Their is no counter play on invasion, except stand in the one shot area, and most normandy invasion missions will have a place especially for USA will have an ending spot where one mortar can stop all capping from ever happening with infinite ammo and mortar barraging.
I’m fine with artillery, but that’s because there is some down time between them. (i think artillery needs a CD on a specific area, because on conquest you can do some toxic strategies of shelling the given 24/7, while protecting your given spawn.
You people calling for mortars to be removed just need to calm down … I’m sure they are not going to stay they way they are. It is however beta and you need to give devs the time to address the issue
Mortar and artillery are fine, they just should not feel so comfortable. There must be some kind of counter-battery gameplay, their positions should be detectable and vulnerable. At the very least they should not be able to fire from places enemy cannot reach.
That would be nice, big issue is they hide in the black area so you cant counter them with artillery, and it would force a mortar to go in the white area to deal with them. The only solution is to have air blast em, but since the mortar doesn’t reveal itself since it doesn’t fire an explosion.
Artillery is just annoying when 2 radio squads just constantly shell one open objective 24/7. Just played a match where they lost entire squad going for their given since we just capped their given, and went far off to double artillery spam it with a squad of 4. Since radio squads only have them down for 10 seconds, there is 10 seconds of that spot being quad artillery in a single spot. and 24/7 constant artillery on a spot. It’s more that bombing a specific spot over and over needs to be re-balanced as it really shows they didn’t plan 4 radio squads working together.
Issue really is with invasion, a lot of USA attack will end on an open space. A good example is one invasion ends with the B point in the swamp area, which has the 240mm artillery cannon with 0 cover. So you can just mortar anyone who gets or attempting to get to the point. Really a big issue with invasion maps and mortar range (they can snipe all points from spawn).
Artillery the big issue is really in pre-mades can just have an area permanently artillery. With 0 friendly fire, enemy infantry can stand in it and hold a point, while their buddy just constantly artillery/mortars it to kingdom come. With invasion only having 1 Area that’s where it becomes really toxic we held a single point with 4 people spamming artillery.
Mortars are borken - remove
Arty is borker - remove
Planes are broken - remove
Explosion packs are broken - remove
Tanks are broken - remove
AT weapons are broken - remove
SMGs are broken - remove
Rifles are broken - remove
The game is broken - remove
You guys are like caveman’s, if something doesn’t work the only way to deal with it is to remove it from existence.
Because apparently, finding solutions hurts.
Mortars are indeed broken - and just very boring to play and have 0 counter play other than go to other point, in invasion you have 0 points. They would need a total rework and in the current game don’t work and ruin invasion game play.
In all honesty radio/mortar do the same role, it’s just one is WAY more deadly to be in the area and you get 0 warning of it being in the area. I’ve offered solutions but the thing is artillery and mortar do the same job, and one I actually offered a solution to it’s balance with artillery abuse in squads.
No, ammo resuply is broken. No infinite ammo → no spam
Don’t play them, leave them to people that want to use them.
I may as well say “remove snipers” as I never use them.
If enemy is at his spawn then wait for devs to finaly reomve ability to place mortars outside of battle area. Meanwhile use mortars and planes to kill it.
See 1st point.
No. Arty is area denial while mortar is precision strike to take out valuable targets like AT guns and MGs. Or at least that’s how it should be when we remove option to resupply.
So wait for devs to implement them. I agree that it takes them ages to remove such game breaking mechanics but what else we can do?
Spam may help but not if we spam suggestions that contradict each other.
I do think that making them detectable would do the trick. For example, draw a circle on the map, indicating that an enemy mortar/radio operator is somewhere in this area. The circle radius could even vary, depending on your soldier’s skill - a more experienced, battle-hardened soldier would be able to figure out more precisely the area from which they are being shelled.
AHAHAHAHAHHAHA, oh god this is the best one. The big issue with doing this is you’re playing wack-a mole with killing mortar soldiers. So spending the entire match to bomb a dude who can just suicide rush 2 points lose his squads to get them back (people can also just suicide their squads into mortars again.)
The issue is the only way to spot a mortar squad is this. They’re standing out in the open, they can be used inside buildings because they dont really shoot a “projectile” like a real mortar.
What really is happening is you fire the mortar, and aperature science makes an instant portal you can’t see teleport the projectile instantly into the ground to detonate, takes it a bit since warp science isn’t exact and than detonates. As long as “directly” on top of you isn’t covered you can fire the shell.
which can lead to hilariously cheesy setups. Once they figure out this knowledge. Take D-day they want to hit the first bunker- did you know you can go into a behind bunker that they can’t access and just fire a mortar…
This makes logical sense right, pressing your mortar up against a wall, firing it but since the wall is infront it detonates since realism ri- s
Nope how mortars really works. Since 90% of the cover in the map is bombed out houses with massive openings and orbital strike mortars, they dont feel real, and more hilarious explosion magic.
It’s true that you can fire when being very close to the wall - you can even see a bomb falling down after hitting the roof for example (but that is only graphical model, explosion happens in the place you wanted anyway.
But it’s not 100% how you showed on the second drawing
There is also no “portal” teleporting the projectiles to their destination. (at least at the longer distance)
For example if you try to shoot mortars on Monastery Invasion map in Moscow - the walls and towers definetely stop the projectiles, exactly like they should.
Another wierd thing is - my friend once took down a plane with his mortar. So the projectile must be somehow modeled, it is just weird.
IT only checks if there is something above you if the projectile is legit, and then again another pointer straight down at a random area. Which is why it’s such cheese for either side to abuse. First objective on the church the house looks like this and you’d think with the mortar facing you they would have protection
Tree’s ontop dont count so that’s great for planes trying to spot em. That’s the big issue you’re playing wack-a-mole to a person who doesn’t give off their position. A tank at least gives a tracer.
Now to give you the artillery issue in premades. Your map looks like this, it’s a nice map My premade of four and you just joined the game with us alone and impossible to pre-setup this with randos. The upgrade for radio squads make it so the 20 second artillery is on a 30 second CD the second you use it (so it’s only down for 10 seconds)
Now enjoy as we make the map look like this forever. As we watch over the point with a snipers in our squad. On certain map again it’s cheese (Swamp map is a good example where B/A are out in the open to cap.)
Only one open point on the map where artillery is super effective, enjoy capping an area that is constantly called in with 2 artillery strikes, and periodically 4 for 10 seconds. Mostly my idea is you can’t call an artillery in the EXACT spot until the current one is done + a bit of time. To stop premade squad cheese.
Oh I can solve this one, what ever is last to hit your plane (including self damage), is the killer of the plane. There isn’t a projectile, what happened was
, your explosion hit them as an A20 this is why i try to drop one bomb on my own spawn because I’ve got so many 500 pound bomb take outs on BF110/109’s. Technically you could dent the paint job with a 9mm pistol bullet and get rewarded the kill. OR hunt down and kill an BF-110 who was chasing you for 2 minutes and being a thorn, get him… and right before he hits the ground fire his missile and it’s a self kill and you get 0 points, your ally could’ve sent a insult that hurt his feelings right before he hits the ground and it’s now a credited to your ally even if you did 99.9% of the work it’s who ever gets the last tap.
Why not simply display the mortarshots with a small smoketracer so u can see where it come from? it also would spice up the motar gameplay. u would have to move and relocade or u get bombed by arty.
Bombed by mortar* cant hit artillery in black zones. Which mortars have too much range, but the issue the too much range isn’t accurate enough M2 for USA had an effective range 1.8km.
Than you have the issue of we would need to re-balance air (USA air is pretty much ignored til the A-20.) If it left a marker (but even than there is some cheesy spots you can go where, even with a marker on certain maps will just force the plane to suicide bomb or spend way too much time getting the energy to hit that squad and not die from aiming straight down, or get REALLY accurate bombs (dropping them in the ladder hole to get to the top of the bunker.)
My real reason is mortar and radioman really provide the same role, just one picks a sniper on a team and calls artillery strikes for a whole match, the other just mortar bombs the entire match. Both provide area denial, and I would say mortars do a way better job because it will decimate. BUT generally an radio player will venture out of the dark zone the mortar player will NEVER leave the dark zone. Forcing them to move really I guess makes planes less annoying, but also somewhat bad game design (why cod/battlefield give a fuck ton of points for support roles and show it all over and give medics top points on the score board, and shows score board first is because it plays into people’s inner greed.) we would just have the issue of do you go for the 3 kill or the objective kills that give you 10-28 kills + tank kills.
Look at people complaining about killing air/tanks isn’t worth it yet have the same value of 8-15 kills for what generally can do safely and easy. With a properly upgraded squad getting 3x exp people dont see them as an easy way to get 24-45 kills worth of exp with the exp multipliers on a side character. Also giving 200-300 points on a single kill instead of 20-30. But people who run bombers or have an engineer squad is MINIMAL, because if you don’t shove rewards and make it apparent or make supply (squad) integral to having fun. Players wont do support roles.
So a big issue is radio usually gets ignored and pushed to the side as area denial that pushes people off versus gives you so many kills… one looks more rewarding than the other… If you make them have the same power (even though 200mm+ artillery should be more powerful than the hand mortars…) and act the same on paper… they become that the same thing and pointless. If one becomes superior (aka mortars) it becomes the over used one.
how about getting the arty on the field? such as tactical target and destroyable? sure it should be bigger caliber so it can wreck tanks or maybe at least immobilized it for sure. but if ur arty gets destroyed by the opposite ur team loose the ability to call support. also adds some more dynamic. four locations maybe on each side and each needs one explosive pack to destroy . for calling strikes via radioman i guess the best way would be to give the man binoculars to mark targets.
mortar shoots should be visible for everybody so it should be easier to spot ,mark and neutralized, if the mortarplayer dosnt change position. i think a three man squad, two handeling the mortar and one for cover sounds resonable, could be a good start for balancing also an increased deployment time to set up the weapon (thinking about 25sec, and with a perk mabe 20 sec). also it needs a little bit more dynamic gameplay to keep it populary sitting in the back and lobbing shells over the map gets boring quick. but if every single shoot leaves a clear smoketail and u cant move while mount or dismount players have to think before they shoot.