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.
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.
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"
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.
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.
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.
Kills arent everything the defenders can just spawn again, but if you deny them acces to the objective your team can just cap and through this win the game.
That is the problem here, that arty can just compleatly deny the cap for a team.
Yeap that is why you move around and not go thru the arty, and if it is over the objective, you wait and then get a large window to get inside the objective
With forced intervals on between strikes that allows people to flank and get in the objectives, it isn’t by any means omnipresent nor almighty. It is just a factor to take in Account but it won’t stop good players from pushing
I am talking about defending, it still deny a considerable amount of people entering the zone.
While you wait enemy already get into the objective.
Probably takes longer than the 30 second cooldown of the arty plus the time needed to clear the cap.
It is almighty in an open cap an can be omnipresent there if a team has enough radio men, since it dosent have the same shared cooldown as the bombing strike.
But it will give them enough of an disadvantage against other good players
I state it again the problem is not the arty in itself but the size of the capzone compared to the damage radius of the arty. All we need to balance the arty is to enlarge the capzone, so it dosnet delete everone who tries to capture or defend an objektive.