Posted: Tue Jun 19, 2012 3:39 pm Post subject: Re: nebelwerfers?
Ok, but how about changing only the sounds for Germans off-map artillery/mortar barrages? Would be nice to hear those evil screaming sounds instead of normal in-game blasts, don't you think?
Posted: Tue Jun 19, 2012 7:24 pm Post subject: Re: nebelwerfers?
TT's Vetmod has them for CC5. 251/1 Nebelwerfer carriers attached to some units, Spotters that fire them as well.
I have an issue if anyone has played TT's vetmod in CC5. 251/1 nebelwerfer carrier to actually fire, even when it *HAS* a LOS. Have not been able to get those to fire yet, either them for acquiring a target, or ordering them to. The spotters perform perfectly with a LOS as they are intended.
It makes it much better and kind of like a rebuilt campaign altogether compared to the CC4 version. Don't expect units anywhere near full strength either and many have weak (grenadier/Spahtrup) as core makeup.
Am currently nearly finished and this one, thus far is the best.. Or until Platoon_Michael gets the time to implement the finishing touches on the WAR one more than likely. Reduced amount of troops, Spotters must have LOS, Schreck/Bazookas only fire outside of buildings etc..
If you try the CC5 one, take a look at it with TT's repainted map pack linked above. Many look gorgeous.
Those repainted maps are also available for CC4:) But are you trying to say that CC5 version of VetBoB is different from the original?
The addition of the forcepool is the main difference.
Both are nice in different ways. I would suggest trying both. They play very different, as does the one in WAR and are all very enjoyable. IMO? The best mod for CC, but that is just me of course. The CC5 and WAR are splendid with the forcepool.
TT's Vetmod has them for CC5. 251/1 Nebelwerfer carriers attached to some units, Spotters that fire them as well.
I have an issue if anyone has played TT's vetmod in CC5. 251/1 nebelwerfer carrier to actually fire, even when it *HAS* a LOS. Have not been able to get those to fire yet, either them for acquiring a target, or ordering them to. The spotters perform perfectly with a LOS as they are intended.
The 251/1 has a minimum range to help balance the game out due to the overwhelming effect.
I don't know what it is but I do remember it being pretty far.
That's why it doesn't fire.
Also has a very long reload time,chances are you will find it hard to use more than once in a Battle.
Posted: Mon Jun 25, 2012 9:00 pm Post subject: Re: nebelwerfers?
@johnsilver
Thank you for your comments on VetBoB for CC5 and WaR. I'll definitely try its CC5 incarnation.
@platoon_michael
Actually I could swear I heard once those rocket launchers in TT's VetBoB but can't recall what map was it:( But I'm pretty sure it was while playing the latest version of this mod. Now I got installed 1.11 and haven't seen/heard any Nebelwerfers.
But I asked about them here because I was watching documentary "Battlefield II - The Battle for Caen" and found out that they caused huge casualties among Allied troops. Here's that part of this film:
(You can >> to 3:45 to check info on Nebelwerfers in Normandy.)
I didn't know about that but it'd suggest that these rocket launchers were broadly used by Germans. So I thought it'd nice to have them in CC5 since they played a significant role. But if it's gonna break the balance in game then it's fine the way it is now;)
Posted: Tue Jun 26, 2012 3:39 am Post subject: Re: nebelwerfers?
Quote:
But if it's gonna break the balance in game then it's fine the way it is now;)
I cannot think of anything worse to totally destroy the other side than the awful and way too powerful artillery that both CC4 and CC5 have for the called in artillery barrage that is allowed on some turns. Not only do those 2 CC games have far more powerful than WAR, but the amount of shells landing seems to be nearly double and that is for both axis and allied.
The axis can only call in on the initial maps at least, something good, but allows the player to waltz thru those on turn 1 with ease. The WAR artillery is much weaker thankfully and the CC4/5 mortar support is heavy mortar also. Just heavier support in general.
I do like the heavy mortar support, was just a surprise and maybe a fe less each turn, though I did limit to 1-2 each day due to power.
Maybe because was used to the WAR version also? The CC5 one is nice however as a change for a bit and did start a 2nd campaign.
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