"Can't see"

Based on Atomic Games’ award-winning Close Combat series, Close Combat: The Longest Day brings together the classic top-down tactical gameplay from the original series and plenty of new features, expansions, and improvements! The Longest Day remake comes with a brand new Grand Campaign that covers all the airborne and beach landings, expanded map sizes, new hand-drawn historical maps, illumination during night battles and much more!
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ParaB
Posts: 112
Joined: Sun May 03, 2009 11:08 am
Location: Germany

"Can't see"

Post by ParaB »

I bought CC: The Longest Day two days ago and have been enjoying it A LOT so far. Few tactical games provide the exhilarating feeling of seeing an ambush working out just perfectly as the CC series does. Or the horror of running your brave pixel men into one... ;)

Purchase, download and installation was a very smooth process, kudos to MatrixGames. CC at 1680x1050 resolution really looks nice! [:D]

There's just one thing that's been bugging me a bit for several battles now: the "can't see" message for the MG gunner in HMG squads. The squad is placed in a building with a green LOS line to a target, yet the gunner can't see the target. I tried moving them around a bit but as often as it works it does not. I've just finished a battle where an sMG42 squad fired off less than 100 rounds because the (obviously blind) gunner couldn't see the enemy until they started stabbing him with pointy things. Is there a 'pickup your damn' glasses' order? Or one for telling the guy munching his breakfast in front of the MG muzzle to MOVE? [:@]
I've seen the gunner relocating when switching targets but that doesn't seem to work every time. Any ideas? Because watching enemy infantry running across an open field 200m away from a sMG with 2000 rounds of ammo is highly frustrating.

Cheers,

ParaB
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Pzt_Serk
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Joined: Thu Oct 30, 2008 12:31 am

RE: "Can't see"

Post by Pzt_Serk »

How large is the hvy mg team? WaR has the same problem and its probably due to the team having too many men so the gunner position himself to far inside the building and is blocked by his comrades. The team shoudl be reduce by two or three men.

Take a close look at the gunner next time you position you hvy mg and make sure he is the one «next to the window» :)

Cheers,
Tejszd
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Joined: Sat Nov 17, 2007 4:32 pm

RE: "Can't see"

Post by Tejszd »

It can be frustrating at times. I do the same as you and try to move the team around a bit within the building/bunker to try to get a different angle. It would be nice if the AI could be tweaked to give a higher priority for the gunner to get the best LOS....
samarobriva
Posts: 71
Joined: Sat Apr 08, 2006 11:43 am

RE: "Can't see"

Post by samarobriva »

don't forget that some buildings are blind on some sides especially bunkers
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Peter Fisla
Posts: 2598
Joined: Fri Oct 05, 2001 8:00 am
Location: Canada

RE: "Can't see"

Post by Peter Fisla »

ORIGINAL: ParaB
There's just one thing that's been bugging me a bit for several battles now: the "can't see" message for the MG gunner in HMG squads. The squad is placed in a building with a green LOS line to a target, yet the gunner can't see the target. I tried moving them around a bit but as often as it works it does not. I've just finished a battle where an sMG42 squad fired off less than 100 rounds because the (obviously blind) gunner couldn't see the enemy until they started stabbing him with pointy things. Is there a 'pickup your damn' glasses' order? Or one for telling the guy munching his breakfast in front of the MG muzzle to MOVE? [:@]
I've seen the gunner relocating when switching targets but that doesn't seem to work every time. Any ideas? Because watching enemy infantry running across an open field 200m away from a sMG with 2000 rounds of ammo is highly frustrating.

Cheers,

ParaB

This one thing that worked well in Close Combat 1 because the buildings used to larger and you could fit the whole squad with MG inside. Since Close Combat 2 the buildings got a bit smaller and positioned in a way that not all members of a squad would get LOS. Yes I agree that sometimes this gets a bit frustrating...but there isn't much you can do about it. The squad should be smart enough to put the most important weapon in the best position...or other solution would be to make buildings a bit bigger. I would go for making the buildings a bit bigger.

Peter
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Pzt_Serk
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Joined: Thu Oct 30, 2008 12:31 am

RE: "Can't see"

Post by Pzt_Serk »

ORIGINAL: Peter Fisla

I would go for making the buildings a bit bigger.

I would go with reducing the HVY Mg team to 4 or 5 men max. (in WaR they are 6 men strong and the same problem occurs). Much quicker solution that redoing all the maps [;)]

Cheers,
ParaB
Posts: 112
Joined: Sun May 03, 2009 11:08 am
Location: Germany

RE: "Can't see"

Post by ParaB »

Yeah, looks like a gunner's LOS problem caused by too many men in a small place. That's why the problem seems to be most pronounced in bunkers. But the issue is not limited to sMG teams, unfortunately. I've seen this behaviour in infantry squads with light MGs, too. A solution would be to make the most important man (the guy with the MG) go directly to the point where I order the squad to. Right now it's really a trial and error thing, which is a bit too much micro-management for my taste. Thankfully it doesn't happen all the time, but when it happens (and it only happens at a critical moment, of course [;)]) it really is a bit of a bother.







Tejszd
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Joined: Sat Nov 17, 2007 4:32 pm

RE: "Can't see"

Post by Tejszd »

Good point on the size of the MG team and the ease of fixing the issue. Many mods have MG teams of 3 men...
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RD Oddball
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RE: "Can't see"

Post by RD Oddball »

Good point ParaB about the most important guy/weapon arriving at the "move to" waypoint.   Would be a good enhancement to have.
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Southernland
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RE: "Can't see"

Post by Southernland »

Woulod it be caused by the guy lugging the heaviest weapon is the last to arrive so is modeled to stand at the back?  Had the same problem with some of the larger teams modded in cc3, the guy with the Pzsk was always stooging around the back. 
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t001001001
Posts: 326
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RE: "Can't see"

Post by t001001001 »

I've noticed some of the gun emplacements provide no cover.  Maybe it's supposed to be like that.
 
 
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Senior Drill
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RE: "Can't see"

Post by Senior Drill »

ORIGINAL: Southern_land

Woulod it be caused by the guy lugging the heaviest weapon is the last to arrive so is modeled to stand at the back?  Had the same problem with some of the larger teams modded in cc3, the guy with the Pzsk was always stooging around the back. 

It is, but it is a data file induced problem. The heavy weapon tail end Charlie's in team movement is due to the Weight column of the Soldier.txt file. Almost always, that has a common figure of 40 pounds of kit for every weapons combo. That column is only for kit and does not include the weapon and ammunition weight, which is assigned from the Weapons.txt file. A BAR, Bren or MG34 gunner ends up carrying the heavier weapon and all its ammo as well as the 40 pounds worth of helmet and kit. Both the Soldier.txt Weight and Weapons.txt Weight columns factor in to the fatigue calculations for each sprite, making for one tired and fatigued puppy by the time he catches up to the other, now rested, members of his team.

To fix that, weapons combo's in the Soldier.txt file need to be adjusted to recognize and take into account the weapon and ammo weight. BAR, Bren, MG34 and other heavy weapons, crew served or not, need to have the Weight column reduced by a reasonable amount. Make him put down the rations, canteen, entrenching tool. extra socks and that 297 1/2 feet of hemp rope that he smokes when no one is looking.

Others have said that the way to go would be to increase the other weapon combos in the Soldier.txt file, but that not only denies reality, it produces one massive load of additional weaps lines that have various kit weight load outs to account for riflemen that are or are not part of a team with a heavier weapon. Another approach would be to add some calculation to the .exe to balance the load out of a team with a heavy support weapon to equalize the load across all members, but then you would also need to be able to reduce the ammo if one of the team gets potted along the way.

The easiest and best way is to reduce the Weight of the kit for those sprites assigned a heavy support weapon. They then do stay with the rest of the team, more or less, depending on incoming fire and will sometimes even be the first to arrive at the move waypoint.
C'est magnifique, mais ce n'est pas la guerre.
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