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Will that be fixed also? Nothing worse than realizing the game just fired an HE shell when you specifically told it to fire AP.
Its not random. Any time you are not the gunner, the AI gunner will load AP rounds as the default round it wants to fire. Changing how that system works will not happen for this update.
I admit I dont know how the tank AI works, but maybe have the ability to turn off the AI doing things such as driving to spots, rotating the guns or changing ammo?
Thanks for your response. There may still be an issue, though with the feeling of "lag" on the AP/HE designation when you come back to the position.
Glance down and confirm that AP is selected.
See enemy tank.
Fire!
HE shell impotently hits side of enemy tank.
Glance down and see HE selected.
Rage when you realize all you have done is alert the enemy tanker to your position.
It's a real issue but I'll take another look at this after the patch.
Gigantic changelog though, Tripwire did one helluva job with this patch from the looks of it.
Greetings from Germany
+1. Bridges needs this badly. The first ten minutes of that absurdly long map screams out for APCs.
Well, that's killed my enjoyment of the game now I'm pretty much forced to be stuck on derp-a-derp noob team or quit the server altogether...
Does this fix the "Squad 5 has anti-tank Rifles in it, but no-one can go Squadleader for them" issues? Does this fix the "Squad 1 and 2 has a ton of Riflemen; the rest have none" issue with people being autosorted from top-to-bottom?