Mortar nest fortification: Built by engineers in Mortar squad

Here is a tip for mortars:
Once you have played the maps enough, and have a good idea of “where” the enemy like to hold up/travel… use your map to lay markers down and toss 3-4 shells at a time, and then adjust 10-15 meters.

Great places to mark on the map, is just behind the objective, where players like to hide the squads out of direct fire.

(this might be obvious, but maybe not for some)

The problem is there are not enough human players per team.
Considering many games have composition of A.I. and human players, it’s difficult to effectively fulfill each of the roles of all the squad types available…

For example:
Say you have a team that is composed of six human players, and four A.I. players
-First, void the A.I. because they are mostly cannon fodder.
-Second, now consider that you have 6 players on the battlefield

If one or two players fly a plane…
If One or two players are in a tank…
All you have left are 2-4 players left to push the objective.

Now take all the classes into consideration. Each one is designed to be useful in a different way than the others.
If you have one player who wants to use the sniper class, you only have 3 players left to push the objective.
What if you have another player who wants to use the mortars?
Or two engineers who are occupied building fortifications, rally points, and support the team?

How many people are left to rush the objective?

If there were more players in a given match (say 20 vs 20), then all of these roles could be fullfilled without issue.
Maps would need to be expanded a bit, in order to accomodate this influx in players on the battlefield.
Also, better new game modes would need to be implemented, or else it would be a cluster-f**k with 40 players and their squads all rushing the little areas.

2 Likes

This would be awesome to build a full setup like that. However, if the structure comes with 40 rounds, the engineer limit should only be a maximum of 1 unit per engineer (maxium 2 engineers, 2 units of 40 rounds each)

Anything more than that, and you’re asking for people to abuse the mortars into infinity.

at least AI will push into the cap… human players are the problem with camping… too many people are afraid of death and just dont push. or they are sniping for kills…

i am all for more players with bigger maps. mentioned it few times in different topics. for “MMO FPS” 10v10 is a joke.

2 Likes

I cannot disagree. However, the camping is only a product of bigger issues within the game’s development.

2 Likes

Beacuse small battle areas for engagement and gray zones with poison.

Many players voluntarily move away from the area of intense engagement, but they have nowhere else to go, thus camping out.

In some modes with multiple capzones, such as Conquest and Assault, the player can move through different areas, which makes it much less likely that they will camp out motionless.

Many player likes camping, they may choose to playing as a sniper. Which many players likes using weapons with scope and stay behind away from the frontline.

And certainly, camping can be a way to play, but in the current game modes in Enlisted, there is no room for that role yet.

—-

In the current game, the only way to play is to rush into the capzone with your submachine gun and automatic weapon or explosive and shoot. Then find a way to cut off your opponent’s route into the capzone. Win the final victory

1 Like

Why would anyone with tactical sense push into an objective that is overflowing with enemies, and have an existing line of reinforcement, before establishing a way to thin out the incoming enemies?

Most of the comments I’m seeing are just people saying that mortars aren’t worthwhile because a player needs to sit back to use them and that’s a bad thing.
HOWEVER:
What is the ultimate difference between that and using molotovs or WP to keep the enemies pushed back, and reduce incoming reinforcements? You can get more range and sustainability from mortars! One less person on the objective, but if he’s doing his job right, is stopping at bare minimum, one if not more squads of the enemy getting there in the first place!

I really don’t know what on earth you are talking about, unless you are ONLY playing Stalingrad campaign.
Any map that has open space that enemies need to traverse, mortars are useful. The only problem is that CURRENTLY they are only able to fire mortars one at a time, which isn’t as effective as being able to use both mortars in the squad at once. If that change alone was made, it would make a HUGE difference.

are you really serious with this question?

overall getting direct line of sight on enemy will be more useful to stopping enemy reinforcement and provide another target to shoot than mortar with its indirect shooting and delay on mortar shells hitting. mortar can be OP or it can be downright useless depending who is using it…

they are already good for maps with open caps. and downright useless for caps in buildings. getting double mortar would be OP? idk. but i am all for reducing HE spam in this game.

So what you are saying is you are mad because I’m not up there getting killed rather than your guys? If I’m properly shelling the enemies, especially if you are MARKING them, there shouldn’t be a problem. I’ll be reducing the amount of enemies pushing you, and wounding others so it takes less of your bullets to kill them.

yes. cause battles can be very hard and every player on cap helps. with more players you can cap faster, there are more bodies to tank and you can repel enemy easier. there are only so many directions one player can look at one time. also it is not only about blocking reinforcement, but also about clearing the cap.

also there are many maps where you just cant map enemy reinforcement cause they are behind buildings. and there are many times where people mark windows from where they got shot. overall mortar is great for getting few kills on open caps and then rushing in. without voice communication it can be pointless even with marking.

1 Like

I’m happy with just about how everything for a mortar team works right now, except I would like to see mortars be a little more consistent and thereby be a little more predictable and accurate… Right now if a mark is out at 130yd and I fire 5 shells, maybe one of them will land near the mark, while some don’t even make it to the mark, others go far past it, or are far to one side or the other. AND I’ve also had them all land on top of each other.

Make it be a set of perks, or even better, offer upgrades to the mortar tubes since as of right now there are none available.

You could also sell us API and white phosphorus shells in Logistics, too :slight_smile:

This part I can agree with. Even AP shells perhaps, but WP should definitely NOT become a shell type. The grenades cause enough problems.

It seems that especially on Pacific, they are changing around explosives a lot and nerfing almost all of them.

  • mortars are almost worthless currently
  • artillery and bombing runs are doing far less than they should be
  • aircraft bombs though small, seem to barely be registering damage
  • tank shells, though small, also seem to barely be registering damage
  • shells from the AT field gun, as a 47mm, both AP and HE seem to rarely register damage correctly

I think they are trying to push it do be more “infantry friendly” due to many players not having combat sense and getting frustrated when they keep running into the area with explosions.

At least with the mortars, they WOULD be usable, if you could use both at once like I have in this suggestion.

I would like mortars to be more usefull and fun than now…

So I could use them. Right now I feel they are a waste of a good squad slot

2 Likes

I got to thinking about this again recently, because a lot of people mentioned they don’t like mortars due to the necessity of teamwork. While I would love to see players use teamwork more often, that’s just simply not always feasible.

So something I would like to additionally see, especially through the implementation of a mortar nest fortification, and possibly Engineer Squad Fortification: Guard Tower as well, is to allow your AI with mortars to target an area that you specify through the use of binoculars! This way you could act as your own spotter, and order explosive or smoke shells with more precision.

Before anyone says “just use radio operator artillery” using this method on a mortar squad would come with its own unique advantages and disadvantages.
Advantages:

  • No circle warning players its coming in.
  • Higher Precision
  • Can switch between smoke and explosive without having to wait at least 2 full minutes
  • Can be fired in a suppression way over time to keep the enemy at bay.

Disadvantages:

  • Limited ammo
  • Must have a line of sight to the enemy with the use of binoculars.
  • Can be taken out by a multitude of means
  • Must be used in an outdoor location (in comparison, Radio Operators can hide in a building all game and never be exposed.
  • Still is audible, so players can potentially track down a mortar nest to kill it. (Whereas Radio operators don’t.)

Point your weapon towards cappoint → press v → deploy mortar → aim at spot → magically know the distance → adjust your skill cannon 9000 → proceed to spam cap point → so much skill

Immersive
Realism
Historical accuracy.

2 Likes

They each require skill of their own kind, and both are mindlessly spammable in their own ways.

You CAN do this, and rack up some kills, there is no denying that. However, fine tuning your aim and hitting certain areas of clustered enemies can take skill and teamwork, and can reward a lot more kills.

CQC CAN load up with SMGs and grenades, and just spam them down hallways, and rack ups some kills. However, taking time to flank, use grenades at opportune times, etc, takes more skill, and can reward a lot more kills.

Both are valid.

1 Like

This is a good idea, and would probably make me play mortars more.

1 Like

Yea, id say learning curve between aiming with smg and deploying mortar are almost equal.

You can just open MAP and see where your shells hit at.

If anyone is actually having hard time with flanking and considers it as skill requiring task id suggest to try something else than fps games :man_shrugging: