Request\Wish list
RE: Request\Wish list
More to add to the wishlist. I am playing in Sicily (the music is really good!) and I am just now realizing the problems with soldiers when indoors. If you have a Bazooka team, they don't move toward the windows for better shots. Soldiers need to be smarter when indoors. When you are in a tense moment and the guy can't even go to the window to make a shot, that is very aggravating, especially when your whole force is on the line and it is down to the last hour, ALL OR NOTHING! and the guy won't even move toward the freaking window, for crying out loud! And then he shoots INDOORS! Causing the projectile to blow up inside of the house!
OMG PLEASE FIX THIS!!! Soldiers need to be smarter and position themselves by windows. Or if anti-tank team detects a tank, just move over a few feet and take the easy shot! You are better off putting a Bazooka in an open field and hoping for a lucky shot, than depending on them inside of a building.
Soldiers need to exercise more independent will, because if you cannot micromanage individual soldiers(which I am fine with), then the soldiers have to do some thinking. ESPECIALLY anti-tank teams.
OMG PLEASE FIX THIS!!! Soldiers need to be smarter and position themselves by windows. Or if anti-tank team detects a tank, just move over a few feet and take the easy shot! You are better off putting a Bazooka in an open field and hoping for a lucky shot, than depending on them inside of a building.
Soldiers need to exercise more independent will, because if you cannot micromanage individual soldiers(which I am fine with), then the soldiers have to do some thinking. ESPECIALLY anti-tank teams.
RE: Request\Wish list
It would be great if you had the option to build defences such as sand bags, anti tank defences, dig trenches and even lay minefields it would give the game a new dynamic
- PipFromSlitherine
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RE: Request\Wish list
Just a note that if you mouse over the end of a movement arrow for a moving unit you will see the dots, which can be clicked to then re-target the unit's movement.
Cheers
Pip
Cheers
Pip
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RE: Request\Wish list
After fixing all the bugs and gameplay issues: proper German campaign (like following the 15th Panzer/Panzergrenadier division in Afrika and in Italy)
- CGGrognard
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RE: Request\Wish list
After completing a campaign, it would be nice to have the gameplay results compared to the historical outcome. For example, there should be a brief on the outcome of the campaign (historically), much like the briefs provided at the start of a campaign. Also, it would be great to pull up a roster of every soldier that served, their accomplishments, wounds awards as well when the campaign ends. This could be compared to the historical outcome so we can judge, or have an algorithm decide if the player is worse, as good as, or better than the historical results.
"The supreme art of war is to subdue the enemy without fighting." - Sun Tzu
RE: Request\Wish list
Would like to see a different color for German units On my computer all units have the same green icons
- PipFromSlitherine
- Posts: 1502
- Joined: Wed Jun 23, 2010 7:11 pm
RE: Request\Wish list
Can you post a screenshot, as the allied and axis units have differently coloured unit frames.ORIGINAL: sherlock1
Would like to see a different color for German units On my computer all units have the same green icons
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follow me on Twitter here
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RE: Request\Wish list
Quick win
- In Soldiers Overview after Battle change KIA icon to own icon (instead of red cross; e.g. KIA like in former titles). WHY: right now it looks like wounded, e.g. yellow = light wounded, red = severly wounded
A critical feature I`d like to see in the game
- Show ammunition levels on Force Selection screen: Critical ammunition (e.g. no ammo, low ammo) gets own icon, more details on different ammunition amount when hovering over unit). WHY: currently blackbox which units got resupplied and which not. Fielding mortars without ammunition when other mortar units are available is a pain
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A nice to have feature I`d like to see in the game
- Be able to "ping" locations in Coop-Games/Draw plans on the map
Keep up the good work!
- In Soldiers Overview after Battle change KIA icon to own icon (instead of red cross; e.g. KIA like in former titles). WHY: right now it looks like wounded, e.g. yellow = light wounded, red = severly wounded
A critical feature I`d like to see in the game
- Show ammunition levels on Force Selection screen: Critical ammunition (e.g. no ammo, low ammo) gets own icon, more details on different ammunition amount when hovering over unit). WHY: currently blackbox which units got resupplied and which not. Fielding mortars without ammunition when other mortar units are available is a pain
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A nice to have feature I`d like to see in the game
- Be able to "ping" locations in Coop-Games/Draw plans on the map
Keep up the good work!
RE: Request\Wish list
1] get rid of the linear strat map and bring back the GTC type of strat map.
2] bring back the truly multiplayer game like GTC...IE: you fight the germans like you fight the allies.
2] bring back the truly multiplayer game like GTC...IE: you fight the germans like you fight the allies.
RE: Request\Wish list
Panicked soldiers can run away with the machine gun, leaving the rest of the team in the cold. In real life this usually won't happen(why lug the extra weight if you have no intention of using it?). Instead someone in the team would take the gun and keep fighting.
Another issue which has been with Close Combat since the 90s is that a soldier can panic with a gun, and just sit there panicking while the other team members just watch. Like with the above, someone should step-in and seize the initiative.
Also, I'd like to see soldiers rally better. Usually having an officer nearby does nothing to rally soldiers who broke earlier in the battle. I'd like to be able to reform my units during the battle, especially if the battle starts to turn in your favor. Because realistically that would likely be enough in some cases.
Another issue which has been with Close Combat since the 90s is that a soldier can panic with a gun, and just sit there panicking while the other team members just watch. Like with the above, someone should step-in and seize the initiative.
Also, I'd like to see soldiers rally better. Usually having an officer nearby does nothing to rally soldiers who broke earlier in the battle. I'd like to be able to reform my units during the battle, especially if the battle starts to turn in your favor. Because realistically that would likely be enough in some cases.
RE: Request\Wish list
Unless I missed it. Want to load default scenarios into Scenario Editor and tweak or adjust force makeups and make other changes. Can this be added?
RE: Request\Wish list
I would like to see some way to select the type of ammo you want your unit to use regardless of the target. If you want a unit to fire HE at a tank or a heat round at infantry, you should be able to.
RE: Request\Wish list
This year I wish Santa would bring me way to load half-tracks with troops and towed guns...
RE: Request\Wish list
I used to have reservations about the new 3d map, but I actually love it. especially a mountain gap in the sunset. It is awesome to see.
However, I would like the inset map to rotate with the viewer. It becomes confusing that the map rotates, but not the inset map. It is to a point where I AVOID rotating the map just because it will confuse me otherwise.
Also, I have noticed that bunkers, like with the Normandy Invasion map, don't really provide good cover or lines of sight for AT or Machine Guns and soldiers don't really position themselves inside of the bunkers with clear lines of sight.
I would assume that you would be able to position soldiers in bunkers with one click, and know that the machine gun will have ideal cover and lines of sight per the design of the bunker/trench, but a chronic problem in every Close Combat game has been that troop positioning in bunkers in trenches never makes any intuitive sense. It just hides them in there.
The soldiers are almost always better off being positioned outside of them, even though common sense would say that you could place a machine gun in a bunker and they would default with the best possible line of sight. A lot of time the soldiers are like halfway inside and outside the bunker and it just makes no sense. I'd love to see more refinement/attention to detail as this has ALWAYS been a problem with Close Combat going back as far as I can remember.
It would make the most sense to have FIXED-GUN position in the bunker or even trench, so that if a machine or AT gun is placed in the proximity, they will certainly position the gun or gunner in the optimal location.
I also noticed that having an AT gun on Normandy inside of the bunker provided no advantage in cover or line of sight. Maybe these bunkers were not designed for AT guns, but if not, then why are they empty? It would make more sense that a gun would be DEFAULT POSITIONED in the OPTIMAL position if placed in such a structure. I had managed to position an AT gun optimally inside a bunker, but then it turned out to get wiped out and failed to actually see the tanks on the beach, particularly after taking losses. It could target at first, then took a loss almost instantly, and no longer could see anyone on the beach.
With the machine gunners, they just would not have a clear(if any) line of sight, unless positioned OUTSIDE of the bunker. Which seems like an awful waste of resources to design a bunker than cannot defend a beach.
It would be great to see more detail with bunkers and troop movement and positioning in them. Maybe making anchor points to force the troops to act logically so that the "CLOSE" aspect of Close Combat actually makes more sense. It isn't horrible, but there are glaring needs for improvement in the future.
Also, in deployment mode the bunker and maybe other structures do not remove the roof so I can see inside. this only happens in-battle.
However, I would like the inset map to rotate with the viewer. It becomes confusing that the map rotates, but not the inset map. It is to a point where I AVOID rotating the map just because it will confuse me otherwise.
Also, I have noticed that bunkers, like with the Normandy Invasion map, don't really provide good cover or lines of sight for AT or Machine Guns and soldiers don't really position themselves inside of the bunkers with clear lines of sight.
I would assume that you would be able to position soldiers in bunkers with one click, and know that the machine gun will have ideal cover and lines of sight per the design of the bunker/trench, but a chronic problem in every Close Combat game has been that troop positioning in bunkers in trenches never makes any intuitive sense. It just hides them in there.
The soldiers are almost always better off being positioned outside of them, even though common sense would say that you could place a machine gun in a bunker and they would default with the best possible line of sight. A lot of time the soldiers are like halfway inside and outside the bunker and it just makes no sense. I'd love to see more refinement/attention to detail as this has ALWAYS been a problem with Close Combat going back as far as I can remember.
It would make the most sense to have FIXED-GUN position in the bunker or even trench, so that if a machine or AT gun is placed in the proximity, they will certainly position the gun or gunner in the optimal location.
I also noticed that having an AT gun on Normandy inside of the bunker provided no advantage in cover or line of sight. Maybe these bunkers were not designed for AT guns, but if not, then why are they empty? It would make more sense that a gun would be DEFAULT POSITIONED in the OPTIMAL position if placed in such a structure. I had managed to position an AT gun optimally inside a bunker, but then it turned out to get wiped out and failed to actually see the tanks on the beach, particularly after taking losses. It could target at first, then took a loss almost instantly, and no longer could see anyone on the beach.
With the machine gunners, they just would not have a clear(if any) line of sight, unless positioned OUTSIDE of the bunker. Which seems like an awful waste of resources to design a bunker than cannot defend a beach.
It would be great to see more detail with bunkers and troop movement and positioning in them. Maybe making anchor points to force the troops to act logically so that the "CLOSE" aspect of Close Combat actually makes more sense. It isn't horrible, but there are glaring needs for improvement in the future.
Also, in deployment mode the bunker and maybe other structures do not remove the roof so I can see inside. this only happens in-battle.
RE: Request\Wish list
How about IMPROVING the infantry's capability of firing out of buildings. Right now, it's horrible. Also troops should be able to toss frag and smoke grenades over a hill or a wall etc...
RE: Request\Wish list
Germans had mounted units in WW2. In some circumstances they certainly would have been used in recon. It would be an awesome touch to have cavalry in Close Combat. They would move quick and relatively silently.
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- Posts: 8
- Joined: Sat Nov 09, 2019 8:01 am
RE: Request\Wish list
Just to second some of the recommendations already made:
1. Fix LOS from within buildings. Infantry behaves as if all buildings are windowless. To get your infantry to engage the enemy you have to move them outside the building, negating both concealment and cover. Further, units in building seem to violate the rule that if A can see B, B can see A.
My most frustrating experience was in a Tunisia scenario with a bazooka team ambushing from a small building. The team failed to detect and engage an approaching tank. The tank, without accompanying infantry, rolled up to the building, detected the team, and destroyed it. The team at least died at peace, apparently unaware of the tank right up to the moment it poked its gun through the window and blew them to bits.
I recreated roughly the same action a couple of times. Changing the bazooka team's status from "ambush" to "defend" had no effect: the team failed to detect an approaching tank even after the tank had found the team. Only when deploying the team behind some nearby rocks, rather than in the building, did the team detect and engage the approaching tank.
2. Multistory buildings.
3. Make inset map rotate with overall map.
4. Initial setup is aggravating. Clicking and dragging on units is difficult, when I'm trying to click and drag I usually just end up resetting the unit's defense arc. It takes three or four tries to set a unit.
1. Fix LOS from within buildings. Infantry behaves as if all buildings are windowless. To get your infantry to engage the enemy you have to move them outside the building, negating both concealment and cover. Further, units in building seem to violate the rule that if A can see B, B can see A.
My most frustrating experience was in a Tunisia scenario with a bazooka team ambushing from a small building. The team failed to detect and engage an approaching tank. The tank, without accompanying infantry, rolled up to the building, detected the team, and destroyed it. The team at least died at peace, apparently unaware of the tank right up to the moment it poked its gun through the window and blew them to bits.
I recreated roughly the same action a couple of times. Changing the bazooka team's status from "ambush" to "defend" had no effect: the team failed to detect an approaching tank even after the tank had found the team. Only when deploying the team behind some nearby rocks, rather than in the building, did the team detect and engage the approaching tank.
2. Multistory buildings.
3. Make inset map rotate with overall map.
4. Initial setup is aggravating. Clicking and dragging on units is difficult, when I'm trying to click and drag I usually just end up resetting the unit's defense arc. It takes three or four tries to set a unit.
RE: Request\Wish list
Agree with all of this. to add:
1. I had a bazooka team inside a doorway with an enemy tank sideways about five meters right in LOS from the door less than 5 meters. Bakooza team would not engage. i repeatedly gave a fire order and the bakooka team ran out of the building then cowered. the bazooka team eventually ran in front of the tank and threw themselves under it to die LOL.
2. this
3. I'd add to have a dynamic compass rose somewhere.
4. I thought this was just me. I end up spamming mouse button. I suppose using hot keys would solve this.
1. I had a bazooka team inside a doorway with an enemy tank sideways about five meters right in LOS from the door less than 5 meters. Bakooza team would not engage. i repeatedly gave a fire order and the bakooka team ran out of the building then cowered. the bazooka team eventually ran in front of the tank and threw themselves under it to die LOL.
2. this
3. I'd add to have a dynamic compass rose somewhere.
4. I thought this was just me. I end up spamming mouse button. I suppose using hot keys would solve this.
RE: Request\Wish list
Machine gun ambushes are no go good. The enemy can be out in the open, standing tall, just asking to be mowed down.
When you target the enemy or order the team to defend, usually someone takes a shot with a mauser or submachine gun and the enemy unit drops to the ground. Only after a painfully long delay will the machine gun finally open fire, and by then the enemy is already returning fire and my machine gun team is taking hits.This happens time and time again and takes a lot of the fun out of fighting as the Germans in the bocage.
I know it is easier said than done, but the machine gun should open up first and the rest of the team should hold their fire unless the enemy unit is closer. I've found that the hedgerow country is more difficult as the Germans than the Americans, who can lay down more fire than my machine gun teams. The machine gun is the last to fire when it should be the first.
When you target the enemy or order the team to defend, usually someone takes a shot with a mauser or submachine gun and the enemy unit drops to the ground. Only after a painfully long delay will the machine gun finally open fire, and by then the enemy is already returning fire and my machine gun team is taking hits.This happens time and time again and takes a lot of the fun out of fighting as the Germans in the bocage.
I know it is easier said than done, but the machine gun should open up first and the rest of the team should hold their fire unless the enemy unit is closer. I've found that the hedgerow country is more difficult as the Germans than the Americans, who can lay down more fire than my machine gun teams. The machine gun is the last to fire when it should be the first.