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Close Combat FAQ - by Unknown |
1 Game Philosophy (why we don't make you
micromanage)
2 Why there is no editor, DYO
3 Game Scale
4 Monitor Information
5 The Orders
6 Keyboard shortcuts
7 LOS line
8 How/why the game ends
9 Why there's no pause
10 Second stories and Elevations
11 Command Radius/Troops not obeying
12 Heroes, Bravery, and Cowardice
13 Effectiveness of MGs
14 Soldier Deployment
15 Soldier Visibility
16 Bazookas and Schrecks vs Infantry
17 AI Cheating
18 Enemy Knowledge
19 Moving a Vehicle in Reverse
20 Mortar Indirect Fire
21 What's different in the retail version
1 Game Philosophy (why we don't make you micromanage)
We wanted this game to be more of a simulation than a board game. As
such, we did not want to burden the player with having to command each
and every soldier and tell that soldier what ammo to use, what to shoot
at, and where to take cover. Playing the game that way would take hours
and completely ruin the experience of the game. While that may be
exactly what some players
want in a game, it is not the game that we wanted to create.
2 Why there is no editor, DYO
A map editor would be impracticle. We have to preprocess the map for LOS
and even running on a 9500, this takes special code and 40 or more
minutes. And then we have to see how the map data turned out and tweak
it for the correct behavior.
DYO is a definite possibility for CC2. Being able to select teams to put
in play, victory locations and values, setup areas, etc is certainly
do-able and adds a lot to the life of the game (posting your favorite
battles). We could not do it easily in CC due to precalculated setup
locations. If we can make the setup locations dynamic in CC2, we can
handle DYO.
3 Game Scale
Scale is dependant on screen resolution, thus, it is about 15 meters
per inch at 800 x 600 assuming 13 horizontal inches of viewing area.
The official scale is 8 meters per 40 pixels.
Soldiers are represented at 2x scale and vehicles are at 1.5x scale so
that these are more visible.
4 Monitor Information
Team Monitor:
Scroll list on the far left bottom. Sorted by the team type with
the exception that the Company/Platoon Commander Teams are always at the
top. Left side: Contains Team Icon (pict of soldiers/vehicle), and Team
Quality (a set of bars ranging from none (Conscript) to 4 (Elite).
Top Center: Contains the Team Type Name (general description).
Background color represents the team's cohesion, or ability to fight. As
the color drops from Green to Red or Black, it represents that the team
is taking losses.
Bottom Center: Contains the Team's Strategic Order. If this order is
Green, it is an order you gave. If it is white, the team is doing it's
own thing. If it is Red, the team is disobeying you. Right side: Enemy
Threat Compass. It represents the direction that team sees the enemy. If
the center dot is red, then that team is also being shot at.
Soldier Monitor:
Top Left: Same as the Team Monitor Left Side.
Top Center: Team Name (more detailed than the Team Type Name) and the
Team
Orders. Both of these are similar to the Top Center and Bottom Center of
the Team Monitor respectively.
Top Far Right: Smoke Availability. If not crossed out, this team can
place smoke.
Top Right: Firepower Graphs. These are graphed at 10s of meters at
the number listed, thus the column with an 8 represents firepower at 80
meters. Green, good firepower, grey line, no firepower. This color will
also show up on the Fire Line as you drag it across the screen.
Vehicle Info:
For vehicles, a status panel showing the vehicle condition is
displayed. Green indicates functioning; Red, destroyed; and blank, that
vehicle does not have that weapon or is immoble.
Soldier List:
This has the soldier name, action, status and weapon info. Most of this
is pretty obvious, the key here is to see if the soldier action is
Green, Red, or White (see Team Strategic Order above).
Ammo Type consists of the following:
AP - Armor Piercing, includes all solid shots such as bullets.
HE - High Explosive
HT - High Explosive Anti-Tank (HEAT)
SM - Smoke
SP - Special. This can be anything from Canister (check the M5 at
close range) to HVAP used in the M4A3 76.
Ammo Count is the number of rounds available of that ammo for that
weapon. Note that the rounds are still divided into clips or belts
internally, and that the time to reload a clip or belt is taken into
account. Watch a soldier with a Garand fire and you will see him fire
off 8 rounds, then sit a reload for a while.
Physical State:
Dead and Incap means this soldier will no longer obey orders and will
just lay there. Hurt means the soldier was hit but can keep on going.
Mental State:
The soldier can go Berserk, Fanatic, Heroic, Panicked or Routed. This
is adjusted as stress builds in relation to the soldier's morale
and experience.
Fatigue:
As fatigue increases, the soldier can become winded or later, fatigued.
The soldiers desire to follow orders drops with the increase in fatigue,
as does the speed at which he moves. >
Message Monitor:
You can click on a message and it will center on the team that issued
the message. You can also restrict which priority of message will appear
by deselecting the color associated with that message priority.
5 The Orders
You can issue up to 6 orders: Move, Move Fast, Fire, Smoke, Defend,
and Hide. Teams that cannot perform the order (e.g. has no smoke
grenades) has that affected order dimmed.
Move tells the team to move to that location taking the safest route.
The team will scatter to cover if fired at and will use overwatch.
Move Fast has the team take as fast a route as possible and to do
so running. This will tire out a team quickly (Fatigue in the Soldier
Monitor) as well as make them vulnerable to enemy fire.
Fire (See LOS Line below)
Smoke is the same as Fire, but you are placing a Smoke grenade or shell
that will produce hindrance causing smoke that will decay in a minute or
two.
Defend order tells the team to seek cover from enemy fire based on the
angle of the defend arc you select. Selecting a narrow arc ensures that
all the soldiers will take the best cover vs enemy fire from that
direction but be vulnerable to fire from other directions. A wider arc
will lessen the amount of cover that a team can get vs any one
direction. Think of it as hiding behind a tree, and which side of the
tree do you want the soldier to be behind. This is the default order for
the Americans and Germans, only the Germans interpret Defend as an
Ambush command in that they will not fire unless they see an exposed
target, are being fired at, or the enemy is very close.
Hide command will keep your guys from firing unless the enemy is within
30 meters. It works best if your team has not been seen.
6 Keyboard shortcuts
The keys z, x, c, v, b, and n can be used in conjunction with a selected
to team to issue Move, Move Fast, Fire, Smoke, Defend, and Hide
orders respectively without having to click and hold the mouse on the
team. This is very useful for placing mortar fire. Select the area on
the overview where you want to fire, select a mortar team in the Team
Monitor, hit c, then click on the map where to bring in the fire. No
scrolling required.
7 LOS line
The LOS line drawn when issuing a Fire order represents whether or not
the team has LOS to the target, and the firepower the team can put on
that target.
If the LOS line is Red, you have Line of Sight to the target, if it
turns Dark Red, you can still shoot there, but you cannot see that
location due to visual hindrances along the Line of Sight. If it turns
Black, then you cannot shoot there, nor see there. >
Note that LOS is traced from each soldier in a team to each soldier in
the enemy team you have the fire line cursor over. Thus if one soldier
in the looking team is standing, he can shoot over the wall while the
rest of his prone team members cannot. This can also cause a
successfully placed fire marker to not cause anyone to fire as everyone
that can fire is no longer in LOS. Click and drag on the fire marker to
recheck your team's LOS.
If you are not pointed over an enemy team, but over open ground, LOS
is traced to the highest terrain object within the vicinity. Thus, you
can trace over a wall to a building, but cannot trace over a wall to
open ground.
The color of the dot at the end of the fire line represents the amount
of firepower this team can deliver at that range. If the fire cursor is
over open ground or an enemy soldier, it uses the Vs Infantry rating. If
it is over a vehicle, it will use the Vs Armor rating to determine what
color to display.
8 How/why the game ends
The game ends when an internal timer set for between 30 and 120 seconds
goes off. This timer is started when either both side's Force Morale is
in the Yellow, or one side's Force Morale is in the Red. Once started,
the Force Morale bars begin to flash. This represents that one or both
sides will to fight has been lost and the troops will start to pull
back. In the case of one side going into the Red, that side will then
start to rout.
The winner is determined as follows:
If one side's Force Morale is Red, the other side won, regardless of
score. This represents routing the enemy from field of battle. If the
other side is still in the Green, it will be a Major Victory or better,
else it will be a Minor Victory or better for the other side. If both
side's Force Morale is Yellow or both are Red, then points are used to
determine the victor. Victory location points vary from location to
location. The bigger the font used in the victory location name, the
more it is worth.
This method allows a player to develop a strategy of either defending /
taking victory locations or killing the enemy. We do not force you to
do both.
There is also a game end due to inaction. If no shot has been fired or
no order issued by the player for the past 2 minutes of game time, the
battle will be declared ended due to inaction. If you are playing as the
Germans and are attempting to set up an ambush in the rear, and the
Americans are advancing very slowly, you can just re-issue a Defend or
Hide order every minute to keep the game from ending. But believe me, in
the campaign game, you want the game to end as soon as possible if
playing the Germans.
9 Why there's no pause
Pausing the game and issuing orders would ruin it. We actually did useability
tests on live subjects, with a pause feature in the game. We saw the
players issue a lot of orders, let the game run for maybe 10
seconds, pause, issue more orders, etc. This destroyed the whole feel of
the game. Its also totally unworkable for 2-player network games. If you
feel the game is moving too quickly, try slowing it down from the
options menu.
10 Second stories and Elevations
Elevations / Hills were things we would have liked to put in the game
but the extra graphics needed to represent them were not possible for us
to put in. They will be in for CC2. Multi-story buildings will possibly
never be put in due to the problems with the interface (Move Upstairs,
Move Downstairs) and viewing multiple levels (View First Floor, View
Basement, View Roof, etc) causes. Also, imagine trying to tell where
enemy fire came from, directing fire vs different levels, determining
which buildings have
how many levels, etc.
11 Command Radius/Troops not obeying
There is no command radius but the distance from a leader will affect
how well the team obeys its orders. Given everything else is the same, a
poor quality team moving with your company commander's team is more
likely to carry out it's order than it would if the only leader was on
the other side of the map.
If that team you ordered to move got shot at, its possible that they
decided against moving. Or they started to move, got shot at, and
decided to run back to cover. A lot depends on their experience level
and their surrounding terrain. In either case, the team will constantly
re-evaluate their ability to make that move. If they decide its safe, or
they decide to obey the order, they'll try again.
12 Heroes, Bravery, and Cowardice
Heroic soldiers don't become Audie Murphy, and they are likely to
"recover" from it. Unlike ASL, when a soldier goes heroic, he does not
gain special abilities. He's just more likely to stay functional in the
heat of battle.
Bravery points are awarded for when a soldier goes heroic, fanatic,
or berserk. The soldier also gets bravery points for taking a victory
location.
Cowardice points are awarded when a soldier routs or becomes panicked.
Leaders get bravery and cowardice points for winning or losing the
battle (the bigger the win/loss, the more the points) as they are
responsible for the outcome. Note that you are represented on the
battlefield as the 2nd Lt. that commands the first team listed in the
Team Monitor. In the campaign game, you get to name that soldier.
13 Effectiveness of MGs
An M4 cannot be killed by an MG but can be killed by the Panzerfaust
that the loader in the MG team carries. Rule #1 of survival with
American armor: Never move closer than 60 meters to a potential german
location. Even 120 meters is too close if there is a Panzerscreck team
near.
As for the MG killing halftracks, this is why the M3 HT series was known
as "Purple Heart Boxes". With only 6mm at a 20o slope of frontal chasis
armor (10mm effective) and 12mm at 20o slope frontal upper structure
(17mm effective), the German MG42 could easily penetrate it at close
range (less than 200m or so). While the MG won't necessarily destroy the
M3 HT at this range, it can injure or kill the occupants resulting in a
soft kill.
Also watch out for the MG42 when you are in a wooden building at very
close range (50 meters or so). That gun (as well as the US 50cal) can
rip right through the walls making it much safer to be outside the
building in some nice big shellhole or foxhole.
One of the strategies a tester came up with is to deploy a couple of
MG42 teams in the interior of a large stone building so they could not
be shot at by the Americans until they entered the building, at which
time the MG42s opened up, shredding the interior wooden walls between
them and the Americans as well as the Americans themselves.
14 Soldier Deployment
The amount the team bunches up depends on their experience and the
amount of cover in the area they are trying to deploy in. Inexperienced
teams will tend to bunch up more and even experienced teams will bunch
up if the cover within their "deploy zone" is limited to a small
location. The deploy zone consists of a rectangle about 8 meters wide
and 24 meters long, perpendicular to the axis of advance.
15 Soldier Visibility
If you are having trouble seeing your soldiers, try using the Team
Monitor to select the team. Double clicking on a team in the Team
Monitor will center the map on that team and highlight it.
Enemy soldiers may be hard to see just because they are shadowed. If a
team has just been spotted but no one got a good look at the team, they
will initially be displayed as shadows to let you know something is
there even if you don't know what it is. As more information comes
available, they will change into visible soldiers.
16 Bazookas and Schrecks vs Infantry
Bazookas and Panzerschrecks were used quite often vs infantry in
buildings / behind walls. The Germans even referred to the Bazooka as a
shoulder 75. The game will limit usage of these weapons in this fashion
if there are tank assets that have yet to be dealt with.
17 AI Cheating
The AI does not cheat. We put a lot of effort into making sure that the
AI is playing with the same rules as the player. Move Out does NOT
equate to AI control. The AI performs many other actions to try to
coordinate attacks, provide suppression fire, etc. Move Out causes your
troops to move forward to engage the enemy, and then they will keep on
trying to advance.
18 Enemy Knowledge
Selecting an Enemy Team will display varios information about that
enemy team. The amount is dependant on how well spotted the enemy team
is. Knowledge accumulates about an enemy team as time progresses and the
enemy is doing things in LOS of a friendly team. It is also affected by
proximity to the enemy and the cover the enemy is in. Thus, a just
spotted enemy team in a building will only give you what type of team it
is and number of soldiers. Only if you get close, or spend a long time
in LOS of this team
will this knowledge increase. If this is not the case for you, make sure
the enemy intelligence option is off in the Custom preferences.
19 Moving a Vehicle in Reverse
Vehicles will use reverse, but only if they are given a Move command,
not a Move Fast command. The move also has to be of a short range. Using
Move Fast will cause the tank to get there as fast as possible, not a
safe as possible.
20 Mortar Indirect Fire
The indirect fire model for mortars was simplified so the player would
not have to be concerned with spotting rounds, etc. They are handled
abstractly. The rate of fire of a mortar is about 1 round / 6 seconds,
but note that the delay could be much greater if the mortar team
repositioned themselves due to incoming fire, the mortar firer was
suppressed by enemy fire, or the mortar jammed (fired a dud round).
21 What's different in the retail version
The sounds file used in the demo is a subset of the sounds in the game.
Two sounds, the Berserk scream, and the out of armor sounds were left
out due to their size.
Also, the Save Replay, Campaign Game, and all the other Maneuvers
are enabled in the retail version as well as the Help system which is
really immense. |
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