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Old 03-31-16, 02:56 PM   #16
Dowly
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The 'caution' attribute definitely affects defense grouping as well. I ran the scenarios through about 10 times for each setting.

Aggression 5, Caution 5, Tactical Skill 5

Defense concentrates to the center of the town with forward infantry screen.

Aggression 5, Caution -5, Tactical Skill 5

Defenses more spread out. Interestingly, one of the exit flags is also defended.
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Old 04-02-16, 09:42 AM   #17
Dowly
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As I am not sure if any of the patches change things in the weapons.txt, here's an up-to-date version of the Less Accurate Mortars mod:
http://www.mediafire.com/download/9j...a4/Weapons.txt

81mm & 3inch mortars' accuracy reduced by 50% from 461 to 250. Smoke rounds and 2inch mortars are unchanged.

Put the file to "Close Combat - Gateway to Caen\DATA\BASE", make a backup of the original file.
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Old 04-02-16, 09:59 AM   #18
Nippelspanner
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Danke!
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Old 04-03-16, 03:09 AM   #19
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Personally, I found -5 Caution too extreme, they at times mass-charged like mad Russians at Stalingrad, dying in hails of machine gun fire.

I put it in the middle, 0, and so far things seem good.
They still push when they think they have the opportunity but won't throw their lives away anymore.

Mortar fix was also applied, I don't really notice a huge difference yet,
fire is still very accurate, but I haven't used mortars much since the fix.
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Old 04-04-16, 02:08 AM   #20
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Ok, mortars definitely have a higher spread now, yet effectiveness kinda is the same. Due to the slightly higher spread, they hit more targets in the surrounding area or at least suppress targets even better - latter one being the wanted effect.

Hard to say how effectiveness in terms of incapacitating targets really changed, but I like the suppression factor.
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Old 04-04-16, 03:11 AM   #21
Dowly
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The spread wasn't my concern, but the silly sniper shots the mortars make constantly.
Note that the accuracy is just a 'base' accuracy, the units experience and morale play part in the calculation as well.


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Old 04-04-16, 05:07 AM   #22
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I may have given the Grille ability to fire in-direct fire.

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Old 04-04-16, 05:22 AM   #23
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I wonder where you got that idea from...

One problem I see with it is it makes things incredibly OP. Hiding a mortar way back is one thing, but ~2-4 Grillen is another thing and I don't think the AI could ever counter it.
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Old 04-04-16, 05:42 AM   #24
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Quote:
Originally Posted by Nippelspanner View Post
I wonder where you got that idea from...
I did not steal his idea, it's not true! It's BS! I did not steal it! I did nooot.

Oh hai, Nippelspanner!

Quote:
One problem I see with it is it makes things incredibly OP. Hiding a mortar way back is one thing, but ~2-4 Grillen is another thing and I don't think the AI could ever counter it.
Yes, spamming them makes it OP. But overall it's not that bad. It works the same as a mortar, i.e. takes 20sec to aim the first shot which never hits, after that 20sec to reload and 10secs to aim and after that 20secs between shots.

So if the enemy is moving, it's going to be hard to hit them. (though, the 150mm got a huge blast radius)
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Old 04-04-16, 06:20 AM   #25
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Capping their ammo by ~50% (how much do they have anyways?) might balance things a little as well and won't necessarily make them a no-brainer choice over sGrw34 teams every time.

I propose:
Grille have low ammo and accuracy (25%) for 2-3 harsh fire missions.
sGrw34 have vanilla ammo and your modded acc. for I think 5 fire missions.

This way, both stay an option, depending on the situation, I'd say.
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Old 04-04-16, 07:13 AM   #26
Dowly
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The Grille's got 12 HE rounds, so that's enough for two fire missions.

One fire mission, depending on the crew skill (affects reload time) takes about 3 minutes and 20 seconds to complete. There is also no target reference point left to mark the last FM like mortars do (dunno why), so you are wasting one round (spotting) per fire mission.

I'll probably see, if I can clone the Grille and make a new unit and call it "Grille (indirect)" or something and add 1-2 of those per BGs that already the direct-fire Grilles.
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Old 04-04-16, 07:44 AM   #27
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In that case I would leave her be for now...
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Old 04-06-16, 04:03 PM   #28
Dowly
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As per Nippelspanner's request, here's a mod that changes the German infantry to use the light MG34 instead of the light MG42. Tanks, MG teams etc. still use MG42.

JSGME ready, otherwise manually copy the file to data/base.
http://www.mediafire.com/download/2o...42+be+gone.zip

Haven't tested it other than that it works.
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Old 04-06-16, 06:17 PM   #29
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Quote:
Originally Posted by Dowly View Post
As per Nippelspanner's request
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Old 04-07-16, 12:44 AM   #30
Dowly
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Version that removes half of the light MG42s:
http://www.mediafire.com/download/sx...42+be+gone.zip

Most teams have two variants which the game uses when giving you troops. Seems like it uses these variants at a ratio of 50/50.
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