Utah v2 is announced (once again)
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Close Combat Series -> CC5 Utah

#1: Utah v2 is announced (once again) Author: Dima PostPosted: Sun Apr 05, 2009 12:52 pm
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Playing TRSM for so long with Stalky (and other able CC players), we’ve got pretty bored of those tanks heavy battles on basically same maps again and again so we started to think about something new.
For some time Stalk continuously kept pushing on me (as I lost all the work I did for U2 couple of years ago) and finally he managed persuading me – Utah 2 (by me and Stalk) is planned to be released on June 6th.

Utah 2 will be a major remake of Utah 1.3.

It will sport:
-reworked GC.
-many new maps.
-all the old maps will be checked for coding mistakes, etc.
-all the data will be revised.
-virtually all the infantry teams for both sides will be revised to be more historical.
-infantry teams will be organized as close to their historical training manuals and tactical employment as possible in CC5.
-many new teams.
-most of the team names will be changed to be more historical.
-all the vehicles and guns will be revisited.
- new vehicles and guns added.
-all the FPs will be revised and reorganized.
-new BGs for both sides.
- medium mortars will be grouped in pairs.
-etc.

Thinking of 12cm/4.2inch mortars. Making them as powerful as they were ruins gameplay (IMO), especially against ATGs. So I can see 2 options for them:

1) remove them from mod.
2) making them not able to KO guns - which is unrealistic but will help to balance things a little bit.

Any questions, comments and ideas are welcomed.

#2:  Author: mooxe PostPosted: Sun Apr 05, 2009 1:14 pm
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Option two is better, but consider limiting them more than they are now. One or two per those battalions. Limiting ammo and making the mortar static are some more ideas...

#3:  Author: 7A_WoulfLocation: Sweden PostPosted: Sun Apr 05, 2009 2:10 pm
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Great news guys! :ok2 Already looking forward to this update mod, but it means that I need a weeks vacation this summer! Wink

Can only agree with mooxe about the mortars. Smile

#4:  Author: Pzt_MacLocation: Oregon PostPosted: Sun Apr 05, 2009 5:49 pm
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Great news! Utah has always been one of my favorites.

I like Mooxe's suggestion - lesson their effects and ammo.

#5:  Author: squadleader_idLocation: Soerabaja PostPosted: Mon Apr 06, 2009 12:57 am
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Great news and great to see CC5 modding is still alive and kicking! Very Happy

#6:  Author: PolemarchosLocation: Polemarchopolis PostPosted: Tue Apr 07, 2009 2:08 pm
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great now i will have the dilemma to choose between TRSM and Utah v2 as my favorite mod... hehe Smile

#7: Utah Mod Author: HetserLocation: rigaud quebec,canada PostPosted: Wed Apr 08, 2009 8:26 pm
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Wow! What a project, when do you sleep...at work like the rest of us?

How close to actual reality are the existing maps? Would it be possible to "massage" the new mod in that direction? (I must Google-Earth the region).

Let me know if there is some help needed in the art department or whatever.

#8:  Author: DAK_Von_ManteuffelLocation: Zaragoza (España) PostPosted: Wed Apr 08, 2009 10:49 pm
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Great news! :ok1

Greetings

#9:  Author: Dima PostPosted: Thu Apr 09, 2009 8:37 am
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wiliam,
Quote:
How close to actual reality are the existing maps?

some are v close some are not.

Quote:
Would it be possible to "massage" the new mod in that direction?

that was the initial idea, but we only had 2 new "historical" maps for now. So other will be custom made just for enchancing gameplay.

Quote:
Let me know if there is some help needed in the art department or whatever.

if you could make maps or vehicles - that would be really great!

#10:  Author: 7A_Bjorn PostPosted: Thu Apr 09, 2009 4:26 pm
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historical FJ (weapons, team composition) would be good cause I like SAS but the FJ are ridiculous almost every guy has an auto weapon and they are close to invincible Smile

I like the data in TRSM - in Utah I didn't like the 88's data very much but the 88's in TRSM seem good.

#11:  Author: Dima PostPosted: Thu Apr 09, 2009 5:27 pm
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Quote:
historical FJ (weapons, team composition)

they are pretty realistic in current Utah - thinking of minor polishing.

Quote:
I like the data in TRSM

initially TRSM received Utah data - now it will be vice versa Smile.

Quote:
- in Utah I didn't like the 88's data very much but the 88's in TRSM seem good.

yeah, 88 in current Utah is too powerfull vs infantry IIRC.

#12:  Author: 7A_Bjorn PostPosted: Fri May 08, 2009 8:12 pm
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Dima,

very cool - I like the comment that Utah v2 will get TRSM data.

My main problems with SAS were the FJ weapons, shrek long range accuracy and power, but I liked the maps. Sounds like Utah v2 will be just what I've been hoping for!

Bjorn

#13: Re: Utah v2 is announced (once again) Author: Dima PostPosted: Thu Jun 04, 2009 10:40 pm
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Sorry guys,

it will take more than expected.
First of all i got my first baby so dont have same amount of free time.
Second we decided to take some TLD maps for U2 and although we expected the mistakes, we thought we could fix them rather quick, but it appears that Stalky needs huge amount of time recoding these cool painted maps - looks like all should be recoded from stratch.

Anyway, new BGs and FPs are finished. Weapons and vehicles are finished. Teams and graphics is almost finished.

Will show some pics following days.

#14: Re: Utah v2 is announced (once again) Author: squadleader_idLocation: Soerabaja PostPosted: Thu Jun 04, 2009 11:18 pm
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Great news, Dima!
Looking forward to the pics...and the final product!
BTW, how about that VetMod (VAI mod) you promised? Wink

#15: Re: Utah v2 is announced (once again) Author: TrogerLocation: L4W's place, Australia PostPosted: Tue Jun 09, 2009 6:04 am
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Sounds good Dima, hoping you finish this project up. Show some pictures! I'm interested in a re-worked strat map.

Cheers.

#16: Re: Utah v2 is announced (once again) Author: Dima PostPosted: Tue Jun 09, 2009 7:02 pm
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im pretty sure stratmap won;t be reworked for this version.

#17: Re: Utah v2 is announced (once again) Author: Dima PostPosted: Tue Jun 09, 2009 8:01 pm
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btw, 12cm/4.2inch are represented as FO in U2.
Each side has different features for FO Smile.

#18: Re: Utah v2 is announced (once again) Author: SenSei PostPosted: Wed Jun 10, 2009 11:30 pm
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Quick note, moving a 4.2 is a bugger.  (think stationary target)

#19: Re: Utah v2 is announced (once again) Author: kwenistonLocation: Netherlands PostPosted: Sat Jun 13, 2009 9:27 pm
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Looking forward to V2, and congrats with your first kid!

#20: Re: Utah v2 is announced (once again) Author: Ost_KinsK PostPosted: Sun Feb 21, 2010 10:29 am
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I love Utah mod, and for me as the new maps of Bloody Omaha Mod would be welcome. But please, decrease the power of flaks 36 and 37, and 150mm tank, and leave the most vulnerable ATguns to  mortar fire and against infantry Smile



Close Combat Series -> CC5 Utah


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