Last Stand Arnhem v5.60.01b Public Beta

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!
xe5
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by xe5 »

The AI's IQ is not longer room temperature. I just tried to play 'hide and seek' and steal some VLs in Nijmegen using a depleted AB BG. The AI Nazi's hunted my men down like rats. I suffered a total FM defeat when 3/4 of a rifle team were surrounded and surrendered.

An old punching bag no longer. Im having to really work for my wins and sweating out some tight battles.

berndn
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by berndn »

My first impressions against the AI are the same like xe5. AI seems tougher. Good! Will do more tests.
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RD Oddball
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by RD Oddball »

That's awesome to hear Mick. I'd found the same challenges when testing this update before release.

Hoff - Glad you're able to report you feel it's improved. Echoes what we were seeing during testing. We'll keep an eye on it and consider more changes. At this point we're going to need very specific examples (map, location on that map, units being shot at and their team quality, team quality/abilities of the MG42 team, elevation of the MG42 and the target, etc.) in order to polish this some more. Screenshots of locations and teams would be ideal.
Trash78
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by Trash78 »

Bridges get blown really quick. Battlegroups which merge still lose their active roster. AI still loves to go on the attack whenever it's supposed to be defending. Mind you though, it does give a good fight now. Mortars aren't the deadly tools anymore they once were. MG's seem to still have considerable trouble setting up when positioned behind a low stone wall. The soldiers shoot over it but the MG simply has the "cannot see" status.

Great step forward but still far from perfect.
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squadleader_id
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by squadleader_id »

I agree about the tougher AI...great job!
I've been playing as German defenders...and the attacking AI is tough to beat. No real flanking or fancy manouvers...but the AI units attack in groups, provide covering fire and is very aggressive in taking VLs. The AI BGs with full roster (3 platoons) is very hard to stop with a partial BG...AI partial BGs don't perform that well though...usually sending squads piecemeal.
I haven't had this much fun playing vs the attacking AI without vetmods!
I've been playing an Ops with mostly infantry vs infantry battles though...so I haven't really seen much vehicle AI.
Tejszd
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by Tejszd »

Vehicle pathing they said would be in patch 2, so I wouldn't expect much if any change....
Renato
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by Renato »

Hi All,

Glad to see the AI is tougher.

What difficulty do you play Operations and Campaign at?
xe5
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by xe5 »

Im always outnumbered when I employ an armor BG. Im simultaneously fighting against the enemy and my own vehicles. The AI seems to have no difficulty driving its panzers like a pro. Why not just let an allied AI drive/fight the friendly vehicles as well, and let the player tag along in command of the infantry?

@Renato - Player Elite: AI recruit; 'Force Morale' and 'Take All Victory Locations/Two Minute Warning' options on; 15 minute game timer
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squadleader_id
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by squadleader_id »

ORIGINAL: Renato

Hi All,

Glad to see the AI is tougher.

What difficulty do you play Operations and Campaign at?

Here's my settings:
Image
You might want to experiment with "Never Act On Initiative" for the AI...in CC5 this tends make the attacking AI less active.
When playing as the attacker...give the AI the "Never Act On Initiative" advantage.
In CC5 sometimes giving the AI "Always See The Enemy" works great.
Renato
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by Renato »

@ xe5 and squadleader

You play hard. [:)] My compliments!

LSA seems more difficult with respect to WaR and TLD.
gabeeg
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by gabeeg »

the preliminary reports from the beta 1 patch were enough to finally push me over the top and I purchased LSA tonight...going through the tutorials now.   I did have crash when I attempted to turn off the music in the option panel...said it could not write to the registry key...reinstall.   I restarted and everything is fine and the music is indeed off.  Not sure if this has been reported before or if it was a random glitch.
Kind Regards,

Harry
Sapa
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by Sapa »

Thanks for the beta update[:)] It feels like the AI is more aggresive, now using cover, coveringfire and smoke much better! Great work!!

but...please, please, fix the "Cant go there!" to the next big update! It ruins almost every battle with a vehicle involved...

anyway..thankyou wery much!!

//Mats
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RD Oddball
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by RD Oddball »

Pathfinding improvements are in the works. [;)]
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Dundradal
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by Dundradal »

ORIGINAL: RD_Oddball

Pathfinding improvements are in the works. [;)]

Great! Last night I fought with 2 armored cars on the Arnhem road bridge. They kept saying they couldn't move yet they were on the flat road deck. Good thing they were only going against AB.
"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
7A_Woulf
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by 7A_Woulf »

[&o]

Just want to thank you guys for this patch!!
I just had the most intense battle against the AI since I started to play CC back in the CC2-days.

*The PIAT team knocked out a SPW 250/1 that came rumbling across the Arnhem bridge.
*A HMG duel across the bridge while they did it, ending in a total whipout of my Vickers HMG.
*Three British paras without ammo running forward to scavenge Jerry weapons, finding themselves surrounded by SS grenadiers and killing seven of them with their own weapons before one para could retreat.

And finally, the reason I write about it here, this is what the AI in this patch did to me:

 
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RD Oddball
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by RD Oddball »

[:D] Good to hear it's up to snuff. More to come.
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CSO_Talorgan
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by CSO_Talorgan »

ORIGINAL: captskillet

Is this compatable with current saves?

Don't assume so.
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CSO_Talorgan
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by CSO_Talorgan »

ORIGINAL: Dundradal

They kept saying they couldn't move yet they were on the flat road deck.

Did they have fuel?
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Dundradal
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by Dundradal »

ORIGINAL: CSO_Talorgan

ORIGINAL: Dundradal

They kept saying they couldn't move yet they were on the flat road deck.

Did they have fuel?

Plenty. They weren't immobilized. They just didn't want to move. It was the "can't go there" bug.
"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
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CSO_Talorgan
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RE: Last Stand Arnhem v5.60.01b Public Beta

Post by CSO_Talorgan »

Hmmm!

That's not so good.

[:(]
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