MOTARS VS AT GUNS

Close Combat – Last Stand Arnhem is a highly enhanced new release of Close Combat, using the latest Close Combat engine with many additional improvements. Its design is based on the critically acclaimed Close Combat – A Bridge Too Far, originally developed by Atomic Games, as well as the more recent Close Combat: The Longest Day. This is the most ambitious and most improved of the new Close Combat releases, but along with all the enhancements it retains the same addicting tactical action found in the original titles! Close Combat – Last Stand Arnhem comes with expanded force pools, reserve & static battlegroups, a troop point buying system, ferry and assault crossings, destructible bridges, static forces and much more! Also included in this rebuild are 60+ battles, operations and campaigns including a new enhanced Grand Campaign!
mat7861
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RE: MOTARS VS AT GUNS

Post by mat7861 »

^THIS

So then who wants to start a H2H GC with me so we can blow the crap out of each other?
STIENER
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RE: MOTARS VS AT GUNS

Post by STIENER »

all good points [:)]
for the record here......i didnt start this particular post. i thanked matrix in my own wierd way for tweaking this issue and ill say thank you again. Thank you. [:)]

this is the most feed back this issue has got from you guys since the debate started. where were you guys when you say you were reading the posts that i constantly complain in and was asking for your feed back on the issue?? thanks for putting your 2 cents in now tho.
the last time i looked or heard from any of my posts on this particular issue, as i remember it, Oddball or someone said to me....were not changing any mortor or A/T data because theres not enough feed back from OTHER players. we dont think theres a problem. perhaps im wrong and in one of the posts they said they were going to tweak it.
so get off my case about so called complaining......im trying to improve the game. if any of you have played GJS then you would know how well this game can play. its the standard that all CC games should be held to, and im sure that the lads at matrix will continue to improve LSA until it is the best it can be. im real impressed with the options LSA has come out with. im just waiting like the rest of you till it all works like it should.

if you want to start a H2H game Mat7861 then PM me here and we'll see what we can come up with. id be happy to blow the crap out of each other. any one else too.......
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Dundradal
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RE: MOTARS VS AT GUNS

Post by Dundradal »

The best advice I can give is when you think you are see something that isn't functioning correctly is to document it. Screenshots, descriptions, etc are of great help. Just posting "mortars are too strong!" doesn't tell the programmers anything. Try replicating the problem in the same conditions and see how many cases you can get data for. All of that helps testing in that it provides additional things to look for.

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Iron Stringbean
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RE: MOTARS VS AT GUNS

Post by Iron Stringbean »

ORIGINAL: Andrew Williams

A tweak is on it's way

Has this made it into the most recent beta patches for tLD and LSA? I just played a battle in tLD and one shotted all three german guns with my mortars. IMO the ground tactics mod goes a bit too far w/ mortars vs guns/open tops, but vanilla is too easy to take them out within seconds. A slight tweak would be a nice addition [:)]

by the way, I'm just coming back to playing Close Combat again after a long break, and I'm LOVING the improvements in AI and pathfinding. So thank you for your continued support of these games!
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RD Oddball
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RE: MOTARS VS AT GUNS

Post by RD Oddball »

Glad you're enjoying the improvements Iron Stringbean.

As indicated in the changes list for v.51b it was tweaked. Here's what was changed:
  • Reduced the distance for an HE round to be considered a ‘direct hit’ on a vehicle from 3m to 2m.
  • Reduced the effect of a blast hit against an unarmored part of a vehicle.
  • Greatly reduced the chance of a gun itself being knocked out by a blast hit. It can still be damaged or have crew killed at the same rate, however.

In order to consider making more tweaks we'll need very specific instances/descriptions so we can replicate it on our end and understand what you're seeing.
Tejszd
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RE: MOTARS VS AT GUNS

Post by Tejszd »

Iron Stringbean, note that patch v.51b is for LSA.... TLD did not have any recent changes for Mortars vs AT guns....
kojusoki1
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RE: MOTARS VS AT GUNS

Post by kojusoki1 »

I didnt spot any changes in AT Guns vs mortar in the newsest patch. They blow as usual :) But i played just a few maps
Iron Stringbean
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RE: MOTARS VS AT GUNS

Post by Iron Stringbean »

ORIGINAL: Tejszd

Iron Stringbean, note that patch v.51b is for LSA.... TLD did not have any recent changes for Mortars vs AT guns....

Ah that may explain my experience while playing tLD then. Are there plans to bring this tweak to tLD and WaR as well?
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mooxe
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RE: MOTARS VS AT GUNS

Post by mooxe »

The polls on CCS should be for entertainment value only. They may hold some truth but since you can vote an unlimited amount of times or lie, it makes them mostly useless. When "AI only" people vote on polls for "H2H" people, the results are heavily skewed.

I don't know if this has been patched since the original post but anyways... GJS TRSM 0.982 has an excellent balance. Guns are not spotted very easily. Mortars can kill guns but it takes sustained fire and you will use alot of ammo to do it. While bombarding the gun, your crew has a chance of getting killed and injured. The odds are usually on your side though to bring the gun, you can break cover and expect incoming mortars to follow. They are not so deadly that it negates the purpose of bringing guns. I can't read the data or find out how Dima made the balance, but you'd be hard pressed to find many or any complaints at all about thier power.
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RD Oddball
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RE: MOTARS VS AT GUNS

Post by RD Oddball »

Thanks for the feedback on this Iron Stringbean.

ORIGINAL: Iron Stringbean
Are there plans to bring this tweak to tLD and WaR as well?

To my recollection this is the first time we're hearing that kind of feedback about TLD and WaR.
Amgot
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RE: MOTARS VS AT GUNS

Post by Amgot »

ORIGINAL: RD_Oddball

Thanks for the feedback on this Iron Stringbean.

ORIGINAL: Iron Stringbean
Are there plans to bring this tweak to tLD and WaR as well?

To my recollection this is the first time we're hearing that kind of feedback about TLD and WaR.

Well I don't think it's true, many people have been complaining about the fact that the aforementioned mortar values haven't been tweaked for WaR and TLD. I think it would greatly enhance the gameplay for these two games if you did.
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Pzt_Serk
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RE: MOTARS VS AT GUNS

Post by Pzt_Serk »

Mortar were an issue back when WAR was released. Look at this thread for exemple.

Cheers,
STIENER
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RE: MOTARS VS AT GUNS

Post by STIENER »

how is everyone finding the survivability of A/T guns with the new patch??? [&:]
1] mortors VS A/T guns
2] MG fire VS A/T guns
3] A/T guns being spotted while in ambush

lets hear your thoughts men [8D]
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