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Also, in order to make sense of the dynamic evolution of the Epsom Battlefield, and the great mixing, rapid movement and dispersal of units that occurred (especially with the Germans), I will be very curious how you choose to make compromises and interpret the composition of battlegroups, especially in context with the adjacent Operation Dauntless and the way German troops and tanks moved between the two areas of fighting. Maybe you can make a bunch of new maps and expand the area to include that area of fighting? That was our original intent, but we never had time to do this. |
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I think the tanks move quite slower than the other games. (Not on the rainy days, also during normal days) I don't think they could be so slow in reality (apart from churchill mark VII: crocodile). In GJS tanks could move at pretty decent speeds. |
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Also, tanks, ATGs, AT infantry seem to miss to often. They almost always miss the first shot, even if there is a command team nearby. |
DoktorPaj wrote (View Post): |
How do you change the force pools to make all 21 slots editable? I thought that was impossible. |
Hesus wrote (View Post): |
7 men units would give a more intense feeling to the infantry battles. |
AT_Stalky wrote (View Post): |
Dima,
How you feel about the nato icons vs images? |
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Interesting remarks Cathartes. So by the sound of it we could of had a much larger game with more maps? Only Matrix decided to get it out asap to rake in the cash and on to their next project! |
Pzt_Crackwise wrote (View Post): |
I forgot to ask another very game-dominating thing: The Crocodile tank flame just single shots and destroys any tank in the game. Is it realistic? Tank fight against the croc goes like this currently: 1. Shoot from far, can't penetrate, black reticule. 2. Move closer, flank it. Shoot at it, miss the first shot. 3. Croc turns at you, shoots the cannon, can't penetrate. Flames your tank once: And you are BBQ! I could understand if it immobilized or damaged the tanks, or maybe destroyed them in the 3rd, 4th shot. But so far, it always one shot me with flamer. |
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Why does almost every infantry team have MGs? Even recon teams now have machine guns and it doesn't make much sense, since they should be lighter and more mobile teams. (Both the Allied and German side has this over-presence of MG situation)
Is there any historical background to this? |
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Because, now I find myself almost never picking heavy MG teams, which I used to do quite often in GJS or other mods. |
Cathartes wrote (View Post): |
Hey Dima,
I don't claim to be an expert on German troop composition, but I used PitF as the starting point (didn't you help Steve with PitF OOB?) but had to make a lot of adjustments because a lot of the 12SS units in Epsom were deployed as front-line infantry without all their support up front backing them--many of their halftracks where unavailable or previously destroyed. Also, I had to make some adjustments to balance h2h play in some cases because the Germans were actually weaker (overall) than they currently are in GtC. |
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I do stand by what I said about British infantry/troop composition, and happy to discuss. |
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Tanks-- you can speed them up certainly, but there were a few factors in keeping tank movement slow overall: |
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no PzF/RPzB is listed in 12.SS reports till late July. |
Cathartes wrote (View Post): | ||
meaningless since there is account after account of PzF use in June in multiple sources on both sides of the battle |
JFFulcrum wrote (View Post): |
- Ambushes (instant spotting by enemy on 'Fire' order, enemy see through smoke, cover system completely blown away).. |
AT_Stalky wrote (View Post): | ||
Dima
I just read something about GtC, have you seen this too:
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AT_Stalky wrote (View Post): | ||
Dima
I just read something about GtC, have you seen this too:
|
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With fausts I run into a number of scattered accounts. I will have to dig around soon (will do) to sort through them, but for starters, do you have a copy of "12th SS: Vol. 1, The History of the Hitler Youth Panzer Division"? There are a fair number of references beginning on June 7. |
Pzt_Crackwise wrote (View Post): |
You know the case when you shoot at a tank and it automatically discharges smoke. Plenty of times in this game I was not able to see the targeted tank for a while after it discharged smoke defensively.
So I think smoke seems to work ok, that it can sometimes hide units briefly. It also changes the light green firing cursor through it to dark green as the previous games. So no problem there as well. |
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A mod, which:
- balanced the game a little more for H2H |
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- and (if possible) made the maps more colorful (GJS style) |
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Diaries of SS-Panzer Regiment 12 mentioned Panzerfaust training in Louviers on June 4 according to "Waffen-SS Armour in Normandy" by Norbert Szamveber. |
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Steve said there were essentially no limits (technically up to 32768 per data file). |
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re: fausts, sure you can interpret discount that entry I mentioned, and the others that follow in Szambeber's book, including the report put together in early July that 23 tanks were destroyed in June by hand-held anti-tank weapons (interestingly more than by all AT guns). |
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I'm still interested what you have to say about Hubert Meyers book and the many personal accounts of using panzerfausts in June. |
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Two reports of panzerfausts by the British during Espom: In Lloyd Clark's Operation Epsom there is mention of panzerfausts, small arms, and grenades being fired on 2nd Northamptonshire Yeomanry and 2nd Glasgow Highlanders as they entered the edge of Cheux on June 26. Also, mention of panzerfausts stopping Churchill tanks in St. Mauvieu on June 26. |
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Finally there is the famous story of Unterscharfuhrer Emil Durr who was awarded the Iron Cross for his heroic assault of a Crocodile at St. Mauvieu first using two Panzerfausts to immobilize the enemy tanks before finally using a magnetic mine. Apparently the tank was never destroyed but the crew abandoned it and was presumed killed/captured. Emil Durr was severely wounded in his attempts and died shortly after. |
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If you are going by KStN reports for 12SS, they are not completely reliable, especially since fausts were typically treated as ammunition and not weapons per se. I could continue to dig up more, but I think I've put enough time into this. It's your mod and obviously the effort and last word is yours. |
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To be on a safe side I gave 9 companies to II./26/12 but still slots are locked. Maybe there should be some amount of support/infantry unit to tigger 21 slots?
Or what do I do wrong? |
Cathartes wrote (View Post): | ||
Hard to say exactly, but with the 8 company thresholds and opening up the 7 corresponding support slot numbers: since this is an infantry BG, you will need to add 8 infantry companies to get all 7 support spots, not 8 companies total. Support companies will always only show up as support unless you designate/edit them as infantry, but then you have the problem of having nothing available in your support slots unless you rig an artificial work-around. |
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1) Adjust most of the data for vehicles and weapons - done.
2) Adjust/fix FPs/units for both sides - in progress. 3) Make 21 slots always available - you decide what you take in battle - harder than I thought .but will manage, I hope 4) Make alot of diversity for teams representing real employment of units - in progress with No2. 5) Adressing vehicle speed - done. 6) Adressing poor aiming of tanks - looks hard-coded, let's all ask Steve! |
Dima wrote (View Post): |
Progress so far:
1) Adjust most of the data for vehicles and weapons - done. 2) Adjust/fix FPs/units for both sides - in progress. 3) Make 21 slots always available - you decide what you take in battle - harder than I thought .but will manage, I hope 4) Make alot of diversity for teams representing real employment of units - in progress with No2. 5) Adressing vehicle speed - done. 6) Adressing poor aiming of tanks - looks hard-coded, let's all ask Steve! |
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Dima, did you make any changes to the Panzershreck and/or Panzerfaust accuracy or damage? I know the Panzerfaust was a close-range weapon, but it's missing broadside shots on Churchills at under 10 meters by a couple meters--however, if it hits it does tend to be effective (not the cause with the Panzerschreck). |
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Could you ask Steve to fix aiming of tanx in a patch? As even with 100% accuracy they still keep missing at 100m with clear LOS Sad
That's a good feature for 500+m moving or obscured targets but kind of rediculous for clear LOS targets at low range. |
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btw tried 305mm caliber in weapons for 75mm gun and seems no difference after penetration... |
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I believe it was wrong to remove "bang" sound when tank is hit as now it's hard to understand if it was a miss or hit. Would be good to have a special graphics for a armor hit with no smoke but some sparks... Why would you want a smoke for hits especially for the british shells if they didn't have HE filler? |
Cathartes wrote (View Post): |
If we had permission, money, and time, sure... there would be a lot of fun stuff to do differently, but you only have so much time, you prioritize, and you have to make all new maps/strat layer, arrows, etc. which takes a LOT of time. Also, c'mon... really? That's a level of detail that just isn't going to rise to the top when you have hundreds of hours of mapmaking/coding to do along with all new vehicle graphics, and the countless hours that went into the new explosion graphics... Just Conrad and I working on these things! |
Cathartes wrote (View Post): |
there are things that the CC engine does that if you put "historical" data in, it will do strange things, so be aware that if you just look at this from a data perspective and don't take in the big picture, you may break or throw as many things off as you intend to fix. |
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a lot of questionable/debatable changes here if you are basing this on historical fidelity... but well done on posting them! |
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want to debate? can prove all of them Wink. |
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You can't "prove" very much. You have arguments (so does everyone) but much of your "proof" is based on very limited data and a narrow interpretation of specific aspects of that data. |
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Your assertions on APDS accuracy is just one example. |
Dima wrote (View Post): |
16) 15cm Panzerfaust 30 - reloading from 10s to 4s, set up time from 5s to 4,5s, accuracy from 90% to 80%, max range from 30m to 35m, KR from 200mm to 120mm. |
Dima wrote (View Post): |
15) 83-mm PIAT - RoF from 10s to 30s, set up time decreased from 5s to 3s, min range from 8m to 10m, accuracy from 90% to 30%, max range from 110m to 85m, KR from 102mm to 95mm. |
stiener wrote (View Post): |
interesting Dima. id prefer the piat to be a little more accurate than it has been in all the other CC games. its been almost useless in most CC games to its inaccuracy IMO. going from 90% to 30% accuracy seems a bit much....50% might be better? |
Troger wrote (View Post): |
Oh nooooooooo, it's even worse than it is currently Dima! You have to test it in stock GTC, it's already wildly inaccurate at ranges under 15 meters. |
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Can you please make ATGs and IGs movement faster? I've never understood why they were given such insanely low movement speed. I know you couldn't sprint with one but surely you could move one faster then what we see in CC. |
Pzt_Crackwise wrote (View Post): |
I forgot to mention that Snipers seem to be a bit worthless in this game. Has anyone else observed their pathetic performance?
@Dima: Perhaps according to feedback from other people, could you also adjust it? GJS, or TRSM level of snipers were quite useful in certain situations, would be great if we could have snipers as in those mods. |
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already made for IGs, pak40 f.e. is immobile - i've not posted all the changes as it would take a couple of pages . |
Troger wrote (View Post): |
Nice. Why make the Pak40 immobile? It was moveable, wasn't it? |
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Also, can you add two mortars per mortar team? This makes them more worth selecting, and offsets the changes you made to make them less powerful. |
Dima wrote (View Post): | ||||
pak40 had such a strong recoil that after a couple of shots Pak40 it was virtually digged into the soft ground. kind of hard to move 1,4 tons with 5men crew :)
alread done for the units that had enough mortars . |
Troger wrote (View Post): |
Great. Yes, I just saw this video of a PaK40 firing. Who knows what type of ammo that is firing, but that is some blast. |
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I can prove my points why I did that or that. |
stiener wrote (View Post): |
try this link to post to steve please http://www.matrixgames.com/forums/fb.asp?m=3651378 |
stiener wrote (View Post): |
lets not forget that the game has to be PLAYABLE too.... |
stiener wrote (View Post): |
lThis game comes no where close to being a hardcore simulator.
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Cathartes wrote (View Post): | ||
Not very often. You never really provide evidence, and when you do, you don't consider the whole picture. |
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The Isigny tests you DID cite is a classic example. You look at the data and see that 1/2 the 17pdr APDS rounds didn't hit the target area so you make the blanket assumption that only 1/2 of all APDS ammo type/batches, when fired under any circumstances, could only hit a tank 1/2 the time at any range. What you fail to see is that most of the APDS actually hit the tank in the tests, even if they did not hit the specific target area. |
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Furthermore, do you believe that British gunners were so stupid when their lives were on the line that they didn't account for the errant flight of sabot ammo? |
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Do you read books or just look for tidbits of data on the internet that support your specific interpretation of history? |
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I would urge you to have a more open mind and take in a broader spectrum of sources. You do have accurate information at times, but your dogmatism prevents you from having good peripheral vision. |
Pzt_Crackwise wrote (View Post): |
By the way, Steve says that we should ask Cathartes for gun inaccuracy, since it is a data related thing. (Check the thread at the Matrix forums.)
But according to Cathartes it is a hard-coded issue... So what happens now? |
stiener wrote (View Post): |
Dima....why are you dumbing down the bren and the sten? we have been complaining about the poor performance of the bren since cc5.
remember ...playability |
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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. |
Pzt_Crackwise wrote (View Post): |
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! |
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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. |
Dima wrote (View Post): | ||
ever tried TRSM or BFC? was it unplayable? |
Dima wrote (View Post): |
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 |
Antony_nz wrote (View Post): |
So is GwTc harder to mod than say CC5 or other CC games dima? |
AT_Stalky wrote (View Post): |
Hmm, can u stack bgs in GwTC.... Thought the removed that feature.. ? No? |
Pzt_Crackwise wrote (View Post): |
@Dima: Another thing I have noticed in the games post CC5 GJS, is that every infantry seems to have an MG. |
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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. |
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How realistic is it for almost every Brit and German inf. team to have LMGs? |
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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. |
platoon_michael wrote (View Post): |
I am however wondering how will we be able to install it?
Does GWTC have the same abilities as say tLD,WAR to install a Mod and still be able to easily go back to the stock game? |
Gunsche wrote (View Post): |
Btw, where do you get the strenght numbers from? NARA, the archives in germany or from books? |
Gunsche wrote (View Post): |
You know I keep hearing that name Dugdale, but I have never seen his work. Could you provide me with a pointer? |
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guess the best way will be giving this unit all the Regiment suport units, like Flak Kp, IG Kp, PzAufkl Kp and Pi Kp? so it can merge with other units providing support? |
Gunsche wrote (View Post): | ||
Makes sense, they would be sitting on the support elements until they were needed somewhere, right? |
platoon_michael wrote (View Post): |
I sure hope you can do something with the Girly Soldiers.
The small maps mod by Tik helps,but the girls are killing this game. |
Pzt_Crackwise wrote (View Post): |
Yes, always obey orders helps in this case. However, it also disables the morale - surrendering component of the psychological engine. Troops will never surrender when always obey orders it turned on... |
Pzt_Crackwise wrote (View Post): |
Yes, always obey orders helps in this case. However, it also disables the morale - surrendering component of the psychological engine. Troops will never surrender when always obey orders it turned on... |
Pzt_Crackwise wrote ( |