Beach bunkers

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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berndn
Posts: 206
Joined: Fri Jan 05, 2007 9:29 am

Beach bunkers

Post by berndn »

While I'm very satisfied with the game especially the beach bunkers and trenches are giving me something to think about.

Most of the time if I have a big gun like a 7,5 or bigger I can't use any bunker to put the gun it. There's even one beach map where there are 2 round trenches on the bottom which are sized big enough but can't be used for the big guns.

For me it makes no sense to have big bunkers and can't deploy the guns in them.

And I really hate the smg teams. There are some nice round bunkers where you place the team in. You can check the line of fire and all looks great. When the game starts the gunner has no room or whatever and the team is mostly useless.

This 2 minor problems are strange to me. Nothing serious but sometimes I could swear about them [:D]
Tejszd
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RE: Beach bunkers

Post by Tejszd »

The MG gunner issue should be better with the beta patch. Try it out and post back if you agree or disagree that the fix works or not....
berndn
Posts: 206
Joined: Fri Jan 05, 2007 9:29 am

RE: Beach bunkers

Post by berndn »

If we talk about hedges and normal house buildings it's better. But for most bunkers it's not feeling that much better. I play with the new patch since it was published here.
What is better is that the graphics and I assume the data now fits.
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TheTomDude
Posts: 372
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Location: Switzerland

RE: Beach bunkers

Post by TheTomDude »

I did not own the game before the beta patch, but with the patch the bunkers are still almost useless for MG teams. The gunner always has no line of fire. I guess the teams are just too big. Maybe smaller MG teams would do the trick. 3 to 4-men MG teams would be a lot better than 6-men teams. I don't understand why MG teams are bigger than Grenadier or MG-Grenadier teams. Anyway bunkers are still useless for MGs.
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FeurerKrieg
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RE: Beach bunkers

Post by FeurerKrieg »

I don't seem to have this problem. I don't always use the frontline bunkers (enemy tanks have a way of pounding them), but when I do my MGs seem to fire at targets just fine.

As far as big guns - you have to play with the deployment a bit. Most of the bunkers only have a firing window on one side, and then the other side has an open doorway, and then the sides are solid so the guns won't be able to fire in those directions. If you put the gun real close to the edge, but still inside the bunker, it can sometime give you the angle you want to cover a specific area. It is a trade off - put the guns in houses where they can usually get about 200 degrees of firing angle, but risk getting blasted by enemy naval barrage - or - put them in a bunker, where they might only get 30-40 degrees firing angle, but they should survive anything but direct fire from enemy tanks or guns.

Proper planning on deployment is the key IMO.
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panzerlehr62
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RE: Beach bunkers

Post by panzerlehr62 »

I can verfiy that also,

Feurer Krieg has no issues at all with using thous bunkers, be it for a Mg team or At-gun....dam-it!...

Gz..
berndn
Posts: 206
Joined: Fri Jan 05, 2007 9:29 am

RE: Beach bunkers

Post by berndn »

While I have noticed the gun thing and must say that I have found the same 'solution' it's been a suprise for me that most bunkers offer fire windows sideways. Maybe I'm used to all the movies which most shown bunker fire windows to the beach and not to the sideways.

But still every now and then I have the problem that while deploying it shows green line but later when it starts they crawl a bit and suddenly the gunner has no green line.

Another thing I have noticed is that when guns are placed in bunkers/houses and you give them defend order they still switch to ambush as long as there's nothing to shoot at. When I decide, hey this is a great target to shoot at, it's much more likely that the gun will be destroyd fast then letting them act on themself.
Still unsure if I like this :)

Same applies when I try to manually micro manage the gunner of a MG team. Before I try, gunner has no sight to target, everything is fine but as soon as I use any command it's obvious that the team will be fired at and soon to be death.

TAIL GUNNER
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RE: Beach bunkers

Post by TAIL GUNNER »

While I have noticed the gun thing and must say that I have found the same 'solution' it's been a suprise for me that most bunkers offer fire windows sideways. Maybe I'm used to all the movies which most shown bunker fire windows to the beach and not to the sideways.

Ha, if you're referring to the beach assault scene in Saving Private Ryan, well that was filmed at Pas de Calais if I remember right. There were no where near those types of elaborate bunker systems at any of the landing beaches.

As far as I recall, every casemated gun that defended Omaha Beach used those 'sideways' bunkers. They were designed to fire enfilade along the beach, and that thick wall was for protection from naval fire.

They were effective, and could only be taken out with direct fire through the embrasure.....or an AVRE blast to the back door.[8D]

Just weren't enough of 'em to really make a difference.
"If you want peace, prepare for war."
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