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PostPosted: Fri Mar 22, 2002 9:37 pm Reply with quote
SevenX2
Lt. Colonel
Joined: 07 Dec 2001
Posts: 474




Will work on the moving of small at guns, during which time i will post the ideas/ suggetions for the patch to be looked through and commented on before reaching induction to the patch phase. As for Brit AT capability there was also the Boys .55 inch AT rifle. Basically a bolt action .50 cal however there is no way of adding this weapon unless i made Brit Reg Army Sniper a AT rifle team, the AB Brit sniper would remain the same with regular rifle. Please post your thoughts and comments.
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at movement
PostPosted: Fri Mar 22, 2002 9:44 pm Reply with quote
sfkeg2
Major
Joined: 04 Aug 2003
Posts: 355




Seven ,in cc3 guns can be moved and it takes ages to move them,maybe you could use a similar coding if not the same,Something which might help you .
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PARAS
PostPosted: Fri Mar 22, 2002 9:54 pm Reply with quote
sfkeg2
Major
Joined: 04 Aug 2003
Posts: 355




Now for something from left field:) How about the ability to paratroop/infiltrate units into enemy held land? Say limit it to two or three inf units which can be dropped anywhere on the map.It would add a degree of uncertainess when setting up and known strongpoints would need to be guarded with extra caution???Dont know if its possible but would be interesting ,especially where 17\'s are normally positioned.Imagine setting up not knowing if units are to be bushwacked from the start and from where?Could also work against the aggressor if he lands them in with an assault team:)
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well......
PostPosted: Fri Mar 22, 2002 11:10 pm Reply with quote
SS_REC0N
Sergeant
Joined: 16 Jan 2002
Posts: 48




in my opinion, this is going out of hand. we should just fix some of the weird ai glitches like the jamming hetzer and the zook stupidity. save the \"moving at guns\" and paradrops for a diff patch. it will be a much diff game if u add moving at\'s and mg 34\'s to the patch, not to mention allies with faust. lol. thats a laugh. but anyway, i think we should just try to fix the current game, and not add anything.
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PostPosted: Fri Mar 22, 2002 11:20 pm Reply with quote
JIHADXX
Colonel
Joined: 01 Jan 2002
Posts: 985
Location: london, england




i agree with recon, just fix the obvious glitches but on the whole leave the game we love as it is, just look at cc3, mods and more mods.
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PostPosted: Sat Mar 23, 2002 12:34 am Reply with quote
Homba
Site Admin
Joined: 27 May 2001
Posts: 4742




And i have to agree with that also. That is why i really really HATE the idea of a Daimler with an MG in addition to the tank-killing main gun. It changes the game too much. It is practically a \"new unit.\" The Daimler as it is has strengths and weaknesses. It is cheap AT. It is thin skinned, and cannot slaughter infantry because it has no MG. I can say I don\'t want a new MG on the Daimler, but I do want a 1-man G flamer with a straight face. Nobody (in their right mind) buys G flamer teams, because they are FARRRRR too expensive to be worth it. Making it a 1-man team is fixing the unit, not adding a new unit.

Adding an MG to the Daimler changes the whole Daimler equation. Why shouldnt the Daimler cost as much as a Stuart if it has an MG??? The Stu is death to infantry, has MG-resistent armor, and cannot kill a hetzer, and has trouble with mark3. The Daimler has MG-penatrable skin (tho the front armor can withstand MG fairly well), but can kill hetzer and mark3 no problem. Adding the MG makes it an infantry killer as well. So if you it is added, why shouldnt it cost 18 points??? This changes the game so much, we are hardly playing the same game anymore. All the careful balancing that goes into selecting a Daimler now, it all goes out the window. I like having the cheap daimler as a risky option. Add the MG, and the cost of the Daimler has to go way up. It \"changes the game\" way too much in my opinion.

Paras can\'t be done whether we want them or not, so that is a moot point- yall have to understand that Seven is adjusting numbers in a database, he is not hacking the main code. I think moving AT guns can be done, but im not sure. I don\'t see a need for it myself, but I think it would be a harmless addition. Would not really change the game. If done right, they would move so slowly that it would not be worthwhile to move them at all. It would be desparation to do so.

H
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leave the game as it is
PostPosted: Sat Mar 23, 2002 2:44 am Reply with quote
MIG__29
Sergeant
Joined: 29 Jun 2001
Posts: 31




just leave it alone, adding all that crap is stupid. i know its painfull when your things mess up bit is life and it is a biatch. so just let it be....
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PostPosted: Sat Mar 23, 2002 5:36 am Reply with quote
SevenX2
Lt. Colonel
Joined: 07 Dec 2001
Posts: 474




Will do, just a patch to fix the numbers jam/breaks etc no add ons. Just to clear up insane occurences as a zook missing at PB I dont know anyone that could miss a tank at 8 meters shaking in there boots or not big grin. Everything that is a add on i will do in a later mod. Patch 3.0 will consist of heres the list for discussion-
1. Added armor to Tiger.
2. Jam Break on Hetz and Croc fixed.
3. Jam Break on BAR and ammo load corrected to 240 rounds.
4. Jam Break on FG42.
5. Accuracy of all snipers upped slightly.
6. Accuracy of zook/piat increased at PB and Close range.
7. Minimum range of a demo charge upped by 1 meter.
8. 1 man G flamer.
9. Text Errors Correction.

Please post objections or anything i may have forgotten.
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PostPosted: Sun Mar 24, 2002 3:43 am Reply with quote
Homba
Site Admin
Joined: 27 May 2001
Posts: 4742





Patch 3.0 will consist of heres the list for discussion-

1. Added armor to Tiger.

[i]How much armor? I assume you are adding armor in the front? What are the numbers you are actually playing with? I am assuming you are making it approx similar to the Panther as far as front armor? (Right now Panther is stronger to front than Tiger- of course Panther has good sloped armor, Tiger does not. Even if Tiger is thicker, the sloped armor could make panther less vulnerable- I suggest you do not increase Tiger front to any stronger than Panther.) What do you think?[/i]

2. Jam Break on Hetz and Croc fixed.

3. Jam Break on BAR and ammo load corrected to 240 rounds.

[i]Does the Bren have an accurate ammo load?[/i]

4. Jam Break on FG42.

5. Accuracy of all snipers upped slightly.

[i]Upped from what to what (number)? What percentage did you increase accuracy to? Here is the thing: Snipers are deadly enough with the semi-auto rifle, and in hand-to-hand, well we all know how deadly their kung-fu is. If you make them too much deadlier, you are going to have to UP the point cost from 2 to 3. That is why I am really interested in what % you are upping their accuracy. I personally don\'t think any increase is needed- and it may even be a mistake to increase their accuracy. But it is your patch. I am really curious as to what numbers you are inserting, what you mean by \"slightly\" ?[/i]

6. Accuracy of zook/piat increased at PB and Close range.

[i]By how much? What %? Are you also increasing faust and schreck PB and Close range? Faust and schreck misses are epidemic at PB and Close range. I hope you won\'t leave them out.[/i]

7. Minimum range of a demo charge upped by 1 meter.

8. 1 man G flamer.

[i]I assume this is 12 pts for Reg, 14 pts for SS/FJ. Are they armed with a pistol or not? If so, are you going to arm the allied flamers with a pistol?[/i]

9. Text Errors Correction.

Please post objections or anything i may have forgotten.

[i]I assume you are fixing the gammon to be a direct-fire weapon?[/i]

H
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PostPosted: Sun Mar 24, 2002 5:31 am Reply with quote
Castigo
2nd Lt.
Joined: 03 Jun 2001
Posts: 62




This is not a patch, this is a mod
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PostPosted: Sun Mar 24, 2002 7:09 am Reply with quote
SevenX2
Lt. Colonel
Joined: 07 Dec 2001
Posts: 474




Correct Homba, although the Tiger I had thicker armor than the panther, the sloping was way different in degrees just adding a few points to better represent that the tiger was 100mm thick on all of its frontal armor. For the Tiger I will be increasing the armor rating by 5 points all round with the exception of top and bottom armor which will stay the same. Just a small increase. Which leaves it frontal armor some 18 points deficient of the Panther.

As for Bren LMG I have been unable to find a source stating the correct ammunition load so i will not be changing it.

As for snipers, I will not change them, I will leave accuracy alone as I intended this patch to be a everyones patch any objections will be noted and the \"fix\" in question will not be changed for the patch to be more adaptable for everyone. big grin

I will not be changing the gammon because of objections ive already recieved earlier than this patch.

As for zooks/shrecks/piats there base accuracy ratings are as follows 350 for piat 400 for zook 430 for schreck 380 for faust, it seems like no matter the range of the shot each weapon has its own base accuracy the rest depends on the skill of the crew. I would however like to increase the zook to 405 or 410 as it suffers from \"many\" misses. 350 is understandle for PIAT as it was spring launched and also had a habit of prematurely detonating also had to be loaded in the standing position, which may have something to do with PIATS being wiped out while loading but never really checked that out.

Flammenwerfers- Reducing the teams to a one man flammenwerfer 40, sidearms are a possibility but i think we should put it to a vote if they should all recive pistols or not.

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PostPosted: Sun Mar 24, 2002 11:37 am Reply with quote
Luft_Toten
1st Lt.
Joined: 22 Aug 2001
Posts: 181




I think the panther has thicker armor.
I think the panther pas 110 mm and the tiger 100 mm.
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PostPosted: Sun Mar 24, 2002 3:40 pm Reply with quote
Homba
Site Admin
Joined: 27 May 2001
Posts: 4742




Who the heck is objecting to a gammon being thrown out of a building!? Why should they not be? I say that is a glitch. I say that is the #1 fix for any patch. I have never seen anyone argue otherwise on this forum. I thought the gammon glitch was a long-running and universal complaint?

What is reasoning behind the argument that the gammon should remain an \"indirect fire\" weapon (like a mortar) and should not be changed to a \"direct fire\" weapon (like a grenade)? Someone please explain it to me.

H
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PostPosted: Sun Mar 24, 2002 4:22 pm Reply with quote
Homba
Site Admin
Joined: 27 May 2001
Posts: 4742




Can anyone see this pic?

(NOPE!)
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PostPosted: Sun Mar 24, 2002 8:31 pm Reply with quote
GooN
Lt. Colonel
Joined: 20 Jun 2001
Posts: 419
Location: Detroit, MI




No pic there, Homba
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Patch to fix all
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