Responsiveness of mortars

Close Combat: Panthers in the Fog is the first new release (not a re-make of a previous games) in years in the critically acclaimed Close Combat series. It details the desperate German counter-attack at Mortain, the last chance of the Wehrmacht to stave off defeat in Normandy. Can you match the tenacity of the American defenders of Hill 314? Or can you succeed where the Panzers failed, driving through to the sea and changing history? Improved 32-bit graphics and the ability to control more squads than ever bring the Close Combat engine to a new level.
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killkess
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Joined: Tue Apr 28, 2009 4:27 pm

Responsiveness of mortars

Post by killkess »

Mortar fire is still much to responsive in indirect fire mode. Needing only ~30 seconds for receiving the fire mission, do the target calculation, shooting spotting rounds, doing corrections and finaly going to FFE is rediculously quick. This gives the target only a couple of seconds to reacts. Even communicating the target or the needed corrections will take longer in real live than the whole process we see currently.
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SteveMcClaire
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RE: Responsiveness of mortars

Post by SteveMcClaire »

The response time is a trade-off.  Yes, in realism terms, it is much too quick.  But the response time needed to be balanced against the overall speed of action in the game -- issuing orders to any team has a zero response time in the game, whereas in real life if you wanted 1st Squad to advance you would have had to work your way over to the squad leader (probably under fire) and indicate your order to him, then wait while he assess how to do this, relays it to the rest of the squad, and then orders them to move.  So mortars couldn't be given a 2+ minute time to fire without it being far out of balance with other response times.
 
Tejszd
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Joined: Sat Nov 17, 2007 4:32 pm

RE: Responsiveness of mortars

Post by Tejszd »

There is a balance between game and realism which the ~30 seconds seems to try to find.

This change was a long time coming as all previous releases allowed mortars to start firing within a couple seconds (time to grab a shell and drop it in) thus this is a big improvement adding realism but still keeping play ability/usefulness of the unit. If it took to much longer than you would almost never hit anything and not select/use mortars which would not be right as they were an important weapon on the WWII battlefield providing local defensive and offensive support....
PEWPEW
Posts: 53
Joined: Sat Nov 05, 2011 7:39 pm

RE: Responsiveness of mortars

Post by PEWPEW »

Maybe we can see experience play a bigger role into the mortar timing? While I agree that 30 seconds is a nice for providing fire support, it is a little too effective for interdiction.
R 10
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Joined: Mon Jan 14, 2013 1:30 am

RE: Responsiveness of mortars

Post by R 10 »

Not only is the response time short, the accuracy of mortar fire in indirect mode is unrealistic. With a single spotting round, which can fall just about anywhere, the 2nd and subsequent rounds are not only directly on target, they are remarkably lethal.

Putting a unit in ambush (presumably hidden and using cover) in a previously damaged building (think Casino Italy) does nothing for survivability. They are dead before the fire mission is over. That's a pretty amazing CEP and Pk, without the advanatge of PGMs.
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