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Close Combat Series Forum Index
 
 
Author Message
  Topic: Looking for an opponent
Kojusoki

Replies: 0
Views: 2143

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Apr 19, 2014 4:37 pm   Subject: Looking for an opponent
hi
Im looking for an experienced player from my time zone (europe) with time to play 1-2 hrs a day in the evening (9pm+)
Send me a PM
MK
  Topic: LSA where to download from
Kojusoki

Replies: 1
Views: 2689

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Apr 06, 2014 6:43 pm   Subject: LSA where to download from
hi
I had to reinstall system and after logging to matrix games I founded out that only updates can be downloaded for LSa (Panthers are downloadable).
I have the serial etc, but no idea where to download it from.
They say I need purchase order and 4 last digits of my credit card, but I bought it quite a long time ago and I have no such data.
Anyone can help?
MK
  Topic: GJS-LSA bugs, suggestions, and comments thread
Kojusoki

Replies: 248
Views: 171198

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Jul 07, 2013 10:39 am   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
can somewone send me data files from CC WAR? Explosions there were werey reaslitic (deadly) so i would like to comapre it with what we got here. The whole DATA folder please
  Topic: GJS-LSA bugs, suggestions, and comments thread
Kojusoki

Replies: 248
Views: 171198

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Jul 06, 2013 1:36 pm   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
We played today and I found out that an assualt gun, 10.5 le FH 18 and others, are very very weak. They shot 2-3m away from a gun, several times, there was a huge blast, but nothing happend. Guys around 10m from the hit should be instantly killed, be it a gun or infantry.
Same thing with engineers throwig C4 - there is a huge explosion and basically nothing happens.

I rememebr in stock CC5 the Avre Tank was able to knock out a tank when he hit nearby. Maybe thats too much but what we have now I consider is way to weak.

However, I checked the data (txt files) and it looks more or less OK in numbers. It has higher numbers then mortar, but works worse. Can someone explain it to me?

I think such gun should be devastating!
  Topic: GJS-LSA bugs, suggestions, and comments thread
Kojusoki

Replies: 248
Views: 171198

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Jun 26, 2013 11:04 am   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
True- my open top german assualt guns (3 pieces) were under naval support and NOTHING happen. Also my car was nearby and nothing happened. Naval support is infantry killer, true, but vehicles seems to be quite strong
  Topic: Hamachi Groups/ Networks to play GJS-LSA
Kojusoki

Replies: 5
Views: 5971

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Jun 20, 2013 6:56 pm   Subject: Re: Hamachi Groups/ Networks to play GJS-LSA
gjs-lsa seems to be full and the b4Caen seems not to exist:)
  Topic: GJS-LSA bugs, suggestions, and comments thread
Kojusoki

Replies: 248
Views: 171198

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Jun 18, 2013 10:40 pm   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
one more thing: my MarkIV was assualted by 3 commando units with explosives, noone used them (my tank was in a middle of a nice crowd armed to teeth and his main problem was "too close"Smile . Check please, if the explosives are set to "attack armour" or just infantry.
  Topic: GJS-LSA bugs, suggestions, and comments thread
Kojusoki

Replies: 248
Views: 171198

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Jun 18, 2013 10:37 pm   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
I think its all about experience. If the sniper is experienced enough, its is hardly spotted. The other issue is that snipers are imho too weak (their rifles) and their shoots are traceable.
We played several battles (H2H), I play german, and so far, my 5cm guns at the beaches, when placed in a bunker, didnt kill a single tank! No idea wheter its bad luck or something, but seems strange.

Another thing: my At Cars with 7,5cm PaKs didnt kill sherman at 300m with 2-3 direct hits. Also Cromwell got a few direct hits and wasnt killed as well (also 7,5cm PaK on a car). Maybe its ok, I just used to fast and deadly tanks duels.
  Topic: Last Stand Arnhem v5.60.53 Patch + Bug Reports
Kojusoki

Replies: 9
Views: 11100

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Jun 16, 2013 9:48 am   Subject: Re: Last Stand Arnhem v5.60.53 Patch + Bug Reports
it works here
  Topic: GJS-LSA bugs, suggestions, and comments thread
Kojusoki

Replies: 248
Views: 171198

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Jun 13, 2013 9:53 pm   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Cathartes wrote (View Post):


Thanks for the feedback.  I can certainly adjust snipers in the next update, but would be interested in the feedback from others.  Snipers can be pretty effective at suppressing troops in LSA, so I kept their weapon performance the same as their infantry cousins.  

Regarding your shootout:  Was it the 5.0cm fixed AT gun?  Bunkers are more protective than ever, and most fire against them is area fire.  Further, tanks only fire HE (after the first round in the chamber) at AT Guns (hard-coded in LSA) so a direct hit is required, and crews around guns in bunkers are VERY WELL protected from this.  Plan on using your naval barrage and/or infantry to take them out.  Best not to get into a tank vs bunker duel if possible. The best tools to use are AVREs and CROCs if available. Also, in LSA AT guns are much less accurate overall if the crew is under fire, suppressed, scared, or wounded, and duels can go on for some time in the situation you described.  Finally... as you know, CC series still sometimes gets stuck in an endless shootout loop with little or no damage getting inflicted.  Please keep me posted if this repeats.


I think taking a single unit (a sniper) instead of a 7 man team is worth only under special circumstances. Like defending againts tanks for examply. Thats why i believe it should be really effective and deadly - there are just a few units of them by a BG. And such a team can be easly taken down. In my opinion its better to make them trully good, but limited to lets say 1 unit per BG, maybe two.
Same thing with AT weapons - I think shrecks/bazooka should be effective, but only at a limited range. I didnt check howit works now - I am just expressing my opinion:) The idea behind is that the defender should have an ability to defend instead of exploiting morale to slow down enemy advancing.
Apart from effectivness, sniper shots shoudlnt be visible I think

Regarding gunfight - these werent PAKs. These were the old types - but what is strange, on an another map they were pretty effective. Ill keep you updated, but seems bunkers are too tough.

Is it only me, but seems some AT guns refused shooting at infantry (with guns, not small arms)?

Did you changed mines effectivnes? On one of the maps, my opponent lost 2 tanks due to mines
  Topic: GJS-LSA bugs, suggestions, and comments thread
Kojusoki

Replies: 248
Views: 171198

PostForum: Close Combat Last Stand Arnhem   Posted: Thu Jun 13, 2013 6:07 pm   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
great mod!
My 2 cents:
1). snipers IMHO are to weak
a).I think morale/experience should be higher (those guys are well trained)
b). PB and short range should be set to longer distance
c). firing shouldnt be visiible (there is an option in one of the txt files)
2). Maybe it was an extreme luck for both of us (me and my companion in H2H game): german guns on the beaches, placed in bunker were next to immortal as well as allied tanks were. My guys (germans) couldnt hit anything for ALL their ammo so there were quite a number fo shots. Light green LOS, 200-210 meters. I think all the tanks should be knocked out - insted of this we had a shooting range. Tanks (4 units) were shooting at my gun placed in a bunker and didnt kill it! for 15minutes of gameplay

I find small arms very realistic, nice idea with mortars (from 200m) etc
Good job guys!
  Topic: a new submod for zcharles WAR MOD - MIRROR mod
Kojusoki

Replies: 4
Views: 6361

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Feb 10, 2013 10:44 am   Subject: Re: a new submod for zcharles WAR MOD - MIRROR mod
Hi

Sorry I didnt answer earlier. Its a safe exe file:) It will NOT overwrite your files as it creates a new folder with the mod name as well as a new shortcut to lanuch the game. However backup should always be done.
We are already finishing the grand campaign and I made a new version with some changes.
So far no crashes, CTDs etc.
The idea now was to reduce amount of armour as I think game should be focused on close combat:) There are many armoured cars, halttracks which are very usefull, but can be suppressed with small arms fire etc. This make game less "fragile" in my opinion.

VER 1.2
Recycle Disbanded BGs: YES
added flame HTs to both sides (3 per large infantry BG and 1 per small inf and recon BGs) (allies: flame carrier)
Changes in scenario itself (no para drop).
4 less tanks in large armoured BG
AB BG: added vickers/HMGs
160 max bazooka/shreck range

Ill place the new file here in2-3hrs
  Topic: a new submod for zcharles WAR MOD - MIRROR mod
Kojusoki

Replies: 4
Views: 6361

PostForum: Close Combat Last Stand Arnhem   Posted: Sun May 06, 2012 1:20 pm   Subject: a new submod for zcharles WAR MOD - MIRROR mod
Below you can find a sub mod for zchalres WAR mod for LSA. Thanx zcharles for the WAR map Smile
http://www.4shared.com/rar/EHR8xc_q/CCTLDModWaRMODMIRRORv1.html

It is a mod mainly for H2H games. Both sides ARE EXACLY THE SAME. Same weapons, same quantities, same vehilce characteristics (other graphics though). So Panther tank has the same armour etc like Firefly. I know its completly ahistorical mod, but its a duel mod. Please keep it in mind. Bazooka has the same statistics like shreck etc
Snipers and rifles are GREATLY improved. Now they hit. Mortar teams have only a few rounds so think twice before you take them
In each BG there are erstaz/adhoc teams - they are not for play - they are only to rise the number of points/slots in the forcpool a player can use.

Once you install the mod please find the doc documnets in the following directory: \CC LSA\WaRMODMIRROR\DATA\BASE
BGS.doc - says what BG is what type (infantry, Recon, small infantry, Armoured, small armoured, para)
forcepools.dos - says what equpemnt and quantity (depending on diffciluty level) you can find in the given type of BG
vehicles.doc - says what vehicles on german side is equal to allied one. This mod all weapons and vehicles are based on allied forces (at least as far as i rememebr)


Main changes together:
elements.txt
-small hedne blocks LOS
-guns hinder higly increased

weapons.txt
-At weapons can fire at anything
-no firing animation for sniper rifles, effective range 300m
-bazooka range 160, Shreck 200, PB at 130, accuracy highly imporved. Up to 100m its quite effective
-naval barrage=mortar barrage
-rifles highly improved

soldiers.txt
-mortar ammo reduced to 6 HE and 10 Smoke rounds

als/axs.txt
-Snipers changed from Leader Asst to commander
-bazooka team has command

vehicles.txt
-guns armour increased - front, side and top armoour.
So if you attack a gun from front you will mostly suppress enemy, maybe kill somebody. From side you have quite a chance and from rear:100% chance of success
Basically, Guns are now very important weapons! Mortar support will probably kill half ot the team. MGs are effective weapons.
-cars armour reduced. I kill a halftruck with mortar support 1 per 5 supports

campaign.txt
no suprised, no redirection, all the same
can use resupply


We have:
-15x Inf BG (just a few halftrucks, med AT Guns, snipers)
-4x Recon BG (Greyhounds, stuarts, snipers)
-7x Armoured
-6xpara (no halftrucks, only light guns but high morale)

ver 1.1
Disbanded BGs never retreat
76mm AT gun is set to medium (was light)
  Topic: an idea how we can "have" a retreat button in h2h
Kojusoki

Replies: 1
Views: 1568

PostForum: Close Combat Last Stand Arnhem   Posted: Sun May 06, 2012 12:33 pm   Subject: an idea how we can "have" a retreat button in h2h
We sometimes complain that there is no retreat button.
My idea in h2h games is that once one of the players wants to retreat, he types RETREAT and then has 2 minutes to stand alive. After these 2 minutes, BOTH players hit truce.
Hoverever, the player who wnated to reterat, in the strategic movement NEEDS to retreat adn CANNOT enter the map with an another BG.
I suggest playing with morale off (easier to attack - when there are 2 players with similar, big experience, attacker is always screwed by morale)

What do you think?
  Topic: GJS for LSA
Kojusoki

Replies: 204
Views: 184541

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Feb 13, 2012 10:50 pm   Subject: Re: GJS for LSA
Catahrtes, what is the ETA? Is it more 2 weeks, month or several months?
  Topic: CCLSA mod: Wach Am Rehin DOWNLOAD
Kojusoki

Replies: 106
Views: 118957

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Feb 06, 2012 3:06 pm   Subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
Platoon, if you recive a copy, please let me know!
BTW here is a great tool, but needs some fixing to have it working with mods: http://www.beleggingsleer.be/CCtLD/
  Topic: CCLSA mod: Wach Am Rehin DOWNLOAD
Kojusoki

Replies: 106
Views: 118957

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Feb 06, 2012 3:04 pm   Subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
zcharles wrote (View Post):

PS: are you interested in helping us to re-make the Stalingrad mod for CCLSA? This is a looooong term project, anyway.
Veeeeery long.


It depends what you need - im only good at dealing with excel Wink
PM me if intersted. BTW I modded a littte bit your WaR mod.
Here are changes I find neccessary for our games:

elements.txt
-small hedge. blocks LOS
-guns hinder. higly increased

weapons.txt
-AT weapons can fire at anything
-no firing animation for sniper rifles, effective range 300m
-bazooka range 160, Shreck 200, PB at 130, accuracy highly imporved. Up to 100m its quite effective
-naval barrage=mortar barrage
-rifles highly improved

soldiers.txt
-mortar ammo reduced to 6 HE and 15 Smoke rounds

als/axs.txt
-Snipers changed from Leader Asst to commander
-bazooka team has command

vehicles.txt
-guns armour increased - front, side and top armoour.
So if you attack a gun from front you will mostly suppress enemy, maybe kill somebody. From side you have quite a chance and from rear:100% chance of success
Basically, Guns are now very important weapons! Mortar support will probably kill half of the team. MGs are effective weapons.
-cars armour reduced. I kill a halftruck with mortar support 1 per 5 supports

forcepools.txt
-snipers added
  Topic: CCLSA mod: Wach Am Rehin DOWNLOAD
Kojusoki

Replies: 106
Views: 118957

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Feb 05, 2012 6:14 pm   Subject: Re: CCLSA mod: Wach Am Rehin DOWNLOAD
Zcharles - how did you cretae Forcepools? I mean have you used any tools (like Triarius tool) or did this "classic way"?
  Topic: CCEditorLSA - i cant find it
Kojusoki

Replies: 1
Views: 3936

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Feb 05, 2012 12:43 pm   Subject: Re: CCEditorLSA - i cant find it
question answered: http://www.beleggingsleer.be/CCtLD/
  Topic: CCEditorLSA - i cant find it
Kojusoki

Replies: 1
Views: 3936

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Feb 05, 2012 12:38 pm   Subject: CCEditorLSA - i cant find it
hi
Have you got any link to the newest forcepool editor by Trairius?

Thanks
Michal
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
in to create this Close Combat site. I would to thank all the people who have visited and
found this site to thier liking. I hope you had time to check out some of the great Close Combat
mods and our forums. I'd also like to thank all the members of our volunteer staff that have
helped over the years, and all our users that contributed to this site!