A/T Guns, mortors and the 5.60.51B patch

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!
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STIENER
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A/T Guns, mortors and the 5.60.51B patch

Post by STIENER »

1] what does everyone think of the mortor VS A/T guns in the new patch?? is the issue better or the same??

2] do A/T guns now hide better than before?

3] are mortors still killing unrealistic amounts of inf in the open and in buildings?

what do you guys think? sound off men [;)]


STIENER
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RE: A/T Guns, mortors and the 5.60.51B patch

Post by STIENER »

anyone???? come on men......we need feed back [:)]
emperor peter
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RE: A/T Guns, mortors and the 5.60.51B patch

Post by emperor peter »

Well, I have edited the mortars. Reduced blast rate, rate of fire etc.
I now find them acceptable. They still get kills but it's less obnoxious.
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STIENER
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RE: A/T Guns, mortors and the 5.60.51B patch

Post by STIENER »

157 times this post has been looked at and only ONE response????? Gentlemen....someone must be playing this game?? what are your observations??
7A_Woulf
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RE: A/T Guns, mortors and the 5.60.51B patch

Post by 7A_Woulf »

OK! Since you ask of it [:)]
1) Haven't really thought about it and haven't faced any AT-guns yet, but my gut-felling says that it was a little bit harder to knock-out the FlaK of the static BG's with mortars during the first turns of my new GC.
2) Well, all I can say right now; -don't place a 75mm howitzer in the open where a leMG 34 have LOS... [;)]
3) One shot against a squad with 'Move' order in the open is still devastating, the bodies are flying all around.

I'll try and observe as I continue my game.
Cathartes
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RE: A/T Guns, mortors and the 5.60.51B patch

Post by Cathartes »

[1] what does everyone think of the mortor VS A/T guns in the new patch?? is the issue better or the same??

3] are mortors still killing unrealistic amounts of inf in the open and in buildings?


Mortars too effective? Not effective enough? Depends on what you expect or what you believe.

Seems best yet to me.
STIENER
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RE: A/T Guns, mortors and the 5.60.51B patch

Post by STIENER »

you guys got it right in GJS........thats what we all would like to see......its still not right IMO....it still needs tweaking. thanks for your input Cathartes.

Mg's are still gunning down A/T gun crews in short order.....that needs to be fixed for the playability of the game. it needs to be more of a major suppression of the a/t gun crew with a chance of some crew kills.
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tigercub
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RE: A/T Guns, mortors and the 5.60.51B patch

Post by tigercub »

Mortars are far too effective killing men prone, in building with ease, the cover in buildings may be issue too. 
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AstroBlues
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RE: A/T Guns, mortors and the 5.60.51B patch

Post by AstroBlues »

I think in only being able to use mortars once per game in not very good. It limits them severely. I am talking about TLD as I do not have Arnhem yet.
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