Add mortars to artillery squads through upgrade tree

We should be able to add mortars to artillery squads using the upgrade tree

4 Likes

No we need LESS HE spam
Mortars being removed from the game would be a good start

2 Likes

Mortars added nothing to the game. They made it less fun when they were spammed onto a capture point, and dont contribute when people miss the entire magazine hiding in the back.

Remove mortars.

2 Likes

They should remove the arty cooldown upgrade so places like fortified district and garde saint-lo dont have the amount of ptsd as the average veitnam war veteran.

2 Likes

this is what stalingrad did good, it pay walled mortar teams (now only if they did that to sniper teams too)

1 Like

Nothing should be removed from the game unless it is inaccurate or broken. Spamming onto a point is kind of what mortars are made to do.

4 Likes
1 Like

Mortal and arty is not hard to deal with, in fact people that stay back and don’t push for using a mortal, rather than using the mortal, and then pushing, do make it easier for the enemy team to win, because they have to fight less soldiers to either capture or defend a point.

I honestly don’t get how people are unable to deal with arty or mortals, they are at best Temporal area denial weapons, and as such the only way to get killed by them is to run mindlessly in the kill zone in the open ignoring the giant red circle in the mini map, basically asking for it.

I mean a few bots might die in such cases due to pathfinding issues, but if you as a player dies so much to the point of been frustrated by such weapons, you might need to work in your environmental awareness issues, because it is seriously not hard to avoid arty and mortaldeaths

Mortals and arty added area denial to the game, if used well it can be used to gain time or slow down an enemy push long enough to break or naje the momentum of a battle.

the only problem i have with artillery in this game is that the arty zone is the same size of the objective zone #increasethesizeoftheobjectivezone

Nope, arty and mortar can give more advantage than a single squad most of the time. It can annihilate people in open top cap zone, or deny enemy reinforcement on roofed cap zone.

Then what should you do when they keep spamming arty on the cap zone? Enemy will not receive friendly fire by their arty but you should go into the cap zone while they are capping.

1 Like

Simple wait for the attackers to be on the point since the points are small there are close togehter, spamm morter or arty on it, attacker wave destroyed lots of tickets lost.

The problems are not the morters or arty in itself, but there effective area in contrast to the area of the capture points. We need biggere maps with biggere points so arty and morters can deny some part of it giving the defenders an advantage but they should not be used to wipe the whole point without any skill.

(the attackers can do the same to the defenders, the biggest proplem this game has is just the size of the maps, playable area, compared to the range and amount of explosives avaible)

'Temporal" :rofl:

When cap zone(that is smaller then arty circle) is bombarded constantly by artilleries/mortartrs how attackers avoid that? Also those explosion only kills enemies so friendly units can stay and defend that zone while its under constant barrage

Honestly I don’t even notice being killed by mortars.

Compared to arty, bombs, grenades and tank HE, mortars are quite a rare sight imo, definitely far from being game breakers.

I, myself, hardly ever use them beyond leveling up their squads for completion and weapon upgrades.

7 Likes

Mortars aren’t any problem now because almost nobody uses them.
Why would I waste one of my precious squad slots to use a mortar? It’s annoying to use, I have no idea where the enemy is, it doesn’t even have smoke.
The only reason I’d use mortar is to eliminate targets of strategic value like AAA, AT guns, MG nests etc. But I haven’t seen any of those things in a while. And even if I saw them, probably I still wouldn’t use mortar as the game rewards zergrush, not elimination of important targets.

2 Likes

There is at least a long interval in between one arty strike and another, because you can only launch a single strike at a time and it takes time for the second strike to start, so there is always time. Also most objectives have buildings which arty can’t go thru, and the ones that don’t are often times larger than the size of the strike radius, which means it won’t be able to cover the point

The capture points that are smaller than an arty strike, are inside buildings strong enough to protect from arty, and the ones that have no large buildings inside, are far larger than an arty strike.

Of course that is but deisign

Waiting for the attackers to get inside the buildings of the cap zone isn’t effective to get kills with arty.

The best way to get kills with arty is to cut their reenforcements with the artillery strike and push while doing so in order to bait more people in to the kill zone

28 s for artillery to strike the target, you will left 32 s to call next artillery. So the interval for each artillery to land is 1 minute, it can’t be considered long if is only 1 minute.

Nope, most map with no top cover are not times larger than strike radius.

I already said the below thing

And you said something similar regarding this

Long enough to push.