Mortar really doesn't fit in the game

That 50mm infrantry mortar should not damage tanks shell is literately size of a hand grenade. Mortar should have chance to blow up if you sustain fire too long… I was watching certain streamer last night shamessly spam mortar one entire game… I think its time to remove engineer from mortar squads!

that is not going to help. Just spawn with engineer squad, build your stuff, suicide, spawn a minute later with mortars and there you go… Easy workaround to the innefective bandage solution.
Just restrict ammo from engineers to mortarmen instead.

I hate to say it, since I think it restricts the usefulness of ammo boxes to being kinda pointless, but limiting ammo boxes to not give OP ammo may be the way around it.

I was annoyed to find out ammo boxes dont resupply grenades or detpacks, but now that I’ve gotten better at chucking detpacks, and give them to my entire squads, I can already take down 1-3 tanks with a squad with relative consistency, so resupplied det packs may be a bit OP, and it makes sense to me now why I can’t get any.

Perhaps they could limit the amount of times you can take ammo from ammo boxes, or maybe even specialize the KIND of ammo box that the engineer can build. Maybe he has a choice between building a light ammo box vs a heavy ammo box. Maybe the heavy ammo box can resupply grenades, mortars, or tank ammo, but severely restrict how much it gives.

What if you would need to go get more ammo from reload points for mortar?

It’s not the meta tho you don’t get more then like 4 kills with arty

U wont need kills to be first and get 7k points, all u need is 200 assist :wink: wich arty and mortar let you do

Ok it’s not hard to get 7k get a 100 plus kills and 20-30k xp

if the maps where better, and the HE did propper dmg

Just makes it so they will have a friend play engineer with radio. Issue is in a game about squad and team work, removing engineer slightly solves the issue.

The heavy ammo box wouldn’t be a bad idea, but it would have to be an engineer squad.

But a big issue is you can just play with a friend, and go sniper w/engi squad. But it would make it less OP. The big issue imo mortar crews are just radio men 2: electric bogaloo. They do the exact same roll but better.

TnT imo is another big issue, it’s the only grenade to run
Frag: has low AOE + bounces away from generally where you throw it, making a prob 3-4 of a squad dead too 1-2. It’s hard to control the throw
Molotov: Kills engines, spreads fire for a few seconds but quickly goes away. It’s alright- but TNT can kill light tanks in one throw, and can disable tanks with 1 throw than a second to kill.
TNT: If you share a room with it you’re dead, making it an excellent for charging/clearing a point, kills tanks, kills placables. (I think it needs an infantry killing nerf, where it just severely wounds (Other than being really close it should heavily wound infantry instead.)

Big issue there is always a place behind the objective and that’s where you bomb so they can’t get in. (while your team camps.) IT also makes it boring for people assault my friends where like wtf, we can cap a point and only 2 guys came in.

Oh, I like that. It forces multiple squads to work together to even refill heavy ammo. It makes sense too, heavier ammo should require a dedicated logistics unit to emplace.

And yeah, det packs kind of invalidate every other type of grenade. My only exception is tankers, who I run smoke grenades on. On every other squad, if I’m not running a det pack, it’s because I’ve run out.

I do think regular grenades have some good qualities, they’re smaller and easier to chuck through windows. Much further throw distance as well. Better if you have to be in relatively close proximity to whomever you’re trying to nade. Smoke grenades would be nicer if they blew with the wind (and also, add a wind mechanic to make that happen), and I think molotov’s would be better if they 1: Burned for longer when they catch combustables on fire, like wood, and/or 2: Had a random chance to engulf tanks in flame by reaching fuel or ammo, espescially if you hit one against the fuel tank, or hit the top of the turret while the commander is out, or chuck one into the open top of an M8, and/or 3: were capable of burning a house down over the course of a battle. Imagine showing up to a control point hoping to take cover in the house you’ve been using all game to find it’s not there anymore, or too up in flames to enter safely.

However… Boi… I’m a tanker, I know what tanks are capable of, if I see one as an infantry squad, I make it my mission to kill it. I’ve chucked 7 det packs at a stuart within the span of about 10 seconds just lobbing and switching squad mates, and repeating. No slippery b@st@rd is getting away from that. And may god have mercy on anyone within that postcode. I think perhaps detpack spam would be less common if the piat and sturmpistole weren’t so weak. I was like, legitimately mad how many rounds it takes to kill a stuart with a sturmpistole. I think I landed all 4 rounds the first time I used it, and my squad made detpacked it to finally finish it off. It wasn’t until I landed a hit like 50+ meters away on normandy that I realized its value in terms of projecting that anti-tank firepower at range and with little chance to dodge.

However, even so, they’re still so weak that it’s hard to get a kill, even landing all 4 rounds. Now I use him to disable tanks so I can finally get close and detpack them without much concern. I feel like they really should’ve used the panzerfaust and bazooka instead, pretty sure either of those would basically one hit kill a puma or stuart so long as you hit it in a good spot. If I could have a dedicated anti tank unit with panzerfausts or bazookas, I would probably reduce my detpack usage to 2-3 per squad and try out the other stuff for once.

Oh, Boy yes Sturmpistole what a waste of time Id rather have Panzerfaust it actually works!

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Yeah.

I don’t even disagree with the sturmpistole being in the game, I just feel like that shouldn’t be the only weapon for long range man portable anti-tank. They could totally have a progression from sturmpistole, to panzerfaust, to panzershreck

… In fact… Screw it, Sturmpistole shouldn’t be a bomber class weapon at all. I did some research on the real deal, and honestly, they messed up with the sturmpistole. It SHOULD do that little damage if it’s modelled correctly. It has an impressive 80mm penetration shape charge, but, it’s such a small round that I could see it not doing much damage, mainly only being able to hit critical components. It really shouldn’t kill in one hit unless you get a lucky hit on fuel or ammo. Also, the ammo for it should take up the inventory slot you would spend on a grenade, that way you can’t carry both 4 shape charges and a det pack. Otherwise you could conceivably have a whole squad of both sturmpistole secondaries AND det packs, and that would just be way too much for tanks to handle.

Rather, it should be open to trooper or other infantry classes, but only in the secondary slot. And then they should’ve given players the option to change the type of rounds before a game, and then a scroll wheel to select which round to load.

Turns out, these were essentially a modified flare gun pistol. They could fire not just shape charge anti tank rounds, they could also fire antipersonel grenades, flares, smoke, etc. They were a general support weapon.

I know they implemented rifle grenades into one of the other campaigns. The sturmpistole should essentially be the grenade launcher for the axis in Normandy. Then give the panzerfausts/panzershrecks to the bombers.

Furthermore, the piat should get a damage buff. Pretty sure the piat and bazooka were fairly destructive IRL, they should be capable of 1 or 2 shotting light tanks like the stuart and puma.

I messed up how I wrote that and I’m getting tired of not being able to edit my posts. I’ve seen the edited stamp on other people’s posts, where’s the edit button? I’ve looked all over and can’t find it.

You can already do that. I surprised myself when I landed a frag in the open top and blew the whole tank up.

Sturm pistol is the same with the piat, you just dont lug around a massive thing on your back making you easier to spot prone so… Sturm Pistol >>>> Piat. Piat does nothing to the front of tanks.

Light tanks = Piat/Sturm/M8 Pistol Penetrate from all sides
Medium Tanks = Piat/Sturm has to go for the sides/rear shot
Heavy tank = Sherman Wumbo, have to go for rear shots

Only thing that can possibly penetrate front armor is other tanks,stationary AT,TNT