Maybe some people will hate me for this but,what about for mortar dudes get a new shell (who you need research in the tree) who its incendiary shell,I remember read about this,sadly Japan for this would need a Mortar II unit
There may be heavy mortar fortifications in the future
should be able to expect
But I want gas bombs and anti-tank bombs more
could be nice idea, for attackers, if we add the ideas of the defender stuff who guardianreaper and others give, would be nice add it
NO.
I do not agree with this proposal. Adding such a capability to the mortar force should never be done.
Mortar units already have sufficient performance and do not need to be reinforced.
Currently Ampoulet can spam. Simply launching it into Berlin’s urban areas and other places where choke points occur can severely limit enemy action.
Ampoulets are relatively easy to deal with as long as you know where they are because the line of fire passes from the point of impact, but mortars cannot know where the shooter is, and of course they cannot be eliminated by fire from the opposing side, so giving them a fireball would put the game balance in a deadly state.
You can dominate the game by remembering the choke points on the map and just hiding in the shadows yourself and shooting there endlessly.
If you add that ammunition to a mortar unit, it must be nerfed, such as not being able to replenish additional ammunition or shortening the flame duration. But do you want to add that much?
In any case, I don’t think that feature is needed.
Mortar massacres mostly only happen with monkeys and AI
In most cases the defender only needs to keep a small number of manpower at the stronghold and spread out the defense
Not to mention they have no use in most indoor strongholds
The only function is to release smoke
Incendiary and anti-tank shells will be effective against tanks and blockade routes
This is a feature that is clearly in demand by both parties
Especially for the early ground troops who do not have the ability to counterattack black zone tanks.
This would provide a safer anti-tank capability than an anti-tank gun
I guess 5 rounds for each of 3 to 4 types of shells would be reasonable.
then, give one to japan, right now for high br is a joke ^^
Only Germany and the Soviet Union have
And these things can only be used at level 5
Newbies may need them more
I greatly disagree.
Compare how many people use mortars to how many people use radio operator.
Do you think its even close?
I do think that the mortar squad needs a rework/ buff, perhaps not with incendiary shells, but something.
As this is what it is supposed to do.
I don’t know what you are talking about as I find it very easy to track down and eliminate enemy mortars.
The sound is very distinct so you can hunt them down with that.
I already have asked for Willy Pete mortar shells and tank shells and some buffs for WP
Calm down. Mortars are already under utilized and need something to give them more appeal. It isn’t that hard to entirely avoid a mortar on most maps anyways. Just gotta stick to the flanks/inside buildings and you’ll never be touched
you are the fool here, I will remind you a guy in the forum once suggested about a mobile rally and now we have APC,people like you dont help the gqme improve,with all respect,he is just a defensive player,like me,I play as support and he give many good defense ideas who people like you hate and just directly insult,so be kind and respect other points of view,thank you
How about we just make the smoke rounds White Phosphorus and call it a day
could work
Yeah because right now smoke is all but useless as you don’t know what needs smoked.
Hey, it seems like there are more idiots. As for Mobile Rally, I don’t think the developers added it based on Guardian Reaper’s suggestion. A similar feature already exists in Battlefield, which this game clearly references. I just copied it. And he’s not the only one to make a similar suggestion.
If you think that’s his credit…you seem to have a pretty funny brain.
Also, if you want someone to behave like a gentleman, you should behave like a gentleman.
Fire is undertuned at the moment. Even the flamethrower needs to keep dealing hit damage to kill enemies quickly - if they rely on the fire DoT effect they will get shot before their enemy dies from burning.
You can literally sprint through a molotov puddle and not burn.
In this context, I think incendiary mortar shells would be far weaker than default mortar rounds. And with many maps being patched to contain more routes than a single chokepoint, firing your incendiary rounds at one of them doesn’t put a lock on your capture point.
Now, we agree that incendiary shells should not be added. However, for me that’s because every mortar who trades in part of their HE budget for incendiaries will essentially experience a nerf through this. While you’re scared incendiaries will become too powerful. And I’m happy to adopt your perspective if you can back it up.
Due to the nerf, white phosphorus bullets and Molotov cocktails now have better performance. However, if you shoot it with a mortar, it seems like it can still be used for spam.
Mortars can fire 10 or so rounds of ammunition in succession. If the power of incendiary shell is equivalent to white phosphorus grenades, there will be an area equivalent to 10 white phosphorus grenades where you will gradually receive damage just by being in the area.
For example, if a CP on a bridge in Berlin is bombarded with white phosphorus, it will be difficult to stay there. Unlike grenades, mortar shells can be replenished, so even if the white phosphorus shell lasts only a few seconds, it can be fired repeatedly, creating a vicious spam.
If you’re adding incendiary bombs to your game, you’ll need to figure out how to make your game allow them. For example, the impact locations of incendiary bombs need to be spread out among low-tier mortars or higher, or the power, duration, and range are narrower than that of white phosphorus or ampulomet bombs.
As I wrote in my first post, I am against adding incendiary bombs. And my opinion is that if we were to add it, some kind of adjustment would be necessary.
The OP should have suggested what kind of performance they envisioned for incendiary shell. Without specific mention, what comes to my mind is something like just mortaring Ampulomet or white phosphorus. . I can only say the opposite.
I don’t specifically target anyone. I just debate topics which I disagree with, or add on to ones that I think have potential.
I actually use mortar squads quite frequently.
The thing is, to have full effectiveness of this squad, you need a teammate as a spotter, so you aren’t just dumping rounds into the same location repeatedly. While this may be decent for suppression, players with more than one braincell can figure out how to flank/ avoid it.
In comparison, artillery squads have such a massive amount of power, can be called in even if you are in a bunker, drop large volleys in very short periods of time, and can be operated without even needing to switch to the character, making it easy to operate another soldier such as sniper or something simultaneously (which you absolutely can’t do as a mortarman).
The range of the 50-60mm mortars is about 250m, while the 80mm mortars are about 350m.
The explosions themselves have a very distinct sound. So you can identify that they are being used. If you push up to about 150m from them, you actually CAN hear where they are being launched from.
Perhaps get a better headset or pay more attention in the game, you’ll hear them.
There really is no reason to be toxic.
- Sniper
- Mortar
- AT field gun
- Tank
- Plane
- Mark it and coordinate with your team for an attack.