Posted: Mon Jun 10, 2013 4:18 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
Unfortunately GR doesn't support fully-modded CC games unless you make a few graphic alterations, which I haven't had time to do. Best solution for now is to meet up on GR and connect to your opponent the old-school way.
Posted: Mon Jun 10, 2013 7:27 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
Quote:
10. Fixed crew size in Sherman Flail.
What has changed?
Dunno. It's been a while since that was changed, might have been that it was set to 4? Also might have been a mistake in tLD (never released) that was not a mistake in GJS 4.4.
Posted: Wed Jun 12, 2013 9:07 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
Have not played allied yet, only german
PLUS
works really fine, great coding, amazing intro sound, gun sounds
graphics of smoke wrecked tank or vehicle better
bg's seem well balanced and full of variation, i can see a lot of work went into it
must note airborne forces AI in campaign is good.. and agressive, they ran straight trough me and blew me away.. recon infantry was not spotted sneaked past me ? WTF.. wonder how these guys would be in human hands
really like the quote in the beginning of the cmpgn for the germen side.. i hope i get a quote like that every day
keeps me motivated, also the quotes on the map itself.. interesting to read how the germans felt
some small stuff i noted just playing against ai, and i know its not ment to be played against ai, but just for bugs
- grille and mark tank when set near a small hedrow sight straight in front of the tank is blocked, am i the only on getting this? had this playing the operation
- pak fires at infantry from medium range with gun in defense mode during operation
- second turn 7 in the morning, after night battle against airbornes, i got airstrike as german but i could not allocate during campaign, i believe its because of the suprise attack
and now its time to face Tigercub and Overkenshin H2h
Part of being a commander is knowing when to smile, make the troops happy
even if it is the last thing in the world you want to do
Posted: Wed Jun 12, 2013 11:50 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
I had to chance to check the game single player briefly, feels very nice so far!
I like the new sounds a lot generally. The only problem is the grenade throwing sound is a bit too loud and awkward and gets on the nerves. The previous grenade throwing sound from GJS was better in my opinion.
Posted: Thu Jun 13, 2013 3:00 am Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
I think its very well done at this point great job Cathartes gun sounds are spot on seems to be bug free ...vehicle graphics
I will say the kill area for mortar is to large killing 7 men on the run with 1 round looks like a about 20m kill zone a little to effective but how they are fired with fight time is well done.
Posted: Thu Jun 13, 2013 3:31 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
PHP:
- grille and mark tank when set near a small hedrow sight straight in front of the tank is blocked, am i the only on getting this? had this playing the operation
- pak fires at infantry from medium range with gun in defense mode during operation
- second turn 7 in the morning, after night battle against airbornes, i got airstrike as german but i could not allocate during campaign, i believe its because of the suprise attack
Not sure of your situation with the hedgerow blocking LOS. Hedgerows are of variable thicknesses and you will need to carefully site/hide tanks behind them for optimum defense.
Did the PAK fire its infantry weapons or the gun itself? If it fired its small arms weapons, yes, this is hard to prevent in LSA unless we take all small arms weapons away from the gun crews.
Regarding the airstrike--it might be you can only place it on a proper BG, not a static BG.
I had to chance to check the game single player briefly, feels very nice so far!
I like the new sounds a lot generally. The only problem is the grenade throwing sound is a bit too loud and awkward and gets on the nerves. The previous grenade throwing sound from GJS was better in my opinion.
Thanks, and noted. Can possibly optimize sounds in the future after further feedback.
I think its very well done at this point great job Cathartes gun sounds are spot on seems to be bug free ...vehicle graphics
I will say the kill area for mortar is to large killing 7 men on the run with 1 round looks like a about 20m kill zone a little to effective but how they are fired with fight time is well done.
Tigercub
Thanks.
Regarding the mortars, their killing effectiveness is the same as LSA. However, they are far less accurate in this current iteration. If a mortar round goes off within 20m of a bunch of upright men, I think you can reasonably expect those results. Mortars were the cause of most of the British/Canadian casualties in Normandy.
Posted: Thu Jun 13, 2013 5:33 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
On the "soldier display" ranks troops from 21 PzDiv are mixed.
PG sections - displayed like SS ranks; tanks and guns, mortars etc. crews displayed WH ranks.
On the "soldier display" any SS unit ranks displayed like WH ranks (all troops: inrantry, crews etc).
Sorry for my english
Posted: Thu Jun 13, 2013 6:07 pm Post 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!
Posted: Thu Jun 13, 2013 6:56 pm Post subject: Re: GJS-LSA bugs, suggestions, and comments thread
Quote:
On the "soldier display" ranks troops from 21 PzDiv are mixed.
PG sections - displayed like SS ranks; tanks and guns, mortars etc. crews displayed WH ranks.
On the "soldier display" any SS unit ranks displayed like WH ranks (all troops: inrantry, crews etc).
Thanks for the specific feedback, Yes, I have some ranks to sort out still.
Quote:
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!
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.
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
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum
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!