV to fire each round type, observe impact effect.

  • EcchiRevengeEcchiRevenge Member Posts: 410 ★★
    • -Version: v2.15.0.80422.1468-4.23.1-SHIPPING
    • -Type: gameplay
    • -Description: M4, M4A1, M249 firing too quickly
    • -Reproduction steps: fire any of the weapons on automatic/burst mode.

    From official report on testing of Mk18 cqbr, its rate of fire is well under 800rpm when clean. (keep in mind this is with larger gas port, which means faster, more violent recoil because it needs to get enough gas to cycle the gun reliably before the bullet leaves the short length of barrel in front of the gas port)

    Suppressors makes it go up to to nearly 1k rpm.

    In-game rpm is about 834(time between shots: 0.072s).

    M249 in-game has a ridiculous ~858rpm in-game(time between shots: 0.07s). This exceeds even the high end of estimated rate of fire range on all sources (700-850).

    "The M249 has a maximum rate of fire of 850 rounds per minute."

    Solution: lower all of m4/m16 variants (including c7/c8) down to around 720 rpm(time between shots: 0.082s) where they belong, maybe 740rpm for m249(0.081s).

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