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A/T Guns, mortors and the 5.60.51B patch

 
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All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Last Stand Arnhem >> A/T Guns, mortors and the 5.60.51B patch Page: [1]
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A/T Guns, mortors and the 5.60.51B patch - 4/8/2011 9:27:11 AM   
STIENER

 

Posts: 485
Joined: 1/7/2001
From: gibsons b.c. canada
Status: offline
1] what does everyone think of the mortor VS A/T guns in the new patch?? is the issue better or the same??

2] do A/T guns now hide better than before?

3] are mortors still killing unrealistic amounts of inf in the open and in buildings?

what do you guys think? sound off men


Post #: 1
RE: A/T Guns, mortors and the 5.60.51B patch - 4/10/2011 1:56:50 AM   
STIENER

 

Posts: 485
Joined: 1/7/2001
From: gibsons b.c. canada
Status: offline
anyone???? come on men......we need feed back

(in reply to STIENER)
Post #: 2
RE: A/T Guns, mortors and the 5.60.51B patch - 4/10/2011 9:50:07 PM   
Mystic_Snake

 

Posts: 72
Joined: 11/18/2009
From: Genk, Belgium
Status: offline
Well, I have edited the mortars. Reduced blast rate, rate of fire etc.
I now find them acceptable. They still get kills but it's less obnoxious.

Attachment (1)

(in reply to STIENER)
Post #: 3
RE: A/T Guns, mortors and the 5.60.51B patch - 4/14/2011 1:29:51 AM   
STIENER

 

Posts: 485
Joined: 1/7/2001
From: gibsons b.c. canada
Status: offline
157 times this post has been looked at and only ONE response????? Gentlemen....someone must be playing this game?? what are your observations??

(in reply to Mystic_Snake)
Post #: 4
RE: A/T Guns, mortors and the 5.60.51B patch - 4/14/2011 2:52:42 PM   
7A_Woulf

 

Posts: 91
Joined: 1/28/2010
Status: offline
OK! Since you ask of it
1) Haven't really thought about it and haven't faced any AT-guns yet, but my gut-felling says that it was a little bit harder to knock-out the FlaK of the static BG's with mortars during the first turns of my new GC.
2) Well, all I can say right now; -don't place a 75mm howitzer in the open where a leMG 34 have LOS...
3) One shot against a squad with 'Move' order in the open is still devastating, the bodies are flying all around.

I'll try and observe as I continue my game.

(in reply to STIENER)
Post #: 5
RE: A/T Guns, mortors and the 5.60.51B patch - 4/19/2011 6:04:59 AM   
Cathartes

 

Posts: 1974
Joined: 1/5/2001
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quote:

[1] what does everyone think of the mortor VS A/T guns in the new patch?? is the issue better or the same??

3] are mortors still killing unrealistic amounts of inf in the open and in buildings?



Mortars too effective? Not effective enough? Depends on what you expect or what you believe.

Seems best yet to me.

(in reply to 7A_Woulf)
Post #: 6
RE: A/T Guns, mortors and the 5.60.51B patch - 4/20/2011 2:08:25 AM   
STIENER

 

Posts: 485
Joined: 1/7/2001
From: gibsons b.c. canada
Status: offline
you guys got it right in GJS........thats what we all would like to see......its still not right IMO....it still needs tweaking. thanks for your input Cathartes.

Mg's are still gunning down A/T gun crews in short order.....that needs to be fixed for the playability of the game. it needs to be more of a major suppression of the a/t gun crew with a chance of some crew kills.

< Message edited by STIENER -- 4/20/2011 2:12:26 AM >

(in reply to Cathartes)
Post #: 7
RE: A/T Guns, mortors and the 5.60.51B patch - 7/1/2011 1:15:25 AM   
tigercub


Posts: 1508
Joined: 2/3/2003
From: chiang mai ,thailand
Status: offline
Mortars are far too effective killing men prone, in building with ease, the cover in buildings may be issue too. 

< Message edited by tigercub -- 7/1/2011 1:55:23 AM >


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(in reply to STIENER)
Post #: 8
RE: A/T Guns, mortors and the 5.60.51B patch - 7/1/2011 2:40:58 AM   
Ronster

 

Posts: 66
Joined: 8/10/2007
Status: offline
I think in only being able to use mortars once per game in not very good. It limits them severely. I am talking about TLD as I do not have Arnhem yet.

(in reply to tigercub)
Post #: 9
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