Posted: Sun Nov 13, 2005 9:49 am Post subject: Killing guns/PAK etc
My experience is that guns are much too hard to kill by infantry, mortars, machine guns.
On the other hand, German PAK seems to be very easily detected by Russian tanks (even when the PAK is camouflaged set up in a building, rubble etc). Mostly, T34 have a first shot/kill probability of 100%, which seems unrealistic.
Sometimes, the PAK does not have an LOS and is killed anyway.
Also, bailed out crews (tanks, guns) do not follow any orders, they should after some time.
GE Flamethrower-Teams do very often not use their weapon (set up time too long?). Really unnerving when attacking tanks and seeing the teams being slaughtered.
The explosives used by engineers are too harmless against tanks (for all you buffs: Buy the video "Men against tanks" from International Historic Films, you will love it).
Units in "Defend"-mode often have to be given a fire-command to react, they do not open up, even on approaching enemy units
Set up time for mortars after moving is quite long
Ammo for mortars is quite low (but with 57kg for the Gr.W.34 and 3.5kg per round, may be realistic)
Would like to see again the muzzle-flash of enemy mortars, for counter fire.
Finally: Excellent MOD, occupies me for hours and made me read my Stalingrad literature again.
My experience is that guns are much too hard to kill by infantry, mortars, machine guns.
read forum.
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On the other hand, German PAK seems to be very easily detected by Russian tanks (even when the PAK is camouflaged set up in a building, rubble etc). Mostly, T34 have a first shot/kill probability of 100%, which seems unrealistic.
wish i knew that in Pzt vs Mercs war...maybe we'd won it
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Sometimes, the PAK does not have an LOS and is killed anyway.
yeah, fragments hit shells and they explode .
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Also, bailed out crews (tanks, guns) do not follow any orders, they should after some time.
Personally i wouldn't like useless crews to be used as recons to spot my teams by opponent.
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GE Flamethrower-Teams do very often not use their weapon (set up time too long?). Really unnerving when attacking tanks and seeing the teams being slaughtered.
WW2 flamethrowers were never meant to be AT weapon.
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The explosives used by engineers are too harmless against tanks (for all you buffs: Buy the video "Men against tanks" from International Historic Films, you will love it).
ye i love to c when T34 filled with explosives explodes to pieces .
U must to be really lucky in reality to KO tank with explosives.
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Units in "Defend"-mode often have to be given a fire-command to react, they do not open up, even on approaching enemy units
write to Atomic .
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Set up time for mortars after moving is quite long
2mins is good time.
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Ammo for mortars is quite low
second that
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Would like to see again the muzzle-flash of enemy mortars, for counter fire
Hey ltcstahler i think i have some answers to these things:
Guns ARE hard to kill. Try supressing them with SMG and FlaK.
I lost tons of guns to supression. (Supress then flank)
If the PAK does not see the enemy it doesn't mean the enemy can't see it.
It is a limitation of the CC engine i onece had a T-34/85 with a clear shot to the Tigers rear not the middle so the LOS was red. and one time Firefly was exposed to the mark IV H, he could shoot but not the Firefly.
Only command crew can move in CC5 not ordinary crews. One CC 5 mod has every crew coded like a command one.
yes i know about FT-s and now that they set up they save ammo and hesitate to shoot.
About defend they only engage targets that are easy to kill.
If I am wrong about these things then some correction would be good, and the things I have not answered I am not sure or I don't know.
Hope I was of help.
Argon.
My experience with AT guns in all CC5 mods is they are useless. You may get on shot off and get one tank, but that is it. They go up in smoke quickly, No matter where you hide them. They do not stay concealed and never last long enough to gain experience. I wish they would last, because I liked using them in CC3.
With regard to Russian 82mm mortar, I think you will find that some were adapted in the field to fit wheels, while only the later variants were factory fitted with a wheeled carriage. Regards Jaywol.
Units in "Defend"-mode often have to be given a fire-command to react, they do not open up, even on approaching enemy units
This is a problem in CC5, I believe. I make em shoot once, then back to defend. Most times the unit will then fire.
AT guns. As a real of thumb, I never manually fire an AT gun. I toggle between defend and ambush to make an AT gun effective. Let it fire, immediately toggle ambush mode, wait for the reload, then toggle defend. The gun has a better chance of staying hidden.
I've started playing Stalingrad H2H campaign and have noticed that the German guns are more easily destroyed than the Russian ones. A Russian gun has been mortared by 2-3 mortars, exhausting their ammo, and no hits.
I appreciate that Dima has referred to a bug and asked for posters to read the forum, but can you please direct me to the right thread or forum.
Thanks.
Unbelievable mod, I will be a nervous wreck by the end of it!
A Russian gun has been mortared by 2-3 mortars, exhausting their ammo, and no hits.
gameplay wise both sides guns r pretty invulnerable to mortars. Half Track and armored cars as well.
But u can still supress them with mortars .
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With regard to Russian 82mm mortar, I think you will find that some were adapted in the field to fit wheels, while only the later variants were factory fitted with a wheeled carriage
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