Welcome to Close Combat Series
  Login or Register Home  ·  Downloads  ·  Forums  ·  Combat Camera  ·  Help  

  Survey
Do incapacitations count as a soldier's kills?

Yes
No



Results
Polls

Votes 1210
Comments: 1

  Shout Box!!

Only registered users can shout. Please login or create an account.

  Main Menu
Articles & News  
    Help
    Player`s News
    Site News
    Multiplayer
    Terrain Challenge
    Boot Camp
Community  
    Forums
    Downloads
    Combat Camera
    MOOXE @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Anonymous - $25.00
08/15/2022

Anonymous - $25.00
08/15/2022

Anonymous - $25.00
12/18/2021

Anonymous - $100.00
11/08/2021

Anonymous - $15.00
04/09/2021

Anonymous - $100.00
04/05/2021

Anonymous - $20.00
02/20/2021

Anonymous - $10.00
12/29/2020

Anonymous - $1.00
11/06/2020

ZAPPI4 - $20.00
10/10/2020

Find our site useful? Make a small donation to show your support.



Search for at
Close Combat Series Advanced Search

Search found 71 matches
Close Combat Series Forum Index
 
 
Author Message
  Topic: MAJOR BUG: Supply
MarkM

Replies: 6
Views: 4742

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Jun 17, 2020 1:57 am   Subject: Re: MAJOR BUG: Supply
We have tested this in-game that if a German unit was present in Elst, it would also be in supply, tracing it through a contested map.
  Topic: LSA/GJS Game
MarkM

Replies: 0
Views: 1734

PostForum: Close Combat Last Stand Arnhem   Posted: Wed Feb 26, 2020 5:37 am   Subject: LSA/GJS Game
Hi,

I am looking for an opponent to play LSA with the GJS mod.

I am very flexible as to the days and times I can play.

My email is

mark       DOT  holeydooley    AT    gmail   DOT   com
  Topic: Opponent wanted
MarkM

Replies: 3
Views: 7907

PostForum: Close Combat Gateway to Caen   Posted: Sat Dec 23, 2017 10:08 am   Subject: Re: Opponent wanted
Hi Dran,

Added you as a friend in steam.
  Topic: Opponent wanted
MarkM

Replies: 3
Views: 7907

PostForum: Close Combat Gateway to Caen   Posted: Fri Nov 24, 2017 3:34 am   Subject: Opponent wanted
Oz or Kiwi wanted for online GC.

Mark
  Topic: Close Combat the Bloody First FAQ
MarkM

Replies: 79
Views: 85767

PostForum: Close Combat The Bloody First   Posted: Tue Jul 22, 2014 9:38 pm   Subject: Re: Close Combat the Bloody First FAQ
I'll throw my 2 cents in.

No GC map/campaign. aka, GJS style, = a no sale for me thx.

All you get are 1 off battles head to head against your friend....sigh. Please they are so boring without the accompanying GC.

Their own GC will not interest me, as only playing a real person appeals to me. The AI just sucks.
  Topic: CC5 Kharkov v 1.2 Download
MarkM

Replies: 5
Views: 26314

PostForum: CC5 Kharkov   Posted: Tue Jan 14, 2014 1:40 am   Subject: Re: CC5 Kharkov v 1.2 Download
Ah thx for that clarification in single player.

I don't have a problem with reinforce but in MP, just keep notes on which units have been reinforced,
so as you don't inadvertently do it to them more than once.

Mark
  Topic: CC5 Kharkov v 1.2 Download
MarkM

Replies: 5
Views: 26314

PostForum: CC5 Kharkov   Posted: Mon Jan 13, 2014 5:03 am   Subject: Re: CC5 Kharkov v 1.2 Download
A word of warning re using the reinforce button.

I am playing Dima's Battle 4 Caen which uses the same engine as this mod and the reinforce button appears (at least for 1 unit)
AGAIN after it has already been used!!!! The problem is NOT with the mod, but the game itself.

Thus both parties in a PBEM need to take note of which units have used reinforce so they don't use it again.

I haven't looked at this mod yet,but hope to in the near future.

Mark
  Topic: GJS-LSA bugs, suggestions, and comments thread
MarkM

Replies: 248
Views: 170746

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Oct 20, 2013 12:30 am   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Cheers Cathartes. Appreciate there are a lot of demands on your time right now.

Mark
  Topic: GJS-LSA bugs, suggestions, and comments thread
MarkM

Replies: 248
Views: 170746

PostForum: Close Combat Last Stand Arnhem   Posted: Sat Oct 19, 2013 3:38 am   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Dima wrote (View Post):
Stiener,

Cathartes is obviously very busy with a new release but most of the points you mentioned will take you less than half an hour to change with LSA workbook.
I bet Mark can help you as AFAIK he has an experience in CC data tweaking.


Close Dima, but its actually Von (aka tigercub) who is the editing expert.

I believe he has already tweaked some of the vehicle/gun stats so I'll see if he is up to making these changes.

But I think he is more familiar with stats than actually editing the numbers etc.

Mark
  Topic: GJS-LSA bugs, suggestions, and comments thread
MarkM

Replies: 248
Views: 170746

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Oct 18, 2013 1:45 pm   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Good job Steiner.

Man you are one dedicated fan of CC.

Hope when I finally get decent internet we can hook up for  a bash.
  Topic: GJS-LSA Beta is available
MarkM

Replies: 57
Views: 52464

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Oct 06, 2013 12:50 am   Subject: Re: GJS-LSA Beta is available
Bump.

Any update info Carthes?

Hi guys,

It seems the game is running pretty smoothly for most people. There will always be the odd crash/bug, they won't go away.
Its way better than the CC5 crap that almost made me leave CC for good.

So,has it been established yet that the current release, with minimal reinforcements for the allies is correct?

I noticed Steiner (hi Mike) saying that he playing with morale on, I actually prefer it off. Comments?

I am getting a new fibre optic cable to my residence sometime in the near future, thus will be able to play this baby
without too many hickups from my end. Thus my interest to know just where this mod is currently at.
  Topic: GJS-LSA Beta is available
MarkM

Replies: 57
Views: 52464

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Aug 27, 2013 2:17 am   Subject: Re: GJS-LSA Beta is available
Hi guys,

It seems the game is running pretty smoothly for most people. There will always be the odd crash/bug, they won't go away.
Its way better than the CC5 crap that almost made me leave CC for good.

So,has it been established yet that the current release, with minimal reinforcements for the allies is correct?

I noticed Steiner (hi Mike) saying that he playing with morale on, I actually prefer it off. Comments?

I am getting a new fibre optic cable to my residence sometime in the near future, thus will be able to play this baby
without too many hickups from my end. Thus my interest to know just where this mod is currently at.
  Topic: GJS-LSA bugs, suggestions, and comments thread
MarkM

Replies: 248
Views: 170746

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Jul 28, 2013 9:31 am   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Hi Aetius,

Can you confirm if the reinforce option becomes available to the allies?
  Topic: GJS-LSA bugs, suggestions, and comments thread
MarkM

Replies: 248
Views: 170746

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Jul 15, 2013 1:22 am   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Ouch.....need to confirm asap about reinforce button...without it, GC is unplayable.

I agree tanks are having a hard time hitting things, including the proverbial side of a barn.
I hear your response to this as being experience related. But it sure makes life harder for the allies who cannot advance
without their tanks taking out the German Inf.

Making this even worse is the game engine difficulty in spotting the enemy troops. Making life even harder for the allies.

Also, please check the German SPG, I think its the 105 mm. The German MK4 and the Sherman have approximately same Rate of Fire,
it appears to me, but when the 105 shoots it looks to reload much faster than both of those.

Great work and appreciate that  this is a beta and there will be inevitable bugs.
  Topic: Difficulty level
MarkM

Replies: 2
Views: 5074

PostForum: Battle For Caen   Posted: Tue Jul 02, 2013 2:39 am   Subject: Re: Difficulty level
Regarding an opponent who intentionally left an interior VL unconquered so as to be able to destroy the surrounded BG next turn.

Thats is pure an utter a gamey tactic........such tactics run against good sportsmanship IMHO. There are obvious limitations with the game in trying to represent a campaign battle. Using those limitations to cripple an opponent is just crap.

Now, you may think its a valid tactic, knock yourself out, its a free world. But you would not be my opponent if you thought in such a manner.
  Topic: GJS-LSA bugs, suggestions, and comments thread
MarkM

Replies: 248
Views: 170746

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Jul 01, 2013 11:01 am   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Lol..well that is definitely a first. Never seen such an event.

Pity the game had to be cancelled to resolve though.

There is only one thing worse than having to play the same battle again..... actually there isn't a worse thing!!!
  Topic: GJS-LSA bugs, suggestions, and comments thread
MarkM

Replies: 248
Views: 170746

PostForum: Close Combat Last Stand Arnhem   Posted: Fri Jun 28, 2013 4:22 am   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Re the naval bombards they take out guns no problem what so ever I have found. Cannot comment too much re vehicles, but at the end of the day,
I am happy for them to take out the guns and be somewhat weak vs vehicles. The one time I hit a Marder with it the result was an immobolisation.

I find that there are always guns to target so its not a biggie for me.

Wow, support for nefing mortars....lol....well I never..lol.  Like I said you could leave it as is and restrict it to one per battle only.

Okay re the crashes, what I can say is that I experienced an end of battle crash as well "once", in fact it was the first battle of the GC against the AI.

I haven't played a lot, but no more crashes since, and it was against the AI.

I have a feeling it will not be a regular occurrence and tracking down the cause would most likely be a case wishful thinking.

Nice to see the CC community active again with the release of some fantastic mods.
  Topic: GJS-LSA bugs, suggestions, and comments thread
MarkM

Replies: 248
Views: 170746

PostForum: Close Combat Last Stand Arnhem   Posted: Tue Jun 25, 2013 3:22 pm   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Regarding mortars: will wait for more comment. They are identical to LSA in killing power, but far less accurate. Again, mortars caused most of the British casualties in Normandy, but if the majority of players want them toned down, can do.

Hi Cathartes, I doubt there will be an avalanche of people supporting to nerf mortars. Why?  Because those I have played against almost without fail deploy 2 mortars each battle (specially when playing defence) which demonstrates just how powerful they are. Its almost impossible to even do quick dashes from building to building over short distances without getting clobbered by them.

Thus what you find happening is infantry are extremely difficult to move and there is often a stalemate as tanks can't see where the AT guns/tanks are hidden.

I played your CC5 GJS with modified mortar stats btw and found them to be far more realistic.

Its been documented that they seem to have caused the most casualties in Europe in WW2. NO argument.  My argument is they are able to perform "tactically" in this game way beyond what not only they could do back in 1944, but even today in terms of changing the direction and distance of the shot in a "nano second" and still shoot and land with some accuracy.

Lets for example say the Stuart caused 40% of all Germans tanks kills in 1944 (I know they didn't).  Something they will never achieve in this game. Should we then vastly and unrealistically increase the penetration of its gun to reflect the casualties it did historically???????

How many shots did a mortar on average have to fire to achieve a casualty in ww2?  Five, six........lets say 10 ( I think it will be at least this number).  Given the 30 round load it has that means it should cause 3 casualties in a battle on average.  Once a few battles have been played and the rust shaken off, the allied player just has to give up on any dashes with his infantry as he is awake to the 5 + man kills that occur otherwise.

Its your mod and I am in awe of the work you put into this. These are just my feelings. If mortars are left as is, its not  a biggie for me, as I'll just insist on a house rule of 1 mortar deployed for each battle by both sides.
  Topic: Last Stand Arnhem v5.60.53 Patch + Bug Reports
MarkM

Replies: 9
Views: 11058

PostForum: Close Combat Last Stand Arnhem   Posted: Mon Jun 24, 2013 1:19 pm   Subject: Re: Last Stand Arnhem v5.60.53 Patch + Bug Reports
salhexe wrote (View Post):
I noticed that when both ask truce, this does not stop the game but continues until the end, I do not know if it was present in previous versions.


I believe it was, if my old and fading memory serves me right.
  Topic: GJS-LSA bugs, suggestions, and comments thread
MarkM

Replies: 248
Views: 170746

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Jun 23, 2013 10:05 am   Subject: Re: GJS-LSA bugs, suggestions, and comments thread
Great work Cathartes,

I would have to agree though that the mortars needs to be toned down.

In this game (CC engine) they are allowed to change targets at a 90 degree angle without any down time and be extremely accurate.
Hardly realistic but its all we have. Thus its a bit annoying to have them go from one shot with 5 kills to immediately switch to another target in a completely different direction
and rack up another 5 kills.
 
 
 
Page 1 of 4 Goto page 1, 2, 3, 4  Next
Time synchronized with your computer time
Jump to:  




Forums ©





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!