Mortars and MGs are monsters!! :)

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!
Post Reply
Rift
Posts: 37
Joined: Thu Jul 23, 2009 10:21 am

Mortars and MGs are monsters!! :)

Post by Rift »

I know a thread is already in play about MGs and I want to second that they are amazingly powerful and IMO a little bit too powerful (Took out the entire crew of a 2cmflak in under a minute who was set up in a 2 storey building).

But mortars Holy Crap they can do some huge damage.

I have no issue with mortars decimating troops in the open and maybe in single storey buildings but when I'm starting to loose huge numbers of men in 2 and 3 storey houses I'm starting to rage.

I am playing the Hells Highway campaign and I have just lost 4 squads in the space of 2 mins to mortar fire without a single small arms fire round being received. Mortars seem to know where my guys are but the other units don't (has anyone else noticed this?).

Sorry if this thread has been done too much I just feel that you should be fairly safe in buildings but the reverse seems to be the case.

Anyway just my thoughts what do other people think?
User avatar
Dundradal
Posts: 753
Joined: Sat Jun 09, 2007 8:36 pm

RE: Mortars and MGs are monsters!! :)

Post by Dundradal »

They are definitely too deadly to fixed emplacements. I dropped 2 rounds within 5-10 meters of one gun (one round fell with 2 meters) and it killed 90% of the gun crew for a 2cm fixed emplacement.

Overall I would agree they seem a bit too deadly. I can see causing injuries but not that many deaths.
"To you, we are deeply grateful, and release what little hold we might, as Durandal, have had on your soul.
Go."
- Final Terminal Message Marathon Infinity
Rift
Posts: 37
Joined: Thu Jul 23, 2009 10:21 am

RE: Mortars and MGs are monsters!! :)

Post by Rift »

In addition to the above. I have noticed that when you blind fire (by this I mean all you can see is tracer fire no confirmed target) mortars they are more accurate however when you can see your target (ie a gun) they are less accurate.
User avatar
RD Oddball
Posts: 4836
Joined: Sat Feb 10, 2007 6:38 pm

RE: Mortars and MGs are monsters!! :)

Post by RD Oddball »

Hmm we'll have to look at that one Rift. Sounds like it's the opposite as it should be. No one reported that during testing. Thanks for pointing it out.

As I'd posted in the other thread about MG's and mortars:
RE: mortars - I'd have to ask Steve but I do believe their accuracy was slightly reduced for LSA from what they were in WaR or TLD. Mortar accuracy is a long running debate. I personally prefer them more accurate. It gives them a chance to be the counter for AT guns which, without that threat get more importance on the game battlefield than they should IMO. But having said that I see the virtue in the system as it stands too. It's functional, just different than I'm used to.
User avatar
DasHoff
Posts: 109
Joined: Tue Aug 11, 2009 8:04 am

RE: Mortars and MGs are monsters!! :)

Post by DasHoff »

the main problem is that they aim too quickly. i could understand if the crew have LOS... but usually they don't. you can put one round in each corner of the map with good accuracy in like 8 seconds
User avatar
jomni
Posts: 2827
Joined: Mon Nov 19, 2007 12:31 am
Contact:

RE: Mortars and MGs are monsters!! :)

Post by jomni »

Mortars has always been gun killers in any title and I'm used to it already. I see this as a game balancing factor more than realism. But if you want to be realistic, you can slow the pace of adjusting fire (a longer setup action when given a fire command or when the target is moved) but still keep a degree of accuracy against stationary targets.
User avatar
tigercub
Posts: 2026
Joined: Mon Feb 03, 2003 12:25 pm
Location: brisbane oz

RE: Mortars and MGs are monsters!! :)

Post by tigercub »

I dont think MG 42 are to powerfull at all ,but i do think buildings dont have enough cover they need an inprovement on what cover they give. mortars same thing the cover is to light. Mortars kill guns at the drop of a hat yet again...even in building...guns and men die very easy.


Tigercub!
Image
You have enemies? Good. That means you've stood up for something, sometime in your life
User avatar
DasHoff
Posts: 109
Joined: Tue Aug 11, 2009 8:04 am

RE: Mortars and MGs are monsters!! :)

Post by DasHoff »

yeah i've noticed mortar rounds go through roofs very easily and slaughter the guys inside
User avatar
RD Oddball
Posts: 4836
Joined: Sat Feb 10, 2007 6:38 pm

RE: Mortars and MGs are monsters!! :)

Post by RD Oddball »

ORIGINAL: DasHoff

the main problem is that they aim too quickly. i could understand if the crew have LOS... but usually they don't. you can put one round in each corner of the map with good accuracy in like 8 seconds

Good point. We'll review it from that perspective. Maybe longer set-up times without changing the accuracy or even raising the accuracy slightly would be a good compromise.

As I've already said I'd like to see the accuracy raised myself. Just my opinion.
Rift
Posts: 37
Joined: Thu Jul 23, 2009 10:21 am

RE: Mortars and MGs are monsters!! :)

Post by Rift »

Re mortars its more the damage that they do to infantry in covered and secure locations. Eg Buildings, bunkers and trenches.

I figure if a gun is in the open and not entrenched its fair game to a mortar and couple of close hits and the crew is either dead or bricking it(Cowering)!

But if its in a covered position (esp. 2-3 storey houses and bunkers) it should be fairly safe. I have had however loads of guns knocked out in houses due to all the crew being killed by mortar rounds and several whole infantry squads. I think this may be due to the "nerfing" of the cover however and from what I understand is being looked into.

So yes accuracy of mortars should if anything be improved however protection values for cover should be increased.

The real question is how do you protect the bigger guns like the 88s, 17pdrs and the pak40s. In real life they would when defending have been entrenched and fairly safe from all but direct hits from mortars. Does anyone have any ideas on how to increase the bigger guns survivability because at the mo they get one or two ill aimed shots off then get picked of by arty/mortars?
Post Reply

Return to “Close Combat: Last Stand Arnhem”