First 2 rounds after engineer unlock, can sit in spawn where no one can touch you, with an engineer who give you around… 6 supplies so 60 shots per box and can make around 8 boxes? So around 490 shots, doing the same job as artillery but also after 4-5 boxes there and winning the rounds because no one can get on the objective.
Was going to say, a possible idea for mortar is change it into an anti-tank sort of weapon instead of anti-infantry. Artillery works as keep unit away mechanic, but a lot of maps (Normandy Beach). There is a lot of spots where tanks can camp high up and AT outside of other tanks can’t reach it.
But IDK compared to radiomen, artillery does the same role but better.
i disagree.
mortars considering that are at somewhat of a far level, not everyone gets them right away. plus they are an usefull tool for sweap rally poin on open position, or sweap away well entranched positions. or even cut out reinforcements.
the perfect counter would be a cooldown of 1 minut within each refill ammo.
or perhaps a system like the mg42 where you have to cooldown the tube because it fired too much.
leaving space and time for the attackers/defenders to have a relief.
but this is just what i think of course.
It needs some change, heck if anything make them pop up on the radar for planes to shoot them down. Because I just had 5 more games of 80-100 kills, 0 deaths.
Again tell me what artillery does that artillery can’t.
Arillery/Mortar can both damage tanks
Artillery/Mortar have wide aoe
Artillery needs a direct hit or does next to nothing
Mortar needs to land in the general postal cod- general cit- general cou- general planet and you get a kill.
The whole point of a squad is it does something, but Mortars right now remove any need for the radio squad. Even with a cooldown with 20 mortars I’ll prob get more kills than an artillery call will give me the entire round if I sit back and do nothing.
It being a higher level shouldn’t = does the same role but better.
well, it’s matter of opinions.
and for common sense, both are powerfull as they should be.
there’s a different in being powerfull, and being almost godly good because of spam.
and for that said reason, they have to be powerfull. but the game should not allow the spam with enginners.
that’s why cooldowns could and should solve the issue.
one thing that i forgot to mention, it should leave tracers like the battle berlin of berlin where mortars leaved visible tracers.
so it would become fair and not too powerfull.
that’s a different topic.
like, artillery are in a need of different rework.
remaining to the main topic, i don’t think that makeing mortar useless it’s wise and good decision.
they got nerfed for other reasons and didn’t helped.
so that’s why cooldowns are essentials from ammo crates or the gun it self.
in order to prevent this cheesy tactic further more.
so yeah, that’s why i think applying the same cooldown of the mg42 will slow down players.
so that the people that are low on patience, they will most likely abandon it, and fight at the front, while the others that are gonna wait, they will be able to use it again.
making a usefull and precise tool for critical situations. such as, enemy swarming the point. use mortars. and in combine with the other squads, retake the point. there is a rally point over there? i’m not gonna waste my or my comrade tickets, so i’ll take that out from distance.
but wait, there’s another mortar, better see the tracer, and fire on that general position.
not ending up having the fear or even touch the point because rain of mortars are coming.
you might gonna hate me, but i think that mortars should be buffed, and give exponential nerfs.
such as, increase the speed of the round to hit the ground making them like the real life counter part, but after that, you will have to wait for the weapon to cooldown in order to take other rounds. as sort of balance.
wtf ur talking about, LOL i am alredy lv 12 camp, same with my mates playing with me, 4 hours x day since the game come out, 100% sure there are people who reach 15 or so
“lol”
you don’t see many mortars in battles.
not everyone reached yet the mortar squad.
P.S. just because you reached them, doesn’t mean everyone did.
Exactly because i dont nerd and i reach it, i am pretty sure others do, check my other topic, i was in a game yesterday were all was call arty or mortar.
2 plebs push, rest sit in base calling arty’s or mortars
The game meta now is spamming arty/mortar for the win.
It need absolutly a CD for both
furthermore we are in a need of balance.
don’t you think?
maybe that’s why me and others are trying to push for a nerf.
Ye it need so huge nerf, CD or something like in Hell let loose , where you need a number of Ammo stuff to call arty
Why I said they don’t fit the game, aka remove them. I’m fine with them existing and going to milk the free exp they give. But they’re going to make people quit the game (you forget you can run two of them, so you can endlessly fire easily with 2 shooting out 10 rounds.
1 minute cooldown?
3 second for each fire 10 x 3 seconds = 30 seconds.
2 x 30 = 60 seconds
60 seconds = 1 minute
All you’ve done is change it so it takes 1 more level before the infinite spam comes around.
Also
Enemy swarming a point… call down an arti- oh right it blows chunks cause it’s not mortars, which has the same aoe spread but… no killing power except on lucky hits.
Everything mortar does, artillery does better.
That’s the issue, it does a role that another role is already doing. (Also does it better for countless reasons.) EVEN if they had the same frequency
Better killing power vs vehicles
Better killing power vs infantry
Can fire into dark zones, hitting infantry who have recently spawned (artillery can’t be called in the dark zones.)
Doesn’t reveal itself on the map
Over heating doesn’t work again, you can field 2 = heating system doesn’t work. People are already abusing spawn immunity, with forward placement to spawn people in front of the objective, with their 5+ seconds of immunity. Also since the unique pay squads can field well above the normal amount, how do you balance a heating system/ammo system when there is 4 of them?
Either remove Radiomen (worthless, in comparison to mortars)
or
remove Mortars in the current version of the game
OR
change mortars to instead use specialty ammo
2 Smoke (Cover an advance) + 8 Incendinary chemicals (leaves fire forcing people out of cover or they will die, direct hits can put engines ablaze after multiple hits)
Make it an entire new role and more supportive/area denial. We dont need artillery call 2, artillery call but better.
mortars for vehicle dosent even really need, like 1 explosive pack do the job to the top tier russian tank btw
The point is, it does EVERYTHING artillery strikes does but better.
TnT yes does the trick, but you’re bombarding a spot with infantry and a tank, that tank gets damaged and possible dead/wounded tank-crew.
Why play radio squad, when a mortar squad can rack up 100+ kills while being in a zone that will kill enemies if they walk into it because it’s out of bounds for them.
i do not agree.
just because you don’t like them, ( me neither all that much if have to be honest ) doesn’t mean they have to be removed.
as stated multiple times, i do recognize their value if used correctly.
not if tweaked…
not sure this one it’s the first and main thing on why people leave the game.
nope, i do not forget them.
perhaps we could actually remove the second slot if needed. but it’s kinda as back up.
that’s why you can apply cooldown on the weapon, AND the ammo crates.
it’s not that hard.
how many times do i have to repeat it?
perhaps a cooldown of 1 minut on each mortar as a literal cooldown of the tube, and perhaps 30 seconds on the ammo crate?
it would be already 1 minut and 30 seconds of cooldowns.
which it’s something.
n-no…
artillery is actually worst.
no?
one is for heavy support ( artillery ) on high entranced positions or general position of the enemy.
mortar are more “precise” in picking out targets with different radious and range ( unlike the mortar that concentrates points on only 1 position.
i don’t know where you get this idea from, but for experience, i only managed to destroy 1 tank with mortars and another 1 with artillery.
but this doesn’t usually happens 10/10 times.
that’s why are being used, isn’t it?
agreed. should not be able to fire on the enemy spawns.
questionable decision from the devs. no doubts.
not to sounds too bitchy,
but those are superficial issues that half of them are not because of mortar fault.
like, rally point protection makes everything powerfull for that regard.
again, it’s debatable. they have their own purpouse. being different than the one.
those were never been used outside the phosphorous from the americans.
perhaps could work as a radio operator rework.
Just look at this guy streaming, hes spamming no stop mortars and arty since game start, at spawn, no risky, and getting kills over kills
Just not allow mortars to resupply at all and it will be good.
Players will either waste all their ammo at the start, or save it to destroy valuable targets (like AT guns, MGs etc.) To be honest I suspect 1st option as nobody pings anything so finding a good target is next to impossible.
Either way, no more spam.
duh?
i’m not blind?
Yeah, I agree.
This was brought up so many times already (this is a problem literally from alpha testing), it actually makes me cringe every time it is brought up yet AGAIN with literally the same explanations it is engineer crates, not mortar that is OP, with literally the same suggestions and solutions as the previous time. Yet it is constantly ignored and so we are getting more and more “mortar op” topics.
@Keofox Please, is it possible to forward issue with unlimited ammunition for mortars to devs? I think it was discussed more than enough already.