Hi Dima,
Another suggestion I would make here is:
-Remove the zeroing time (20 seconds iirc) for mortar smoke rounds and increase the number of smoke rounds mortar teams carry.
I don't know if it would be historical or not. However, currently using smoke while attacking and retreating is a pain in the ass and can not be pulled off reliably as it was done in CC5. This is somewhat detrimental to the tactical gameplay so it would be great if we could bring back the mortar smoke to its former glory!
zeroing time is hard-coded.
number of both smoke and HE shells will be increased.
Posted: Sat Jul 12, 2014 7:06 pm Post subject: Re: Historical realism mod :)
30+ mortar bombs to kill a crew of one Flak38...another one survived 60+ rounds although some of crew was killed - i think that's a way to go
will tune up performance of 80mm mortar during play test.
Tanks kill each other as intended - PzIV kill Shermans at >200m distance, Flies and M10-17pdr kill PzIV at any distance
One shot one kill could be seen often.
Posted: Sat Jul 12, 2014 8:25 pm Post subject: Re: Historical realism mod :)
~300m night firefight between 2 Panther G and 2 Tigers against loads of Shermans and M10-17pdr resulted in 2 KO Panthers (by 17pdrs) and around 13-14 KO allied tanks
Posted: Sat Jul 12, 2014 11:07 pm Post subject: Re: Historical realism mod :)
Great job Dima! However, I wonder how realistic the current night-time spotting / LoS reduction is. I think units would in reality have a much harder time when trying to spot anything further than 100 meters without any illumination. Currently you can spot and shoot tanks accurately as you have also illustrated here in much further distances.
Posted: Sat Jul 12, 2014 11:17 pm Post subject: Re: Historical realism mod :)
Quote:
However, I wonder how realistic the current night-time spotting / LoS reduction is. I think units would in reality have a much harder time when trying to spot anything further than 100 meters without any illumination. Currently you can spot and shoot tanks accurately as you have also illustrated here in much further distances.
yes, I agree with you about night distances.
but I doubt I can do anything about it as that's most likely hard coded.
ps I have a PVS-14 night vision goggles - that really helps to see up to 300m even during star/moonless nights
Cathartes, you call out Dima for following a rigid interpretation of the "facts" (and I agree, it is rigid), but do you don't think you are the same way? You seem to be just as unmovable (albeit less confrontational) in your point of views. I appreciate that both of you want to recreate reality, but come on. It's Close Combat. Your editing Excel cells. This game comes no where close to being a hardcore simulator.
ever tried TRSM or BFC? was it unplayable?
I haven't, but like I said in that post, at the very least, your mod will feature some changes we all want to see. If people disagree with your data changes, they can always open Excel and edit the cells themselves.
So is GwTc harder to mod than say CC5 or other CC games dima?
IMO it's easier to mod GTC as it tracks all your mistakes made in data and reports them on launch.
but there are some differences in comparison to CC5/TLD that need to be taken into account .
overall for now I believe that GTC is more solid game than CC5 or TLD.
Posted: Mon Jul 21, 2014 12:26 pm Post subject: Re: Historical realism mod :)
Yes, two BGs can be on the same map. However, only the active BG fights. It is possible to choose which BG is the active one and which BG is not.
It is also possible to merge two BGs and form a larger single BG. When you merge two large BGs with 12 available slots, you can get a BG with 21 available slots. When you merge a large BG with small BG though, the number of available slots may not change. The merging and the availability of slots is a bit vague though, needs better explanation.
Posted: Mon Jul 21, 2014 12:31 pm Post subject: Re: Historical realism mod :)
@Dima: Another thing I have noticed in the games post CC5 GJS, is that every infantry seems to have an MG.
I mean the German 5 man teams each have MG42s. In GJS it was usually 3 men seperate MG team and a 7 men rifle team. I thought the common WW2 infantry team organization was like this: 3 + 7. The 5 + 5 organization is supposed to be post WW2 doctrine, correct me if I am wrong. How realistic is it for almost every Brit and German inf. team to have LMGs?
Gameplaywise, it is generally more fun to have a small 3-men fire support team and a large 7-men assault team, instead of 2 5-men teams.
@Dima: Another thing I have noticed in the games post CC5 GJS, is that every infantry seems to have an MG.
yes, all the Atomic CCs and CC5:GJS had it wrong - it was first made correctly by me in GJS:TRSM.
Quote:
I mean the German 5 man teams each have MG42s. In GJS it was usually 3 men seperate MG team and a 7 men rifle team. I thought the common WW2 infantry team organization was like this: 3 + 7. The 5 + 5 organization is supposed to be post WW2 doctrine, correct me if I am wrong.
the German infantry doctrine relied on leMG to deal with oppoistion and that's why Gruppe wasn't split to LMG+Rifle groups but riflemen served as ammo bearers and protection for leMG.
there were different types of Gruppe organization for the Germans, for instance:
1) PzGrenadiere (mot) Typ 41 - 7(leMG)+5(leMG).
2) PzGrenadiere (mot) Typ 43 - 5(leMG)+5(leMG).
3) PzGrenadiere (gp) Typ 41 - 5(leMG)+5(leMG).
4) PzGrenadiere (gp) Typ 43 - 4(leMG)+4(leMG).
5) Grenadiere Typ 41 - 10 (leMG).
6) Grenadiere Typ 43 - 9 (leMG).
Quote:
How realistic is it for almost every Brit and German inf. team to have LMGs?
it is absolutely realistic for the Germans but the British/Canadian Section was split as 7+3(LMG) with LMG providing cover for assaulting 7men Rifle Group.
Quote:
Gameplaywise, it is generally more fun to have a small 3-men fire support team and a large 7-men assault team, instead of 2 5-men teams.
you just need to develop different tactics using different type of teams
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