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Grand Campaign Multiplayer balance question

 
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Grand Campaign Multiplayer balance question - 1/25/2021 5:13:10 AM   
The_Good_Captain


Posts: 14
Joined: 9/15/2019
Status: offline
Has anyone tried to play the Grand Campaign against a human opponent? I'm asking because my brother and I have started a game and are well into day two but notice the mortars rip apart just about everything. The strategy devolves into who can place more mortar teams in spots closest to the enemy. Fully 75% of the casualties are from these units alone in any given battle. We feel that they wreck the H2H aspect of the game.

Has anyone else experienced this and what is the recommended fix if so?

Thanks in advance.

< Message edited by The_Good_Captain -- 1/25/2021 5:14:17 AM >
Post #: 1
RE: Grand Campaign Multiplayer balance question - 1/25/2021 3:16:40 PM   
Tejszd

 

Posts: 3437
Joined: 11/17/2007
Status: offline
I have read some other comments/posts that suggested mortars are over powered in LSA.

The easiest way to change things is to change your style of play knowing how deadly mortars are.
- Sneak more instead of Move Fast. Lowers your chance of being seen and killed. Though of course sometimes it is better to run to get across a street into a building.
- spread your men out more, move 1 team at time with the other covering
- Use more smoke to make your men harder to see. Doesn't help much as a mortar can still drop shells in without a line of sight, but they do have only so many shells.

The harder way is to download the LSA Excel Workbook and edit the data for the mortar where you can make them;
- take longer to setup
- less accurate
- shells less deadly
- reduce the amount of shells

I do not see it pinned here on the Matrix LSA forum, but you can get from the Close Combat Series website / Downloads /LSA; http://www.closecombatseries.net/CCS/index.php
The negative is you need to determine what to change and what data/files you change to make them work better then the person your playing will have to use your edited files



< Message edited by Tejszd -- 1/27/2021 12:51:05 AM >

(in reply to The_Good_Captain)
Post #: 2
RE: Grand Campaign Multiplayer balance question - 1/26/2021 3:50:17 AM   
The_Good_Captain


Posts: 14
Joined: 9/15/2019
Status: offline
I appreciate this response, thank you.

For the record, both of us have tried several different tactics. I will say categorically that sneaking is nearly as bad as running in the open in terms of casualties. Smoke doesn't help much either bc once the troops are seen, theyre as good as dead. Buildings don't seem to slow the rate of death any either (about as effective as crawling). And no, were not bunching our teams either. We tried "soaking" the mortars ammunition with bodies but the effect on morale is so bad that it becomes unplayable anyway. As the allies, I stacked three 81mm and as the battle starts just said, "If you don't have panthers, you lose."

We will try your modification recommendation. The shell lethality needs to be reduced by approx 50%. That would fix it. Hope the devs appreciate this issue with an otherwise fine game. I don't remember them being this lethal two years ago when we played last.

Again, thanks much. We will give modifying the game a go.

(in reply to Tejszd)
Post #: 3
RE: Grand Campaign Multiplayer balance question - 1/27/2021 1:29:48 AM   
mooxe


Posts: 314
Joined: 10/25/2003
Status: offline
They are over powered. Create a house rule on how many you can take in a fight. As a GC or Op progresses with this house rule you may end up with BGs that have quite a lot of mortar teams, which you may have to take to fill out 15 slots.

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(in reply to The_Good_Captain)
Post #: 4
RE: Grand Campaign Multiplayer balance question - 1/27/2021 2:13:42 AM   
The_Good_Captain


Posts: 14
Joined: 9/15/2019
Status: offline
we're gonna try fixing the problem before resorting to that, but yes...sadly that is an option that is on the table: NO MORTARS

(in reply to mooxe)
Post #: 5
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