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Baneblade Autocannon Bug

  1. #1
    Sarkon
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    Baneblade Autocannon Bug

    I've seen this mentioned once or twice on the forum and, having just tested it myself, confirmed the apparent glitch/bug. The Baneblade has a co-axial autocannon, located directly right of the battle cannon, which lacks muzzle flare but still recoils with the firing of the main gun.

  2. #2
    sparky
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    i have never seen the autocannon fire ever in any of my games

  3. #3

  4. #4
    Member lsumd2011's Avatar
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    Ditto, ya know, I was wondering where that 11th was.
    Top Three Uses for a Lazgun:
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    2:Throwing at the enemy (may do more damage)
    3:Using for grave marking for IG troops.

  5. #5
    sparky
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    strange how dow autocannons never seem to work correctly hehe :rollseyes:

  6. #6
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    Actually, the preditor autocannon acts pretty cool. Tho the twin linked one on the defilers points at an odd angle...

    The auto cannon at the mo an't a common sight in DOW.

    Man, I wish there were upgrades for the battle tanks...

  7. Forum Subscriber  #7
    Member Invictus's Avatar
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    Yeah I also would love to see a working Baneblade co-axial Autocannon.

    Man, I wish there were upgrades for the battle tanks...
    I wonder if it would be feasible to have a pintle Heavy Stubber/Bolter upgrade in DoW for all Imperial Tanks. Would make them a bit unique and wouldn't be too hard to do (all Ork building and Wartrakks).
    Beyond this place of wrath and tears
    Looms but the Horror of the shade,
    And yet the menace of the years
    Finds, and shall find, me unafraid.

  8. #8
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    Why stop there?
    weapon upgrades, trackguards, extra armour, dozer blade

    Shall I continue? :P
    And don't get me started on turret varients...

  9. #9
    sparky
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    yeah then that would make them too "uber" (to coin a gamer phrase) i think the baneblade is a alight vehicle. wait til dow2 or something :P

  10. #10
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    yeh, maybe there will be a warhound scout titan LOL!!!

    *drools on the thought of DOW2*

  11. #11
    sparky
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    Yeah that would be pretty amazing. the unit will own everything around it only costs
    10000req
    50000power... im sure someone will get it

  12. #12
    Member lsumd2011's Avatar
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    Hey fellas call me crazy, but I don’t think the BB's bug gun affects vehicles. I was just playing a match and I noticed the FP my BB was shooting at health didn’t drop when the big gun nailed it. I might be going nuts, but can yall double check this for me in order to confirm or deny it.

  13. #13
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    The baneblade's battle cannon is suppose to be slightly stronger than the battle tank's battle cannon. They do roughly the same amount of damage on vehicles. The baneblade's main gun is actually suppose to be a bit stronger. (just look at the size of it compared to a standard battle cannon on a battle tank.)

    I don't think the co-axled Auto-cannon actually does anything...
    (I think the autocannon is suppose to work mainly against heavy infantry rather than vehicles. Not entirely sure on it.)

  14. Forum Subscriber  #14
    Member Invictus's Avatar
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    The co-axial autocannon just doesn't work.

    The Baneblade's battlecannon takes away just 60 health from a tank. Thats right, SIXTY! Its hull Demolisher cannon does a lot more damage than it and it fires faster, so you don't actually need the battlecannon except in an infantry disruption role, though it is very powerful against infantry.

  15. #15
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    The hull mounted demolisher cannon is suppose to be stronger than the mega battle cannon as it has a shorter range and it should have exactly the same rate of fire.

    Hmmm... I've noticed that the demolisher cannon's shells don't seem to explode on impact as ordnance rounds... That gun should be as good as the mega battle cannon at breaking up infantry.

    The realy wierd thing is that the baneblade has to stop in order to fire any of its ordnance weapons...
    I must dirrect you to this topic to stop me from going off topic to much here. ^_^ lol
    http://forums.relicnews.com/showthread.php?t=75005

    But as a final note, yes, the co-axled Autocannon is bugged and needs to be sorted.

  16. #16
    Member lsumd2011's Avatar
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    Huh, looks like the BB has more bugs than my old house did. The auto cannon don't shoot, the mega battle cannon doesn't do squat damage against vehicles. (Coincidently, the Basilisk doesn't do squat damage against vehicles either.) And the Demolisher Cannon doesn't make any explosions. (Same thing with the Russ's gun as well.)

    Yeesh, Relic's bug crew has their work cut out for them, it seems.

  17. #17
    sparky
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    yeah i noticed that the main battle cannon doesnt work even though (in the tabletop) its meant to set off a bit of a bang! in the patch if relic notices this they should fix the problem

    Up the strength on the Baneblade twinlinked battlecannon
    Effects for the demolisher cannon need to be added, maybe check if the gun does any damage
    autocannon needs fixed

  18. #18
    The Demolisher does make an explosion, it's just not as big as the battlecannon's.

    I've seen---or I think I've seen---the autocannon fire a few shots in two occasions (I could hear the autocannon firing sound and the Vyper I was shooting at recoil from the hits, and its health go down pretty fast). Weird thing is, you have to manually tell the Baneblade to attack.

  19. #19
    sparky
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    yeah hes right... i had a closer look at the baneblade whenever firing, the demolisher cannon does fire... just fires at the same time as the battlecannon so you cant tell

  20. #20
    sparky
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    heres the proof that the autocannon has recoil but no animation and no damage

    improvments to the autocannon. increase length and add all flash animations and damage values

    screenshots have been resized from 1600x1200 to 800x600. dont know if they will come out right but look at the autocannon in both images
    Attached Images
    • File Type: jpg 1.jpg (93.1 KB, 165 views)
    • File Type: jpg 2.jpg (96.7 KB, 162 views)

  21. #21
    Decoupler
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    ok guys, settle down. it's not completely useless...
    the co-axial auto cannon DOES fire but NOT on it's own.

    you have to tell the tank to 'attack ground' and then it will start firing rounds. it also fires faster than the main turret. and you don't need a magnifying glass and screenshots to see it. it's obvioius. brings alot of pain, but it has to be micro'd to use it.

    I think it even fires faster than the main gun.

  22. Forum Subscriber  #22
    Member Invictus's Avatar
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    How dare you put pictures of cartoon bears on your Baneblade! You disgust me! :P

    Lol bears on a 'Blade, I suppose you call it the 1st Grizzly Legion or something? :P

    Back on topic, I've also noticed that the Autocannon recoils simultaneously with the Battlecannon, but there's no muzzle flash or additional damage.

    Hey sparky, what are your system specs to run DoW:WA at 1600x1200 at that detail?

  23. #23
    sparky
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    Decoupler

    the animation is there. dont know if it does any damage. not that i seen anyway

    OFF TOPIC:

    processor: Althon 64 3400+xp
    Graphics: Readon sapphire X850 256 XT
    ramm: 1gb being upgraded to 2 gb in the next afew weeks 400hmz ramm
    monitor: 20inch flat screen
    dow runs on highresploy, all high graphics, screen res is 1600by1200
    and there called the Flat eric Legion


    ontopic: i wish there was some explosion flash on it. it will make me feel better at least

  24. #24
    Decoupler
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    sparky:

    I saw animations w/muzzle flash & damage because I clicked on the 'attack ground' button and selected a target.

    yes I said I saw muzzle flash

    and I'm only running on medium(across the board) graphics.

    the 'bug' is (in my opinion) that the gun won't fire on it's own. you shouldn't have to babysit that thing. I pose to relic: why whouldn't the 11th fire if the other 10 do?

  25. #25
    sparky
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    dude... concider... that i havent had a chance. and that telling me the same thing over and over does annoy me. I heard what you said, no need to repeat it

  26. #26
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    on the subject of cannons...why doesnt the leman russes cannon fire like ordinance and blow troops away like it did in dow?

  27. #27
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    Because you can't move and shoot ordnance weapons with the game.
    At the mo, it acts like a realy weak anti tank round. Has the same tank/building busting capability as the lasconnon. >_<

  28. #28
    Server557
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    I would like to see the leeman russ fire its ordanance like it did in DoW, the Looted Leeman Russ does it, so why cant the real thing do it?

    Back on topic, The auto cannon is pretty frustrating now, I didnt count it as an actual gun cos i knew it didnt fire, but now I know its supposed to fire, im really annoyed

  29. #29
    Draptor
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    Because ordanance blasts are what the Basilisk is for?

  30. #30
    I would like to see the leeman russ fire its ordanance like it did in DoW, the Looted Leeman Russ does it, so why cant the real thing do it?

    Back on topic, The auto cannon is pretty frustrating now, I didnt count it as an actual gun cos i knew it didnt fire, but now I know its supposed to fire, im really annoyed
    Ordinance rounds were ridiculously innaccurate in dow. Thats what lisks are for anyway. Ork LTs still have the ordinance though.

    For the baneblade autocannon bug. Reminds me of defilers. Lotz.

  31. #31
    Member Mirage Knight's Avatar
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    It's the same bug as with the Defiler's AC pre 1.3.

    The Baneblade's AC does actually have a damage range but it's useless due to the fact that it never fires - and that's due to the Vanquisher cannon overriding the AC as it'll fire at anything that moves and it's targetting takes precedence. In addition, the traverse ranges and traverse speeds aren't synced with the Vanquisher cannon.

    By giving the AC and the BC identical target priority lists and synced movements the AC WILL work.

  32. #32
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    It is not a vanquisher cannon, it is a mega battle cannon on the turret.

    Also, the auto cannon actually fires faster than the mega battle cannon when comparing it to the peditor, as an example.

  33. #33
    Member Mirage Knight's Avatar
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    The muzzle brake on the gun is reminiscent of a Vanquisher's, but then again I don't have the stats for the Lucuis Pattern Baneblade so you're problably right

    In vanilla WA, if you look and listen closely, there's no sound or visual hit affect for the autocannon (it's supposed to be identical to the Chaos / SM pred's). Damage and AP values and hit events are coded in Relic's binary file for the weapon however.

    After remaking the RDG's (using LUA's made from scratch) for the Battle Cannon and the autocannon so that both weapons have identical traverse ranges and speeds and target priorities, I can safely say that it now works. You can see and hear the hit effect of an autocannon on a given target - even miss events. The only issue that remains is that there's no fire animation for the autocannon, yet there's a fire animation for the main gun. At this point I'm inclined to believe that a fire animation was never even made for the coaxial Autocannon - and that the autocannon weapon file itself was never finished when the game was released.

    Some feedback from an official dev / coder on this matter would clear up things and be highly appreciated

  34. #34
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    The muzzle brake on the gun is reminiscent of a Vanquisher's, but then again I don't have the stats for the Lucuis Pattern Baneblade so you're problably right
    I have a big fat book that has a detail spec of the baneblade. :P LOL

    The book has basically has detail specs of all of the different vehicles you can get for the Imperial guard. I know my tanks. (Shame it is all fictional! X-D LOL)

  35. Forum Subscriber  #35
    Member Invictus's Avatar
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    A shame indeed. No-one should be denied the right to buy a Baneblade from a military surplus outlet LOL!

  36. #36
    Member Benjamin's Avatar
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    the BBs main gun does next to nothing on vehcals and bulidings....nowhere near the same as the LRs main gun...its great for troops though
    Formerly B.B.

  37. #37
    Member Mirage Knight's Avatar
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    I will agree that the Mega Battle Cannon's damage is rubbish - but that's more of a balance issue

    The only thing with the MBC that's bugged - indirectly - is that it needs a set of target priorities.

    Basically this is what needs to be done with the AC to get it functioning:

    1. Give it a Target Priority list identical to the MBC. Currently neither weapon has any target list. The MBC however takes priority with regard to picking targets. As the AC is slaved to the MBC, it cannot fire on any targets it picks unless it's the same one the MBC has chosen.

    2. Match the horizontal traverse range and speed values of the AC with those of the MBC. Currently the AC only has a 180 degree horizontal arc of fire with a tracking speed of 45 compared to the MBC's 360 degree arc of fire and a tracking speed of 90.

    3. Match the vertical traverse range value of the AC with the MBC's. The MBC is currently set to a range of -15 to +15 degrees.

    4. Fix the fire animation for the Autocannon which - if I'm not mistaken - is incomplete or missing.

  38. #38
    anyone remember that thread i posted about the baneblade autocannon working?

    I tried showing some screenshots of autocannon explosions,but everyone kept saying that they were lascannon explosions, which create a shower of sparks. The autocannon explosions are like a bright orange flash.

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    Link?

  40. Gamers Lounge Senior Member General Discussions Senior Member Dawn of War Senior Member  #40
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    2. Match the horizontal traverse range and speed values of the AC with those of the MBC. Currently the AC only has a 180 degree horizontal arc of fire with a tracking speed of 45 compared to the MBC's 360 degree arc of fire and a tracking speed of 90.

    Doing that will allow the Auto Cannon to track independantly of the Battle Cannon. I don't know if you want the BC to attack tagets and have the AC fire on a Cultists that is somewhere else. Giving them the same targeting list will help them pick on the same types of targets but still you will have the problem of them picking a different Marine in a different squad.

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  41. #41
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    Please note that the Autocannon is CO-AXLED to the Mega battle cannon. This means that the Autocannon MUST target the same unit as the Mega battle cannon does.

    Also the hull mounted Demolisher cannon is mounted in such a way that it cannot move, only up and down.

  42. #42

  43. #43
    Rythmear
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    Now, herez da ting right... Iz been playin Dawn of War since it kame oot... And Iz picked sum stuff up in my time.
    I may hav only juzt joined ere, but I know what im torkin about wen I sez, "WHY IZ YOU COMPLAININ THAT THE MOZT POWERFUL TANK IN DA UMIE ARMY IZNT JUST A LITTLE BIT STRONGA?!?!" I kan wype out hole basiz wiv dat tank, wiv or wivout da autocan'n!
    I dont meanz no offinze by dat remark, I juzt fink its silly datz orl...

  44. #44
    Member Mirage Knight's Avatar
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    [Vertigo]: With the values I used, there is actually an autocannnon hit effect on a target (it takes damage as well) and a miss effect near said target. The turret swings around to engage, the autocannon fires (but with no muzzle flash) with a follow up shot from the MBC. The AC will fire 100% of the time when there's a target lined up for the MBC. On a side note, the MBC seems to determine the facing of the turret and the AC is along for the ride.

    Rythmear: The point here is that this is a feature that should work as advertised but doesn't. This really should be addressed instead of being left unfinished. You wouldn't want them doing something similar to Orks now would you?

  45. #45
    I would like for relic if this is goign to be the last patch to put the baneblade at full strength by actualy fixin bane blade autocannon. Couldn't you simply fix it by making the gun shoot the same thing the main cannon is shooting and have the same range?
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