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Author Message
  Topic: Fantastic Game!
Wien1938

Replies: 10
Views: 9968

PostForum: CC5 Stalingrad Der Kessel   Posted: Fri Aug 17, 2007 5:37 pm   Subject: Reply
Ok, I may need to apologise. I've just run several tests on custom scenarios and the guns have worked fine - I cannot imagine why it went wrong before. It might be something to do with difficulty levels which I imagined only affected force pool allocations but may reduce weapon effect or something.
Anyhow, back to the game.
Thanks for your replies, PzJaeger and patience... It was really frustrating before hand trying to get my ATG to KO enemy tanks... Must be the Elite setting.
Richard
  Topic: Fantastic Game!
Wien1938

Replies: 10
Views: 9968

PostForum: CC5 Stalingrad Der Kessel   Posted: Fri Aug 17, 2007 5:07 pm   Subject: Reply
I'm sorry if you thought I was blaming you, I'm not - honest!
Regarding the campaign map, I'm done even better than that playing as Germans on Elite against Russians on Recruit. But that is more down to the AI's incompetance (which I do not blame you for).

The issue with the AT guns is one which I am not too sure how to fix in the first place. I've been through the ADP files with QClone (v.useful program) and everything I've seen looks sound.

Really what I'm asking for is a bit of advice both in tactics and in why the tanks seem to be so survivable. The only thing I can think of it vehicle integrity, since the KV-1 and T34/41 have v.high integrity (400/300) and I wonder if it is too high.

Please understand that I am not advocating one-shot-kills in the game - I agree that it should take somewhere between 1-5 hits to destroy a tank but I cannot accomplish this at the moment.

The problem I am facing is typically this: Pak38 or Pak40, in ambush shoots at the side or rear of a T-34 or a KV-1. The first shot deflects, then the second and then maybe the third will damage it a little. By this time the tank has turned it's turret and blown the gun away in a single shot. Nothing tactically seems to work.

I'm amazed by your gunners' records, can you tell me how you accomplished this?
Richard
  Topic: Fantastic Game!
Wien1938

Replies: 10
Views: 9968

PostForum: CC5 Stalingrad Der Kessel   Posted: Thu Aug 16, 2007 11:11 pm   Subject: Reply
First point of reply: I'm not complaining about the enhanced effectiveness of high explosive on ice - I like it! Make the game more challanging.
Second point: the anti-tank gun issue is becoming a real problem. I cannot get a tank kill in the time it takes the tank to survive the first shot (of up to 20, I'm not kidding) and then explodes the gun on the first reply shot. Even the 88 is not very useful.
The Ju-87D strike is VERY useful in both splattering the infantry and stopping the tanks, but because German forces have not recieved the faustpatrone they are reliant on the AT guns. Which as I have just pointed out, bang away at a tank - with little to no effect - and get swatted aside like an insect. Even the 88 has this problem.
I've had more tank kills from suicidal infantry attacks than from the AT guns. Something is wrong here.
Richard
  Topic: Fantastic Game!
Wien1938

Replies: 10
Views: 9968

PostForum: CC5 Stalingrad Der Kessel   Posted: Tue Aug 14, 2007 1:15 am   Subject: Fantastic Game!
Playing as the Germans (elite) against the Russians (recruit) on the Grand Campaign. Oh my god! Fantastic game! So much blood!
Just discoved that 12cm mortars can knock out INVULNERABLE KV-1 on the ice! Already been slaughtering red infantry with my mortars as they cross the ice...
Pity the AI is so crap because I lose 2-4 objectives against Ivan if his attack goes well. "Hmm, drive my KV-1 forward... and back." Ivan's foot goes forward and I try to wipe them out with mortars, rockets, artillery barrage. Huge slaughter when the tanks stay back.
Usual CC5 faults:
1. AT guns are extremely vulnerable.
2. Pak-40 rather ineffective, even the Flak-36 took 5 hits! to kill a T-34 crippled on the first shot... Gah!
3. Occasional tendency for one's machinegunners to go BLIND! "Can't See", you've in direct line of sight and everyone else can see them, you stupid little f*****g m****n!!!

Apart from those (I suspect unfixable) faults, I love this mod.

Would suggest for 1.3 that the infantry be 'tidied up': that is light-machinegun teams incorportated into the rifle sections, so a 7-man rifle section would have a machinegunner and loader and the other normal characters. Gets annoying running out of machinegun teams when the small force gets blown apart by mortars...
Stupid thought but... is there any way to deal with the AI tanks being able to shoot round corners at your AT guns or tanks? Very, very annoying...
Thanks All!
Richard
  Topic: Infantry Mobility
Wien1938

Replies: 1
Views: 3233

PostForum: CC5 Gold, Juno, Sword   Posted: Sat Aug 11, 2007 10:55 pm   Subject: Infantry Mobility
Very happy with the game so far (having downloaded today)!
Couple of small problems though...
1. Machinegun teams (light or heavy) seem to be immobile? Once deployed they cannot be moved.
2. Buildings mostly cannot be entered?

Have I mucked up the installation or is this a bug?
Hopefully not being foolish.
Richard

Edit:
Was using the Vetmod and the 1st unofficial update. Think these did not like one another.
Richard

Ok. It's the Vetmod. As much as I like it, it will have to go. MG-teams cannot be moved once placed. ARGH!
Richard
 
 
 
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In August of 2004, Zappi, Homba, Bambam887, RedScorpion and MOOXE all pitched
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