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Digital Gaming => Computer Gaming => Topic started by: LoganismyHERO on August 09, 2019, 12:01:34 PM

Title: Close Combat-the blood first
Post by: LoganismyHERO on August 09, 2019, 12:01:34 PM
I know beta testing is coming along and there is an NDA, but is anyone here in the beta?

I ask because this looks like a game I'd like to try and with a limited budget and all....just wondering how far along you beta testers think this game has to go before release.

Thanks
Title: Re: Close Combat-the blood first
Post by: Jarhead0331 on August 09, 2019, 12:08:46 PM
I'm a beta tester. I don't think release will be too far off. Matter of a couple of months.

http://grogheads.com/forums/index.php?topic=23527.0 (http://grogheads.com/forums/index.php?topic=23527.0)
Title: Re: Close Combat-the blood first
Post by: LoganismyHERO on August 09, 2019, 12:15:49 PM
Thank you for this info Jarhead!  :notworthy:

Love the look and scale of this game.
Title: Re: Close Combat-the blood first
Post by: AchillesLastStand on September 20, 2019, 01:05:39 PM
Looks like the planned release is October 3rd
https://store.steampowered.com/app/811880/Close_Combat_The_Bloody_First/
Title: Re: Close Combat-the blood first
Post by: al_infierno on September 20, 2019, 01:50:56 PM
I'm throwing my money at the screen but nothing's happening?  Why isn't the game appearing on my SSD??   :pullhair:
Title: Re: Close Combat-the blood first
Post by: LoganismyHERO on September 20, 2019, 04:35:43 PM
I'd love to hear what the beta people here think of the game?
Title: Re: Close Combat-the blood first
Post by: bobarossa on September 20, 2019, 08:26:26 PM
Does this game carry on the tradition of not allowing you to do ANYTHING while paused?
Title: Re: Close Combat-the blood first
Post by: al_infierno on September 20, 2019, 08:45:30 PM
Quote from: bobarossa on September 20, 2019, 08:26:26 PM
Does this game carry on the tradition of not allowing you to do ANYTHING while paused?

No, this video shows the player giving orders while paused:

https://www.youtube.com/watch?v=Y16Ubu7IPi4
Title: Re: Close Combat-the blood first
Post by: bobarossa on September 20, 2019, 09:25:48 PM
That's great to see!  I'll have to start paying attention to this game.  When I bought Cross of Iron a few years ago, I was very upset that I couldn't even view status of my units while paused.
Title: Re: Close Combat-the blood first
Post by: LoganismyHERO on September 20, 2019, 11:03:40 PM
I watched the video and I know it's a beta he was playing but it was concerning to see that Sherman take 5+ shots at maybe 100m away and miss.
Title: Re: Close Combat-the blood first
Post by: Surtur on September 21, 2019, 11:49:07 AM
Quote from: LoganismyHERO on September 20, 2019, 11:03:40 PM
I watched the video and I know it's a beta he was playing but it was concerning to see that Sherman take 5+ shots at maybe 100m away and miss.

This is something we are seeing as well and are looking into :)
There are many things that can affect accuracy, so it is not always easy to get the balance right. Crew experience, combat stress, range, terrain, target size and much more. All are taken into account. The last phase of development on these types of games is often used for balancing and tweaking the values. Having said that, sometimes bad luck is just that, bad luck. So even as we improve the values, there is always the possibility that unlikely things happen, as they do in real life. This can be both a disadvantage or an advantage to the player.
Title: Re: Close Combat-the blood first
Post by: Emir Agic on September 21, 2019, 04:10:54 PM
Quote from: LoganismyHERO on September 20, 2019, 11:03:40 PM
I watched the video and I know it's a beta he was playing but it was concerning to see that Sherman take 5+ shots at maybe 100m away and miss.

This is very apparent issue in Das Tactic video. Sherman M4A1 is firing at Sdkfz 251/2 from point blank range of 75 meters for couple of minutes and missing. Clear view, no obstacles. Even more strange, Sdkfz 251/2 is just sitting there waiting to be sent to hell. Either crew has nerves of steel or AI is brain dead.

See it for yourself. Shooting starts from around 24 minute of video:

Title: Re: Close Combat-the blood first
Post by: LoganismyHERO on September 21, 2019, 09:08:20 PM
I'm no computer programmer, but that looks like bad AI to me. Otherwise, the game does look nice and I'm sure this is an easy fix (I hope).
Title: Re: Close Combat-the blood first
Post by: GDS_Starfury on September 22, 2019, 02:54:53 AM
not to gloss over the historic failings of CC ai coding but, the meat of the game is pvp.
Title: Re: Close Combat-the blood first
Post by: MikeGER on September 25, 2019, 03:19:41 AM
Quote from: GDS_Starfury on September 22, 2019, 02:54:53 AM
...the meat of the game is pvp.

that claim of developers and esp publisher is so 90ies

its almost 2020, semi automatic cars are on the market, toy selfie drones swirling around your head at workout activity recognizing your hand gestures as an order, privat company owned rocket boosters take off and land on the same spot to be reused, and what not  ... but a decent AI for Close Combat is still a whish to far?

i really hope they improved the AI as much as the graphics, a decent AI can be done see Flashpoint Campaign Red Storm for example. 
Title: Re: Close Combat-the blood first
Post by: Destraex on September 26, 2019, 01:15:17 AM
Quote from: Emir Agic on September 21, 2019, 04:10:54 PM
Quote from: LoganismyHERO on September 20, 2019, 11:03:40 PM
I watched the video and I know it's a beta he was playing but it was concerning to see that Sherman take 5+ shots at maybe 100m away and miss.

This is very apparent issue in Das Tactic video. Sherman M4A1 is firing at Sdkfz 251/2 from point blank range of 75 meters for couple of minutes and missing. Clear view, no obstacles. Even more strange, Sdkfz 251/2 is just sitting there waiting to be sent to hell. Either crew has nerves of steel or AI is brain dead.

See it for yourself. Shooting starts from around 24 minute of video:





Might I remind you that he original close combat games had tank ranges greatly reduced because of scale issues. The ai is not brain dead but more an issue of accuracy values programmed by the devs. Its a shame as i will keep playing steel division or combat mission if this is the case(most likely).
Title: Re: Close Combat-the blood first
Post by: -budd- on September 26, 2019, 11:04:26 PM
Video with the full release version.




Another one
Title: Re: Close Combat-the blood first
Post by: al_infierno on September 26, 2019, 11:44:49 PM
No loins too moist.

EDIT:  Those first few seconds of combat in the first video.  Oh god.   :2funny:  It doesn't look like this iteration is handling long distances a helluvalot better but fuggit... I'm buying it on release anyways  \m/  He does eventually land the shot though!
Title: Re: Close Combat-the blood first
Post by: Destraex on September 27, 2019, 07:16:27 PM
Is it just me or does the scale on the 8 wheeled armoured car look wrong compared to the halftrack in the centre of town? This is in the caumont video about 19:07.
I also don't remember close combat showing when you killed people with artillery?? 7:53 or so, you see a whole lot of ambulance icons pop up where the enemy are killed, enemy you could not otherwise see.
Title: Re: Close Combat-the blood first
Post by: Emir Agic on September 27, 2019, 11:50:24 PM
https://www.rockpapershotgun.com/2019/09/27/the-flare-path-close-combat-preview/ (https://www.rockpapershotgun.com/2019/09/27/the-flare-path-close-combat-preview/)

Good news: It is truthful recreation of original CC.
Bad news: It is truthful recreation of original CC.

"It's inspired by the AI's usual manner of attack. Far too often the Red Team bumbles, advancing haphazardly... tardily... foolishly. In defence as the Americans I've rarely felt I'm facing an accomplished, determined, back-to-the-wall Afrika Korps."

I don't see much incentive to buy this iteration in CC series just because it moved to 3D.

Title: Re: Close Combat-the blood first
Post by: LoganismyHERO on September 28, 2019, 12:37:26 AM
Welp, that's enough for me to wait for the bargin bin  :-\
Title: Re: Close Combat-the blood first
Post by: Destraex on October 02, 2019, 12:16:08 AM
IS there a preorder price?
Title: Re: Close Combat-the blood first
Post by: Grim.Reaper on October 02, 2019, 04:09:26 AM
Quote from: Destraex on October 02, 2019, 12:16:08 AM
IS there a preorder price?

matrix never does pre orders, nor do they release a price before the second it goes on sale.  if i had to guess, feels like a $39.99 game to me:)
Title: Re: Close Combat-the blood first
Post by: MikeGER on October 02, 2019, 04:32:56 AM
Quote from: Grim.Reaper on October 02, 2019, 04:09:26 AM
Quote from: Destraex on October 02, 2019, 12:16:08 AM
IS there a preorder price?

if i had to guess, feels like a $39.99 game to me:)

indeed  O0

and with nowadays marketing SOPs there will show up a "Hero" edition for $59:99 with

Base game
A Hürtgenwald Mini Operation
Digital soundtrack
Artbook (in English)
Printable Maps (for upfront planning your battles with acetate overlay and pens) 
;)
Title: Re: Close Combat-the blood first
Post by: Destraex on October 02, 2019, 04:36:15 AM
German campaign is $40 extra as later DLC ;)
Title: Re: Close Combat-the blood first
Post by: LoganismyHERO on October 02, 2019, 08:56:40 AM
Until they fix the AI, I'm holding off on this game.
Title: Re: Close Combat-the blood first
Post by: Rayfer on October 02, 2019, 09:10:47 AM
I'm always baffled by thread posts when this long running series of games comes up. The posts are mostly negative, with AI and pathfinding the two main issues. And yet this series has been ongoing for 15 years, with multiple releases, updates and remake iterations. Out of curiosity I check Wiki and found this: The first five Close Combat games totaled 1.2 million units in sales by April 2004. By 2018, the combined sales of the series' 17 entries had surpassed 5 million units. Obviously, this is a beloved series with many fans. And these numbers are for a game in a niche market.  I like the series, even with its warts and flaws. Every wargame series ever made has its warts and flaws. If I shunned any game that had flaws or suspect AI I would never buy another wargame in my entire life.  Anyway, got that off my chest.  :knuppel2:  So go ahead and tear me to shreds.  :-\
Title: Re: Close Combat-the blood first
Post by: al_infierno on October 02, 2019, 09:14:22 AM
Quote from: Rayfer on October 02, 2019, 09:10:47 AM
I'm always baffled by thread posts when this long running series of games comes up. The posts are mostly negative, with AI and pathfinding the two main issues. And yet this series has been ongoing for 15 years, with multiple releases, updates and remake iterations. Out of curiosity I check Wiki and found this: The first five Close Combat games totaled 1.2 million units in sales by April 2004. By 2018, the combined sales of the series' 17 entries had surpassed 5 million units. Obviously, this is a beloved series with many fans. And these numbers are for a game in a niche market.  I like the series, even with its warts and flaws. Every wargame series ever made has its warts and flaws. If I shunned any game that had flaws or suspect AI I would never buy another wargame in my entire life.  Anyway, got that off my chest.  :knuppel2:  So go ahead and tear me to shreds.  :-\

I'm with you man.  I expect the game to be a bit janky on release day but what game isn't nowadays?  Looking forward to Thursday  \m/
Title: Re: Close Combat-the blood first
Post by: LoganismyHERO on October 02, 2019, 09:14:32 AM
Quote from: Rayfer on October 02, 2019, 09:10:47 AM
I'm always baffled by thread posts when this long running series of games comes up. The posts are mostly negative, with AI and pathfinding the two main issues. And yet this series has been ongoing for 15 years, with multiple releases, updates and remake iterations. Out of curiosity I check Wiki and found this: The first five Close Combat games totaled 1.2 million units in sales by April 2004. By 2018, the combined sales of the series' 17 entries had surpassed 5 million units. Obviously, this is a beloved series with many fans. And these numbers are for a game in a niche market.  I like the series, even with its warts and flaws. Every wargame series ever made has its warts and flaws. If I shunned any game that had flaws or suspect AI I would never buy another wargame in my entire life.  Anyway, got that off my chest.  :knuppel2:  So go ahead and tear me to shreds.  :-\

Matter of choice I guess. I'm sure the game will be ironed out sooner than later. I just chose to wait until some of those issues have been ironed out. Rather avoid the irritation.
Title: Re: Close Combat-the blood first
Post by: smittyohio on October 02, 2019, 09:46:54 AM
Quote from: LoganismyHERO on October 02, 2019, 09:14:32 AM
Quote from: Rayfer on October 02, 2019, 09:10:47 AM
I'm always baffled by thread posts when this long running series of games comes up. The posts are mostly negative, with AI and pathfinding the two main issues. And yet this series has been ongoing for 15 years, with multiple releases, updates and remake iterations. Out of curiosity I check Wiki and found this: The first five Close Combat games totaled 1.2 million units in sales by April 2004. By 2018, the combined sales of the series' 17 entries had surpassed 5 million units. Obviously, this is a beloved series with many fans. And these numbers are for a game in a niche market.  I like the series, even with its warts and flaws. Every wargame series ever made has its warts and flaws. If I shunned any game that had flaws or suspect AI I would never buy another wargame in my entire life.  Anyway, got that off my chest.  :knuppel2:  So go ahead and tear me to shreds.  :-\

Matter of choice I guess. I'm sure the game will be ironed out sooner than later. I just chose to wait until some of those issues have been ironed out. Rather avoid the irritation.

Agreed, watching stationary tanks and/or anti-tank guns fire at each other and miss over and over again just breaks any kind of immersion for me.   Sadly, it doesn't appear to be an isolated event, as we've seen it in several videos.
Title: Re: Close Combat-the blood first
Post by: Grim.Reaper on October 03, 2019, 09:15:20 AM
39.99
Title: Re: Close Combat-the blood first
Post by: JudgeDredd on October 03, 2019, 09:45:42 AM
Whilst I think this game has a good look to it, I have not yet seen a video where the units behave in a realistic way and actually look buggy as hell - and I'm specifically talking about vehicles here.

It's a huge miss for me. Shame because  I do like the 3D aspect...but vehicle movement and combat seems shockingly bad.

Perhaps I've watched "older" videos? Anyway - I'm going to wait and see - but I haven't seen anything yet to make me disagree with this...

Quote from: Emir Agic on September 27, 2019, 11:50:24 PM
https://www.rockpapershotgun.com/2019/09/27/the-flare-path-close-combat-preview/ (https://www.rockpapershotgun.com/2019/09/27/the-flare-path-close-combat-preview/)

Good news: It is truthful recreation of original CC.
Bad news: It is truthful recreation of original CC.

"It's inspired by the AI's usual manner of attack. Far too often the Red Team bumbles, advancing haphazardly... tardily... foolishly. In defence as the Americans I've rarely felt I'm facing an accomplished, determined, back-to-the-wall Afrika Korps."

I don't see much incentive to buy this iteration in CC series just because it moved to 3D.


Title: Re: Close Combat-the blood first
Post by: Destraex on October 03, 2019, 10:00:41 AM
Quote from: Grim.Reaper on October 03, 2019, 09:15:20 AM
39.99

With our dollar here that makes it way out of what I would be willing to pay.
Title: Re: Close Combat-the blood first
Post by: Barthheart on October 03, 2019, 10:02:41 AM
Quote from: Destraex on October 03, 2019, 10:00:41 AM
Quote from: Grim.Reaper on October 03, 2019, 09:15:20 AM
39.99

With our dollar here that makes it way out of what I would be willing to pay.

Same - $56.99 - 10% discount = $51.29 CAD....
Title: Re: Close Combat-the blood first
Post by: trek on October 03, 2019, 11:14:16 AM
Buy it directly from MatrixGames and save yourself $5.00 like i just did.  ($34.99)
Title: Re: Close Combat-the blood first
Post by: Barthheart on October 03, 2019, 11:31:33 AM
Quote from: Barthheart on October 03, 2019, 10:02:41 AM
Quote from: Destraex on October 03, 2019, 10:00:41 AM
Quote from: Grim.Reaper on October 03, 2019, 09:15:20 AM
39.99

With our dollar here that makes it way out of what I would be willing to pay.

Same - $56.99 - 10% discount = $51.29 CAD....

Huh...$45.49 CAD on Steam.... somebodies conversion rate is off and I'm guessing it's Matrix's.  :P
Title: Re: Close Combat-the blood first
Post by: Surtur on October 03, 2019, 11:37:19 AM
Steam is doing a different regional pricing scheme from our provider (BlueSnap), so the prices might differ as a result. Sometime one is cheaper, sometimes the other.
Title: Re: Close Combat-the blood first
Post by: trek on October 03, 2019, 11:42:17 AM
If you want to change the camera tilt angle and zoom-in-and-out min and max go into Data>MAPVIEW.TXT. Backup the file first and then change these:

Zoom from 128 to 70= For closer zoom.
ZoomLimit to 400= For further out.
FOV=60
ZoomLimit=80
TopDownZoomLimit=300
TopDownZoomMinLimit=80

Pitch=30
Pitch2=40
PitchLimit=20

Got this from a matrix forum post. I changed my zoom to 70 down from 100 in that forum post to get in a little closer to the action. Enables me to see the units better too.
Title: Re: Close Combat-the blood first
Post by: al_infierno on October 03, 2019, 08:21:10 PM
I'm actually really digging the new game so far, but I haven't gotten into any AFV fights yet.  Infantry combat feels just like classic CC but with a more modern engine.  I really like the new engine so far, although it's clearly in its pioneering/awkward teens phase, but I'm optimistic about the future of Close Combat -- if they manage to really tighten up the engine and improve the graphics and camera controls.

I'm finding it a lot harder to distinguish units on the map than the old games.  I hope they take a few notes from the Battlefront playbook and optimize the camera so you can view the game at any angle.  The 2 rotatable camera views are not particularly helpful, so I'm finding myself just sticking to the classic CC fixed top-down camera, which at least allows you to zoom in now.  May have spoken too soon, I'm actually using the new cameras more than the old-school view after about 2 hrs of play.   :o
Title: Re: Close Combat-the blood first
Post by: Destraex on October 04, 2019, 09:21:22 AM
Found this for 20% off at gamers gate and splurged. Not very impressed thus far I have to say. Graphics are ugly as hell and so is the terrain. I even thought I saw a German MG34 crew with an American MG model. No fast forward button I can find as yet makes defensive battles a drag. But maybe I save it where it is ? Is that possible?
I am debating right now whether to return it, I just don't know if I will stick with it the way it stands. It's missing a tonne of things I am used to in steel division. But really I guess I have to get used to delegating and just sit back and watch.
Combat Mission is far superior imho.
Title: Re: Close Combat-the blood first
Post by: Rayfer on October 04, 2019, 11:41:31 AM
A review from Rock/Paper/Shotgun. Starts out with some positive comments then near the middle to the end rips it apart. Spotting and line of sight, among other issues, dominates the negativity.  https://www.rockpapershotgun.com/2019/10/04/wot-i-think-close-combat-the-bloody-first/
Title: Re: Close Combat-the blood first
Post by: LoganismyHERO on October 04, 2019, 11:56:53 AM
Brutal

Yea, this game needs some major fixing. So glad I didn't buy this. I'm sure they'll iron out the kinks, but it begs the question....do game developers NOT see this stuff when releasing a game? They have had to intentionally know they're releasing a broken product. Boggles my mind sometimes, but I understand they want/need sales.
Title: Re: Close Combat-the blood first
Post by: al_infierno on October 04, 2019, 12:37:30 PM
Yikes.  I hope they tighten up the spotting real quick or I'll be back on Last Stand Arnhem and the CM games real soon.  Maybe I shouldn't even bother with AFV fights at all  :o
Title: Re: Close Combat-the blood first
Post by: trek on October 04, 2019, 01:52:39 PM
Seems the armor hit-and-miss is a bit random in it's accuracy. I've played on some battle maps where it's good and others where it's terrible. For what it's worth I went through ALL the battle maps listing all the ones I like with armor included. From my survey you will only find a Tiger Tank on two maps: Under Tunisia: The Mousetrap. Under Sicily: North Road. The only Panther in game: Under Normandy: Marigny. There are 14 maps with PZIV's and one with two StugIII's. Two more with Marders. StugIII's are on the Normandy: Cerisy map.

Overall, I'm happy with my purchase of the game. It does give me the CC atmosphere which to me is the main thing. I'm a bit disappointed in the graphics as after seven years since the last one I thought they might be more advanced. But I'm happy with what they've done with the 3D engine anyway. The other issues I'm having is that the SHIFT plus mouse-click waypoint method is not as fluid as in all the other CC games. Seems to be intermittent in its implementation. Also, I'm experiencing a bug that displays itself when I save a battle. The game freezes and I have to ctrl-alt-tab to exit the game. Luckily, it does keep the save.

Hopefully they will address all these issues in the upcoming patches. I think there is great potential if the devs stand behind it and build on what they have for the future.

Still playing around with the MAPVIEW.txt file. For close-up zoom view, zoom minimum limit seems to work without any artifacts at a setting of 50 down from the original at 80.
Title: Re: Close Combat-the blood first
Post by: trek on October 04, 2019, 02:38:36 PM
First patch is up on the MatrixGames site.
Title: Re: Close Combat-the blood first
Post by: PipFromSlitherine on October 04, 2019, 03:09:26 PM
Quote from: Rayfer on October 04, 2019, 11:41:31 AM
A review from Rock/Paper/Shotgun. Starts out with some positive comments then near the middle to the end rips it apart. Spotting and line of sight, among other issues, dominates the negativity.  https://www.rockpapershotgun.com/2019/10/04/wot-i-think-close-combat-the-bloody-first/
The team has posted some details in response to the article.

https://steamcommunity.com/app/811880/discussions/0/1631916887494491717/

TLDR; There are definitely some issues we need to fix, but there is no LOS limitation/bubble in the game, and the while the AI does know the general strength of the player's forces going into a battle that is the extent of its knowledge (and mirrors the information the player has).

Cheers

Pip
Title: Re: Close Combat-the blood first
Post by: -budd- on October 04, 2019, 05:28:10 PM
Been playing the game a bunch today, enjoying it. It does give me the old Close combat feeling. infantry seems more hearty in this version, haven't played with armor much yet so the little i've played with the armored cars i've seen no issues. I tested out the LOS thing myself, didn't see any limitations on the spotting in the open.  I adjusted the zoom via the text file, think i'm happy with the settings now.  They were right, the models don't look real good and sharp when you zoom down close, but i was expecting that from the videos i've seen. I like the lower zoom to read the terrain, you can certainly have infantry use the terrain in this version better than any of the others. I was never married to the top down only view of the old close combat games, i like the 3d. The map could use some visual improvements, needs some more saturation in my opinion, it looks kinda washed out. Kind of strange the left out skyboxes and ambient sounds, those are nice touches of chrome, i wonder why. I haven't explored all the maps yet but i sure would like bigger maps, i wonder if the map size is an AI helper. You start in contact or pretty close to contact in all the battles i've played so far, i'd like some room to maneuver.

Think i'll setup an armor heavy scenario in the bocage and see whats up with the armor stuff.
Title: Re: Close Combat-the blood first
Post by: Destraex on October 04, 2019, 06:58:59 PM
Budd did you find in he first scenario of the campaign that your heavy machine guns could see and fire at the enemy but 99% of the time would hit minor hills that were between them and the target?


I really gooe modders go for gold on this game. Surely the map terrain can be tightened up.

A few of you here have convinced me the game might be worth hanging on to. Especially since knowing matrix games, there will be no more discounts for years to come. Hell even the old gsmes are obscenely expensive - by old I mean latest iterations of the 1995 engine.
Title: Re: Close Combat-the blood first
Post by: -budd- on October 04, 2019, 07:00:19 PM
Well you can't really go armor heavy, locked at 3 support units. Think the editor needs some unlocking or something, i know CC games are infantry focused but if i want to go into the editor and setup a 10 vs 10 armor battle i should be able too.....come on man  :) Editor needs more freedom, especially in force allocation.......release the Kracken.


I setup a meeting engagement with the VP's at the crossroads. The AI came from up top and me from the bottom of the screen. Saw a few good things from the AI, initially The PZIV came from the left fork, took a shot to the front grill and reversed back out of sight, that was encouraging. The AI did move towards the crossroads, but led with the armor with the foot troops following. Traded shots at around 500 meters all misses, but to be fair it was through trees and down that road alley. Traded shots again at 200 meters, i bounced a shot off of frontal armor and the AI tracked one of my tanks, otherwise a lot of misses. All the kills were 70 meters or less, my M10 took out 2 of the 3 and i worked a bazooka around to take out that tank in the center of the crossroad with a rear shot from around 35 meters.


one thing i need to test is units firing from buildings, a couple of times my troops in buildings couldn't see enemies pretty close by and i don't remember seeing any of my units firing from buildings. also have a question about why two bazookas fired 2 shots each at the side of the PZIV, missing or no damage, then all they would say when i tried to fire again is "we cant hurt that" distance was 60 meters.
(https://live.staticflickr.com/65535/48844472371_a0c9cee4e5_h.jpg)
Title: Re: Close Combat-the blood first
Post by: -budd- on October 04, 2019, 07:10:00 PM
Quote from: Destraex on October 04, 2019, 06:58:59 PM
Budd did you find in he first scenario of the campaign that your heavy machine guns could see and fire at the enemy but 99% of the time would hit minor hills that were between them and the target?


I really gooe modders go for gold on this game. Surely the map terrain can be tightened up.

A few of you here have convinced me the game might be worth hanging on to. Especially since knowing matrix games, there will be no more discounts for years to come. Hell even the old gsmes are obscenely expensive - by old I mean latest iterations of the 1995 engine.

I did play that one and remember kicking up dust with the 30 cal's but don't remember being disturbed by it. what was the range? I would think it would happen more often at greater ranges. I'm using the editor a lot testing stuff out. So far i think if you use good infantry tactics , fire superiority , pin, flank, annihilate, it works out pretty well. I've always played as the attacker, going to setup where i defend to see how the AI does.

Title: Re: Close Combat-the blood first
Post by: Destraex on October 04, 2019, 11:58:10 PM
Yeah. I just played some more and it is growing on me. But the models in game are just horrible. It is funny. Still screenshots make it look better than it looks in game.

Here is a PAK 38. Spin it around a bit and you get the armour plate showing.
(https://i.imgur.com/u7nSIZj.png)
(https://i.imgur.com/9AIPo54.png)

Here is the view when you press CTRL. I like it. But these Italian hills are hard to defend.
(https://i.imgur.com/jduHpJ5.png)

Mortars are all you need to win. Small arms are highly ineffective.
(http://undefined)

(https://i.imgur.com/skmSOWq.png)
Title: Re: Close Combat-the blood first
Post by: SirAndrewD on October 05, 2019, 12:38:09 AM
I'm having a blast with it so far. 

But yeah, some odd accuracy issues. 

Still, it's very enjoyable coming back to Close Combat again.  I remember the first CC game had some growing pains.  High hopes they keep building the system forward.
Title: Re: Close Combat-the blood first
Post by: Destraex on October 05, 2019, 01:33:17 AM
SirAndrew do you think the new 3D engine was worth it? Or a detractor?
Title: Re: Close Combat-the blood first
Post by: -budd- on October 05, 2019, 01:35:14 AM
Yea, I'm enjoying it more than I thought i would. I went back and played Gateway to Caen today for a little bit, man I prefer the 3d maps . 

I've been finding small arms fire pretty effective, fire superiority at the right range has been pretty effective for me. Sometimes I forget I have mortars  L:-).
There defiantly some niggles with the game but the feeling is there of some old time C&C.  There's a whole lot that could and should be improved on, the accuracy , the game pauses, armor going through buildings, infantry spinning in circles, no ambient sounds, no skyboxes, AI leading with armor, AI armor facing the wrong way.
The sound effects sound good, but man can I get a toggle for the speech. Don't know how many times I can hear, " I can't take it anymore" . The LOS toggle is a fps killer , drops my fps by 20-30 frames while active, I l like it though.
All that said and I'm still having a lot of fun with it. I'm sure improvements will be made, and hopefully some talented modders will improve the units and maps.

Title: Re: Close Combat-the blood first
Post by: -budd- on October 05, 2019, 01:37:14 AM
Quote from: Destraex on October 05, 2019, 01:33:17 AM
SirAndrew do you think the new 3D engine was worth it? Or a detractor?

For myself , don't think I would of bought it without the 3D maps.
Title: Re: Close Combat-the blood first
Post by: Destraex on October 05, 2019, 01:55:07 AM
I would have left CC in the past if it was not for the 3D aspect. But man the 3D aspect should have made it look modern and feel amazing. It does not. But man we have to really hope like hell that modders can make it look and feel amazing without needing a quantum computer.
Title: Re: Close Combat-the blood first
Post by: SirAndrewD on October 05, 2019, 03:07:43 AM
Quote from: Destraex on October 05, 2019, 01:33:17 AM
SirAndrew do you think the new 3D engine was worth it? Or a detractor?

For me, worth it so far. 

It's going to need a bit of work, but I'm experiencing a lot of the old CC1 feeling. 

Not as refined as the later CC games, but it's better than the original CC at start.
Title: Re: Close Combat-the blood first
Post by: Destraex on October 05, 2019, 06:19:56 AM
I remember the original CC game coming out and working perfectly. In those days patches were hard to circulate.
Title: Re: Close Combat-the blood first
Post by: Rayfer on October 05, 2019, 07:23:07 AM
Why does budd's screenshot look so awesome in detail and clarity while destraex's look disappointingly different? The contrast makes it look almost like two different games?
Title: Re: Close Combat-the blood first
Post by: -budd- on October 05, 2019, 07:59:06 AM
Quote from: Rayfer on October 05, 2019, 07:23:07 AM
Why does budd's screenshot look so awesome in detail and clarity while destraex's look disappointingly different? The contrast makes it look almost like two different games?
Probably because desert vs Normandy map, angle of screenshot, and maybe difference in compression to reduce size for posting.

Some game moments make you forgot/forgive games current problems, sneaking a bazooka team around behind that tank for the killing ass shot was one of those moments.

Title: Re: Close Combat-the blood first
Post by: MikeGER on October 05, 2019, 09:04:39 AM
Quote from: -budd- on October 05, 2019, 07:59:06 AM
Some game moments make you forgot/forgive games current problems, sneaking a bazooka team around behind that tank for the killing ass shot was one of those moments.

Indeed  O0

(https://i.postimg.cc/NffHWNft/Custom-Battle1.jpg)


i made a custom scenario  and played it from both sides to see what the AI does
no mayor hiccup ... and tanks trading to many shots looks better now then in the prerelease beta videos
and my test was before the hotfix patch of today
(it took a Panzer IV G  4 or 5 shots to kill the M4 in the pic  the Panzer was on the hilltop in a hull down position and the M4 shot above it several times or had hit it without fatal results ..there was a distinctive sound clue for a ricochet)     

I am with -budd-,  its the small things that bring the joy
... had a situation where a Stug III was aiming at my M3 Tank Destroyer, 2 man from a rifle team of 4  i had sneaked into victory location "a" suddenly stood up, got to the StuG III  (i am not sure, but i could swear there was even an animation? where a soldier stick something to the flank of that tank) and so assaulted it with grenades, then run back to cover, the StuG III turned 30° to the greater closer threat to right ...and got destroyed by a shot in its left flank by the M3 with the 75mm gun, remaining crew bailed out and got into a brawl with the 4 man rifle team ... terrific  ;D 
   

Title: Re: Close Combat-the blood first
Post by: Rayfer on October 05, 2019, 09:44:29 AM
Nice screenshot and narrative mikeGER....I feel like a yo-yo with this game. Initially I was excited, then the reviews (specifically the RPS review) made this a no-purchase, now budd and mike GER have me back to excited to buy.
Title: Re: Close Combat-the blood first
Post by: -budd- on October 05, 2019, 10:27:17 AM
I am notorious for being easy on game flaws. I do my research before purchase and so far haven't seen anything which really surprised me problem wise, i knew what i was getting into. I'm always more interested in finding the fun moments than the flaws in a game. Sometimes it just comes down to your expectations going in.

Nice shot MikeGER, what map is that?

I set up a defend mission to see how the AI attacks, here's how i set it up
(https://live.staticflickr.com/65535/48847068558_8aff5b60cd_h.jpg)

Here's my setup on defense
(https://live.staticflickr.com/65535/48847078663_13048e4023_h.jpg)

Pretty much as expected the AI performed bad on attack. Leading with armor, no coordination between units, AI got a minor victory by sheer weight of numbers and grabbing a last minute VP. This is where i saw a tank go into a building, one tank drove right through the middle of town early on, went by so quickly my AT unit and tank couldn't get a shot off as it drove through town..... i'm sitting yelling "getum for god sakes" it went through town and stayed a bit on the other side with its ass facing the town, i got a bazooka team over for the ass shot but they missed twice from 50 meters.....it was all kind of funny.

Guess what im saying is if those types of things ruin your experience and your not able to have fun with the game, then i'd wait on the purchase.

I'd like a little more freedom in unit selection in the scenario editor, freedom to pick by units instead of companies, also like to decide how many support units to have, right now limited to three. Editor needs more user freedom.
Title: Re: Close Combat-the blood first
Post by: MikeGER on October 05, 2019, 10:42:35 AM
Quote from: -budd- on October 05, 2019, 10:27:17 AM

Nice shot MikeGER, what map is that?


the map is ElGuettar
i have changed my pitch to 25/40 from original 40/60 and today (not in the pic) zoomlimit down to 60 from 80 in the MAPVIEW.txt file 

Hello Developers,  it would be good if "L" key to change pitch had 1 or 2 more notches to circle through :dreamer: 
Title: Re: Close Combat-the blood first
Post by: Destraex on October 05, 2019, 06:36:41 PM
Played a mission last night where I could have killed the enemy's tanks. However my men decided to seitch back and feoth from grenades and anto tank 10 times a second all game instead.
I also have to figure out when to save because after that battle it took me straight to the next one and I could not save at the screen just before entering battle.
Title: Re: Close Combat-the blood first
Post by: -budd- on October 05, 2019, 11:11:59 PM
I know the maps could be visually improved but the 3D is a game changer for me, not sure i could go back to the flat maps.

(https://live.staticflickr.com/65535/48850659076_7059aaac57_h.jpg)

Germans attack the ridge.....successfully
(https://live.staticflickr.com/65535/48850302243_b9d20bb6f5_h.jpg)

My attempt to retake the ridge fails.............F U......i drop arty on the Germans.
(https://live.staticflickr.com/65535/48850849387_70bd6ce23d_h.jpg)



Here's my zoom settings
ZOOM 50
ZOOMLIMIT 400
ROTATE 0
FOV 40
ZOOMINLIMIT 40
TOPDOWNZOOMLIMIT 400
TOPDOWNZOOMINLIMIT 40
ORDERLINEALPHA 60
ORDERLINEWIDTH 0.5
SELECTIONBOXCOLOUR D0FFFF88

PITCH 20
PITCH2 40
PITCHLIMIT 20

COOPFRAMETINT C08888FF
Title: Re: Close Combat-the blood first
Post by: Destraex on October 06, 2019, 02:07:23 AM
I need that zoom. You can actually see the lay of the land properly.
Title: Re: Close Combat-the blood first
Post by: Rayfer on October 06, 2019, 06:38:46 AM
Awesome Screenshots budd...thanks.
Title: Re: Close Combat-the blood first
Post by: -budd- on October 06, 2019, 02:13:05 PM
Quote from: Destraex on October 06, 2019, 02:07:23 AM
I need that zoom. You can actually see the lay of the land properly.

Just copy and paste my settings, keep a copy of the original file. You do get some weird looking stuff with the terrain being that low, i had it lower but with the peaks and valleys it had much more graphical anomalies.
Title: Re: Close Combat-the blood first
Post by: PipFromSlitherine on October 07, 2019, 10:58:35 AM
Quote from: MikeGER on October 05, 2019, 10:42:35 AM
Quote from: -budd- on October 05, 2019, 10:27:17 AM

Nice shot MikeGER, what map is that?


the map is ElGuettar
i have changed my pitch to 25/40 from original 40/60 and today (not in the pic) zoomlimit down to 60 from 80 in the MAPVIEW.txt file 

Hello Developers,  it would be good if "L" key to change pitch had 1 or 2 more notches to circle through :dreamer:
The PITCH and PITCH2 values are the L key settings for the non-topdown views.

Cheers

Pip
Title: Re: Close Combat-the blood first
Post by: LoganismyHERO on October 07, 2019, 12:18:00 PM
Reviews on Steam are much worse than what you all are saying about the game. Matrix forums aren't that much better.
Title: Re: Close Combat-the blood first
Post by: -budd- on October 07, 2019, 02:31:55 PM
Wasn't giving a review, just highlighting some cool stuff. I've come across a lot of the stuff mentioned in the forums, it sucks, but I'm still having some cool gaming moments. I'm a glass half full type of guy, they'll get it fixed.
Title: Re: Close Combat-the blood first
Post by: MikeGER on October 09, 2019, 10:56:38 AM
For those who want a challenge or to be very fair to the AI-routines: 
set the AI to Recruit and your side to Elite

(sounds funny but it means that the "Recruit" get more/better units and the "Elite" get less
this has the side effect that the tactical-AI of a single units acts more aggressive. because it sense that it has local domination regarding the enemy unit it has spotted in comparison to the number and status of friendlies nearby and so press on)

oh boy, that made a difference in my little ElGuettar test scenario
i had to do with 10 units and 1 support slot (which i could not fill because my support column was empty) so actually no support unit at all

was not able to hold both victory locations, and got mauled badly.... and battle ended early, cause of cohesion loss   

next time i playtest Green-AI vs human Veteran setting  ;)

   
Title: Re: Close Combat-the blood first
Post by: Crossroads on October 09, 2019, 12:03:53 PM
Quote from: -budd- on October 05, 2019, 11:11:59 PM
I know the maps could be visually improved but the 3D is a game changer for me, not sure i could go back to the flat maps.

-snip-


Oh wow, that does look neat indeed!
Title: Re: Close Combat-the blood first
Post by: GDS_Starfury on October 09, 2019, 07:04:37 PM
reading the old 2d maps was an art.
Title: Re: Close Combat-the blood first
Post by: mbar on October 09, 2019, 08:17:36 PM
From watching some youtube videos I have to say I do not like the sound in CCtBF. It is just all at one very high level like everything is happening right next to you. No sense of distance or position from it at all.
Title: Re: Close Combat-the blood first
Post by: Thomm on October 10, 2019, 01:09:13 AM
Quote from: GDS_Starfury on October 09, 2019, 07:04:37 PM
reading the old 2d maps was an art.

All necessary info was available in the map data back then.

Maybe this works: (https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fcommunity.fortunecity.ws%2Folympia%2Fsimpson%2F870%2FMrtlng.jpeg&hash=2c75b41a82624a074b5ab70d72604133b594cd99)

With the new contour lines and the LOS tool, (beautiful) 2D maps would still be good enough for me.

That being said, the game looks quite nice as it is.

Best regards,
Thomm
Title: Re: Close Combat-the blood first
Post by: Thomm on October 10, 2019, 01:12:25 AM
Oh, my overview maps for CC5 are still available! What a pleasant surprise!  :smitten:

http://www.closecombatseries.net/CCS/modules.php?name=News&file=article&sid=336&mode=thread&order=0&thold=0 (http://www.closecombatseries.net/CCS/modules.php?name=News&file=article&sid=336&mode=thread&order=0&thold=0)

Best regards,
Thomm
Title: Re: Close Combat-the blood first
Post by: SirAndrewD on October 10, 2019, 02:13:32 AM
Quote from: LoganismyHERO on October 07, 2019, 12:18:00 PM
Reviews on Steam are much worse than what you all are saying about the game. Matrix forums aren't that much better.

They are not inaccurate. 

I really liked what I saw early on in playing.   But as soon as I got anything more complex than putting infantry on the defensive, and even worse employing any sort of AFV, I was really really not happy.

I was so unhappy that I asked for and weirdly received a refund, even though it was outside some of the typical Steam perimeters.

I might buy and revisit later after a lot of patching.
Title: Re: Close Combat-the blood first
Post by: LoganismyHERO on October 10, 2019, 08:31:08 AM
The more I read about this game I'm so glad I didn't plunk down the $40. I'll get this one for sure, but not until it's on sale, modded heavily and patched. I do thank you deep pocket folks who give their opinions on the game. Saves me a lot of aggravation  :notworthy:
Title: Re: Close Combat-the blood first
Post by: trek on October 10, 2019, 01:49:16 PM
New patch V1.01 is up over a Matrix. Fixes save game problem, armor gunnery accuracy and "too steep angle" problem among a few others.

The smoking lamp is lit. That is all.
Title: Re: Close Combat-the blood first
Post by: smittyohio on October 11, 2019, 09:07:13 AM
Quote from: trek on October 10, 2019, 01:49:16 PM
New patch V1.01 is up over a Matrix. Fixes save game problem, armor gunnery accuracy and "too steep angle" problem among a few others.

The smoking lamp is lit. That is all.

Just odd that if these problems were so easy to fix, why on Earth did they release it before they were fixed?  They had to know they'd get roundly thrashed for these obvious issues.  It wasn't like they hadn't been pointed out prior to release.
Title: Re: Close Combat-the blood first
Post by: Destraex on October 29, 2019, 12:45:15 AM
Did anybody continue with this game? Did it get better?
Title: Re: Close Combat-the blood first
Post by: Surtur on October 29, 2019, 07:01:26 AM
We have a patch in the works which fixes a number of issues. We expect to release it later this week (1.0.4). More will follow :)

Changes since 1.0.2 (current live version)

• Fix for issuing rendering unit icon connectors on low end video hardware.
• Fix for possible negative estimated range at extremely short ranges.
• Fixed issue where some terrain objects were not always applying their terrain effects across their entire area.
• Turreted vehicles should no longer get stuck with 'WRONG FACING' status for the gunner.
• Higher visual quality LOS tool option added to game options.
• Unit Defend and Ambush order arcs are no longer hit-tested when you are in the middle of giving an order.
• Dead soldiers and vehicles are no longer hit tested when you are in the middle of giving an order.
• Steam and GOG versions now correctly remember your multiplayer lobby password.
• If a potential mismatch between weapons occurs in mutliplayer the game logs a warning and attempts to continue rather than throwing a fatal error.
• Towed guns no longer experience incorrect 'STEEP ANGLE' situations after loading an in-battle save game.
• Theoretical kill chance calculations now correct when evaluating the left side of target vehicle.
Title: Re: Close Combat-the blood first
Post by: JasonPratt on October 29, 2019, 08:32:25 AM
I think I'm okay with the flat black skybox -- gives the whole thing a tabletop look.

Ambient sounds missing, though? Am I imagining a memory, or didn't even CC2's original release have ambient sounds?

The effective ranges / accuracies are really weird, though I guess that had to be done for the map size. (As a lot of games do, though this seems extreme.)
Title: Re: Close Combat-the blood first
Post by: Surtur on October 29, 2019, 03:04:15 PM
There might be a little bit of it going on (our maps are quite small), but nothing extreme. We had a couple of bugs with accuracy not being properly adjusted with each shot. So instead of first one wide, second one close, third one hit (for example), they kept shooting wide. This has been addressed with the initial patches.

For infantry, it is a matter of survivability. A well placed machine gun can kill multiple soldiers before they realise what is going on, but in cover, they are very hard to hit.

- Surtur
Title: Re: Close Combat-the blood first
Post by: MikeGER on October 30, 2019, 02:52:08 AM
Hi Surtur , i missed you and JDM missing out at the Spiel in Essen this year ? ???

would have loved to talk about CC TBF  (and other projects)

for those who want to play the upcoming patches in open beta, there is an option at Steam to opt in.
so you always have the latest version (but i would not start a great campaign with a beta other then for testing)
but für my self created scenarios its perfect  :) 
Title: Re: Close Combat-the blood first
Post by: Surtur on October 31, 2019, 04:23:10 AM
Hi Mike!

Yes, unfortunately we were not present this year, it would have been nice to chat and catch up :)
Title: Re: Close Combat-the blood first
Post by: GDS_Starfury on November 02, 2019, 12:43:35 AM
Quote from: JasonPratt on October 29, 2019, 08:32:25 AM
I think I'm okay with the flat black skybox -- gives the whole thing a tabletop look.

Ambient sounds missing, though? Am I imagining a memory, or didn't even CC2's original release have ambient sounds?

The effective ranges / accuracies are really weird, though I guess that had to be done for the map size. (As a lot of games do, though this seems extreme.)

imo this should be the type of game where there is no adjustment to how weapons work because of the map scale.
if you fuck up you pay the price.
Title: Re: Close Combat-the blood first
Post by: JasonPratt on November 12, 2019, 12:43:02 PM
Agreed.

Hopefully modders will fix this.