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--
Bug #1: Trucks lose their bonus (permanently?) when they join a convoy with a non-supply-truck unit
I recruited a Husky and some supply trucks. Initially, the supply trucks have a very good range on the highway, with 1 action point getting them 10 spaces: https://i.wisq.net/Image-20180104-161615.jpg
Once I make a convoy, that range drops dramatically: https://i.wisq.net/Image-20180104-162135.jpg
The entire convoy can only move 5 spaces even though each one of those supply trucks (with 1 action point apiece) should be able to move 10 and the Husky (with 5 action points) should be able to move 25.
(It also claims the convoy will only move 5 spaces per turn on future turns, but that's due to the other bug, below.)
What's weird is, that issue persists even once I remove the trucks from a convoy. Here's the lead supply truck after it leaves the convoy: https://i.wisq.net/Image-20180104-163400.jpg
Note that it can only go 5 spaces on 1 point, not 10.
To make sure, I pulled everything back to HQ (to empty the road) and put just that same truck out on the road. The "no road bonus" issue persists, since he only gets 5 road moves per 1 point: https://i.wisq.net/Image-20180104-163600.jpg
Whereas a truck who has never been part of a convoy still gets 10 road moves per 1 point: https://i.wisq.net/Image-20180104-163806.jpg
I've done additional testing, and this only happens when joining a convoy with a vehicle that is not a supply truck. If a convoy is 100% supply trucks, then they keep their road bonus.
--
Bug #2: Convoy movement distance on future turns is based on the current movement points, not maximum
This is easily demonstrated using MRAPs in a sandbox game. I created a convoy and checked how far they could go in 1 turn using 6 movement points: https://i.wisq.net/Image-20180104-165312.jpg
Then, I reduced one of them to 1 movement point, and suddenly that same trip would supposedly take 6 (!) turns: https://i.wisq.net/Image-20180104-165420.jpg
Just to make sure this was purely a bug in the estimator and not an actual gameplay bug, I sent them on that trip. Sure enough, after their first (short) movement, they were able to make the rest of the trip in 1 turn: https://i.wisq.net/Image-20180104-165551.jpg
So, the convoy "number of turns to destination" system seems to take your current action points and assume that's how far you'll move per future turn. Whereas, with regular units, it uses your current action points to determine how far you'll move on your current turn, and then your maximum action points to determine how far you'll move on future turns.
My ideal convoy would've been Husky + MRAP escorting several supply trucks, but that's not reasonable under the current system, plus it has permanent effects on the supply trucks.
Husky
Protection (MRAP w/ Spec Ops or Infantry, OR Stryker MGS)
Transport
Transport
Transport
Protection (MRAP w/ Infantry)
+ QRF (infantry) in blackhawk available to fly cover or respond to threats as needed. If I can afford it, sometimes I'll throw in an extra Stryker to cover the rear of the column. Both Strykers move to FOB protection in late game versus the angry Taliban & technicals. At this point, the convoy reverts to Husky + Transports.