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

  Survey
TRIVIA: Are soldiers credited for killing surrendered troops?

Yes
No
Unsure



Results
Polls

Votes 2766
Comments: 2

  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
    TIK @ Youtube
    Statistics
Members  
    Private Messages
    Your Account
    Logout

  Donations
Bazookajoe - $25.00
06/02/2020

Pete - $25.00
04/11/2020

Anonymous - $10.00
03/08/2020

m2carbine - $20.00
02/14/2020

Dima - $25.00
01/26/2020

mikwarleo - $20.00
01/25/2019

0202243 - $10.00
12/04/2018

tycoon1969 - $10.00
07/31/2018

Anonymous - $10.00
06/24/2018

spudweasel - $5.00
05/19/2018

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



Search for at
Close Combat Series Advanced Search

Search found 315 matches
Close Combat Series Forum Index
 
 
Author Message
  Topic: Whats wrong with the fire?
Pzt_Crackwise

Replies: 4
Views: 283

PostForum: Close Combat Last Stand Arnhem   Posted: Sun Jun 07, 2020 9:18 am   Subject: Re: Whats wrong with the fire?
I believe the longer fire fights are quite realistic in the case of units who are taking cover. This is actually one of the best aspects of CC in contrast to RTS games, the firefights can last really long if both sides have decent cover. Apart from making the gameplay much more realistic, it also makes it really interesting since it usually gives the player enough time to react. You can try flanking the enemy team, lay mortar fire, call in airstrike etc.

This is also the reason why CC is not a game where the fastest clicking multitasking player wins (when playing multiplayer), but the one with the better understanding of tactics and combined arms principles. It is the reason why CC is so awesome Smile
  Topic: Isolating the Bungarra way
Pzt_Crackwise

Replies: 6
Views: 505

PostForum: The Mess   Posted: Fri May 29, 2020 3:35 pm   Subject: Re: Isolating the Bungarra way
Nice!.. It is no surprise Mad Max is created and filmed in Australia. Those trucks really seem as if they were used in a Mad Max movie Smile
  Topic: REAL-LIFE GTC Maps!
Pzt_Crackwise

Replies: 15
Views: 1029

PostForum: Close Combat Gateway to Caen   Posted: Thu Mar 26, 2020 12:18 pm   Subject: Re: REAL-LIFE GTC Maps!
Really cool, didn't know that the maps were so realistic. Thanks a lot for sharing with us!

I wish GtC developers had ironed out the gameplay and lobby issues... A pity that it is limited to their shitty server for playing MP.
  Topic: Merry Christmas and Happy New Years 2020 & CCS Update
Pzt_Crackwise

Replies: 18
Views: 2646

PostForum: The Mess   Posted: Wed Jan 08, 2020 8:19 pm   Subject: Re: Merry Christmas and Happy New Years 2020 & CCS Updat
All the best to the people of CCS and thanks again to Mooxe for keeping the site alive!

I have also recently installed LSA with GJS. Looking forward to play some short Ops. (GCs are at the moment too big a commitment from my side).

I have also joined the Discord channel, you can find and add me there.

Cheers!
  Topic: Close Combat Bloody First Reviews
Pzt_Crackwise

Replies: 20
Views: 4669

PostForum: Close Combat The Bloody First   Posted: Mon Oct 14, 2019 8:05 pm   Subject: Re: Close Combat Bloody First Reviews
mooxe wrote (View Post):
One thing most annoying about all these videos is nobody uses the move fast command.


And the "move" graphics for soldiers look as if they are grandpas who are trying to find their way to the WC in the middle of the night...

"Move" order is supposed to be the cautious type of movement, so why not at least make them move their weapons raised.

Apart from this, the videos and reviews confirm that this is yet another cash grab attempt. The Rock Paper Shotgun review sums up how broken the AI still is (see the link below). I can live with shitty AI as long as they had decent and reliable multiplayer. But as you know, this game runs also only on their shitty servers.

The review of RPS:
https://www.rockpapershotgun.com/2019/10/04/wot-i-think-close-combat-the-bloody-first/
  Topic: Discord Server for Close Combat Players
Pzt_Crackwise

Replies: 14
Views: 11308

PostForum: H2H Multiplayer   Posted: Fri Apr 26, 2019 7:28 pm   Subject: Re: Discord Server for Close Combat Players
I have also joined, thanks for the initiative! I will hopefully have some time to get back to CC in the coming months after quite a long hiatus.
  Topic: I Figured Out The AI. Here's What I Discovered
Pzt_Crackwise

Replies: 10
Views: 2548

PostForum: Modding Workshop   Posted: Wed Feb 20, 2019 7:43 pm   Subject: Re: I Figured Out The AI. Here's What I Discovered
I wish AI could also be tweaked to deploy their AT Guns and AT Teams properly Sad
  Topic: Cool AI Stuff by John Anderson, Lead AI for Atomic
Pzt_Crackwise

Replies: 23
Views: 9552

PostForum: The Mess   Posted: Wed Nov 23, 2016 3:45 am   Subject: Re: Cool AI Stuff by John Anderson, Lead AI for Atomic
"Soldiers in depressions such as foxholes and trenches cannot be overrun by a tank, and more experienced soldiers will actually try to move out of the way first. "

So they mean that tanks can actually overrun inf in CC games? This has been a CC myth for so long, some claiming thy saw it, some saying that people are imagining things :)

I personally have not seen infantry being overrun in any CC game. Having read the thing above, I would guess that the developers originally had such a thing in the game but then removed it due to various reasons.
  Topic: Improved graphics for CC2?
Pzt_Crackwise

Replies: 18
Views: 9272

PostForum: Close Combat 2: A Bridge Too Far   Posted: Sun Aug 14, 2016 11:24 pm   Subject: Re: Improved graphics for CC2?
Would it be possible to update the weapon sounds too? That would be great!
  Topic: Mooxe Says AI Performs Poorly in Matrix Forum
Pzt_Crackwise

Replies: 143
Views: 42838

PostForum: Close Combat Modern Tactics   Posted: Sun Jun 26, 2016 3:45 am   Subject: Re: Mooxe Says AI Performs Poorly in Matrix Forum
lol a stwa classic!.. Smile))
  Topic: winter war
Pzt_Crackwise

Replies: 231
Views: 141463

PostForum: Modding Workshop   Posted: Tue Jun 14, 2016 12:37 am   Subject: Re: winter war
My honest criticism regarding the last map:

The rocks on the river bank, the road on the bridge, the roads, sidewalks all have repeating (copy-pasted) patterns which give the map a very dull appearance.

PitF also has such map elements which don't blend in with the surrounding stuff - which I find a pity, since its maps are actually beautiful...

(Please don't get me wrong southern land, I really like your artwork normally!)
  Topic: winter war
Pzt_Crackwise

Replies: 231
Views: 141463

PostForum: Modding Workshop   Posted: Sat Jun 04, 2016 12:17 am   Subject: Re: winter war
The maps look great!

But is it possible to have more varying trees with slightly different colors and different types etc.? The current color looks somehow a bit plastic.
  Topic: TLD Battle for Tunisia Mod v.1.0
Pzt_Crackwise

Replies: 50
Views: 26022

PostForum: Close Combat The Longest Day   Posted: Tue May 31, 2016 3:57 am   Subject: Re: TLD Battle for Tunisia Mod v.1.0
Why are the vehicle and soldier shadows missing? It really makes everything as if they are floating.  : (

Other than that really nice mod, thanks!
  Topic: Using PTF maps in CCMT
Pzt_Crackwise

Replies: 14
Views: 5863

PostForum: Close Combat Modern Tactics   Posted: Sun May 08, 2016 6:11 pm   Subject: Re: Using PTF maps in CCMT
Nice work!
  Topic: GTC Mod Installation Standard - Need Your Input
Pzt_Crackwise

Replies: 11
Views: 33233

PostForum: Close Combat Gateway to Caen   Posted: Sat Apr 09, 2016 6:48 pm   Subject: Re: GTC Mod Installation Standard - Need Your Input
Option 3 would be the best. Since many people (including me) have the Steam version of the game.
  Topic: Hallo zusammen
Pzt_Crackwise

Replies: 8
Views: 21394

PostForum: Deutsches Close Combat Forum   Posted: Wed Mar 02, 2016 5:53 am   Subject: Re: Hallo zusammen
Wilkommen zurück Polemarchos! Inzwischen bin ich nach Deutschland gezogen Wink  (Übrigens suche ich derzeit eine ameteurische Rebetiko Band in der Nähe Köln mitzuspielen)
  Topic: Logic To This? - Take A Look
Pzt_Crackwise

Replies: 4
Views: 3994

PostForum: The Mess   Posted: Wed Feb 10, 2016 1:12 am   Subject: Re: Logic To This? - Take A Look
1) Command teams boost morale and increase the units' performance, so I try to keep them slightly behind the main teams, the main rifle/assault teams staying in the command radius. This way the rifle/assault teams engage the enemy under command radius, while the command team stays safe without revealing its position.

2) Also when an individual team has very low morale (red color) (hint: turn on "soldier outlines show morale"), get them close to the command team nearby and their morale will again rise (become green color) in a short time. If you don't do it and leave your troops with red morale out in the open, they are much more likely to surrender!

3) It is an acknowledged CC fact, that command teams are particularly useful for boosting ATG and mortar accuracy. For ATGs defending crucial lanes, keeping them under the command team radius is a pretty good idea.
  Topic: new explosions PITF/GTC into old CC's???
Pzt_Crackwise

Replies: 134
Views: 55548

PostForum: Modding Workshop   Posted: Wed Jan 20, 2016 4:26 am   Subject: Re: new explosions PITF/GTC into old CC's???
I just installed this explosions mod to TLD and oh my god it is so perfect. It breathed new life into the game : ) Thank you so much once more Schnellemeyer!
  Topic: TLD/WAR Der Kessel mod beta versions
Pzt_Crackwise

Replies: 50
Views: 22593

PostForum: Close Combat The Longest Day   Posted: Tue Jan 12, 2016 11:15 pm   Subject: Re: TLD/WAR Der Kessel mod v 1.0 Download
Pzt_Crackwise wrote (View Post):

Do you also think that for some reason in this modartillery shells are ridiculously much more deadlier to troops in buildings compared to those lying out on the snow?
It was like that in the original SDK, and also seems to be the case in the remake. Is this an intentional thing, or could it perhaps be a bug?


Quote:
Not a bug, PJ choice, but it has been already reworked by me (less power about artillery) for the TLD/WAR version so it will remain in this way.


But what is the logic? The building collapses on top of the soldiers and they die because of it?

I really think being out in the open when artillery is coming down on you is a much worse idea than hiding in a building. What do you guys think about it?
  Topic: TLD/WAR Der Kessel mod beta versions
Pzt_Crackwise

Replies: 50
Views: 22593

PostForum: Close Combat The Longest Day   Posted: Mon Jan 11, 2016 11:42 pm   Subject: Re: TLD/WAR Der Kessel mod v 1.0 Download
Do you also think that for some reason in this mod artillery shells are ridiculously much more deadlier to troops in buildings compared to those lying out on the snow?

It was like that in the original SDK, and also seems to be the case in the remake. Is this an intentional thing, or could it perhaps be a bug?
 
 
 
Page 1 of 16 Goto page : 1, 2, 3 ... 14, 15, 16  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!