Further balanace and development 3.0

That’s a progression issue, not a mortar issue. I hope they will give each squad different XP modifiers to account for this with the next iteration of progression.

and thank you for your point of view you gave me a lot of ideas to try and test in order to solve this problem see you in the next Further balance and development 4.0 :wink:

issue that almost no one noticed, is that you can carry two mortars as primary for a singular mortar man.

and each one carry different ammo as they are not stacked up together

do we let that one slide through?

Imo how balance should be addressed can all be summarized in only a handful of points:

Rewarding

All weapons / weapon types must have an “intended use” and outperform most other weapons / weapon types within that intended use.

Example: Handheld AT weapons are your best tools against tanks. Snipers are your best tools against long distance targets.

Fair

No weapon may have an objectively broader / more usable intended use that could lead to it becoming meta.

Example: SMGs are too usable right now in Moscow because of the nature of the gamemodes and map design.

Counterable

All weapons / weapon types must have a counter even when used within their “intended use”.

Snipers can get counter sniped, or killed by a tank.

Diverse

Weapon types should not feel like they perform the same intended use, and weapons within a weapon type should not feel like copy pastes of one another.

Example: The current bolt action rifles are not diverse enough, but the handheld AT weapons are very diverse.

Enjoyable

All weapons must be enjoyable to use, and must be enjoyable even when used on you.

Example: Bolt actions often feel enjoyable / fair / rewarding when you kill people with them, or get killed by players using them.

sensing a fellow spammer :smiley:

You only get +1 magazine for that afaik, and in the case of mortars, that is +1 ammo.

Remove the ability to resupply mortar shells from engineers. Increase shell count to 15. Have the ability to unlock a semi auto rifle alongside mortar squad.

In the hands of a capable player, this is gold.

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i remember this ““feature”” present in berlin.

i was able to carry like, 6 mortar in my squad for a total of 3 mortar mens with 2 mortars each.

and each mortar had 10 rounds for a total of 60 rounds. equal 2minuts of real life time denying a point and killing alot of soldiers in the meanwhile.

not ok for me.

( although, they were somewhat “”“balance”"" due to the lack of enginners )

well I may have the solution but I will need a lot of time to test my theory but in short, I basically will try to find a middle ground for preventing the demise of the class

i mean, right now unlike than, the current mortar it require some skill. as you don’t have a dot in the minmap telling you where it’s going to land like berlin.

but i do agree that enginners in that squad should be removed along side the ability to get ammo from ammo boxes and keep spamming.

if you need ammo, your squad mates (AI) can still give you ammonution for that ( if you set it as primary ).

yes, for some unknown reason the AI are able to refill your primary weapons when you ask ammo through the command. they shoould give you 1/2 rounds everytime you run out of ammo.

i suppose it’s somewhat realistic and should prevent the complete spam.

seriously if you read the topic you would see that I didn’t need an engineer in my mortar squad to spamm

that is partially correct.

just like you said, if they can’t, they would become useless.

so perhaps a timer before each refill like the funker class it would solve partially the issue.

Removing the ability to get ammo and also removing the engineer is a bit harsh imo. Engineers help greatly to get XP for squad upgrades. Mortars without the spamming ability and armed with bolts alone(especially in Moscow) will struggle to score kills and gain XP.

It would be fine if mortar men get semi auto tho. Which makes the whole class a high skill high reward one. Which imo is what the direction the game should take as you reach higher campaign levels. It will help reduce the noob stomp to an extent.

not necessarely. as said before, they can still get ammo if you have at least 1 friendly AI alive.

with a bit of time delay between each refill of those few rounds, i think they can be balanced ( in my opinion of course ).

after all we are talking about an almost end tier squad. you putted time and effort to reach it. shouldn’t be pointless at all.

well I am thinking of using the mortar squad in a spamming manner but also not spamming the enemy I would barrage the enemy once every 1 full minute passes and see the effect until I reach the perfect and fair timing for every single barrage and then I would test the spots I would place my mortar squad in order to give the enemy a chance to come and get me and also fair and well-positioned place and try some new techniques on order to improve the squad efficiency

So your solution is to punish everyone for existence of mortars. Why not remove them entirely? Firstly, we already have call-in artillery that fills the same role while being easier to balance. Secondly, player-controlled indirect fire shouldn’t be a thing in a game that is focused on gameplay.

I don’t even care if mortars are powerful or not, even in best case scenario they don’t add anything positive to the game.

I don’t understand this one.

Now they don’t. That’s why they need to be ballanced.

Removing the ability to spam will do the opposite of making them effective. Mortars are already very situational. You either need open cap points to use it or some serious teamwork. Getting rid of the ability to use mortar well in that little window opportunity is a lot more destructive to the class.

In mortars I would change few things:

  • no deployment outside of the playable area
  • ammo can be resupplied but it has long cooldown and it’s at the spawn (although I like TCat’s idea)
  • proper aiming, now it’s a joke
  • overheating of the barrel to prevent spamming
  • after each shot your sights are off the target
  • make them crew weapon (just like many other)
  • give assist for spoting the target (after it’s killed)
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So,
I did ask my friend, artillery colonel, about mortars. He told me a lot of interesting things.

There is so many ways to avoid mortar spamming.
Way 1. First, and probably the best.
Tiredness.
Shells weight are high. Imagine you play tennis with ball every 2 second. You get tired of this soon. That’s why stamina is matter here.

Way 2. Stars
It could be compared to a previous.
Rookie with one star will probably send shells to the tube slowly.
Only 5 stars mortar men can be fast enough.

Way 3. Mortar heating.
After a 10-15 shells mortar can be overheating and you have to wait for a while.

And one last thing. Colonel told about mortar men death cause they throwing a next shell before previous were out of mortar tube.
It could be a mechanic in a game. You will be careful and don’t one click 100 times per minute with your mortar.

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