Suggestion on how to rework the mortar/artillerystrike

As it stands the Artillerystrike is pretty powerful and has wiped my entire squad multiple times.
And many players think the mortar is extremely op at the minute.
A great way to make both things more immersive and less op would be to make it so the Mortar/Radiosquad get combined and the AI will bomb the Area you mark on the map.
The Mortar should have double the ammo but should also be unable to refill it. That way you can eliminate the radiooperators crew to make him unable to call artillery after artillery and the mortar can’t infinetly get kills.

Any opinions or suggestions for my concept?

Actually mortar is way more powerful than artillery you can spam it all day along. Artillery also needs someone spot for you wich 90% never will!

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I said that many players agree on that point.

And my suggestion included a way to stop infinite spam: just take the ability to refill mortars at ammopacks.

One thing also 5 cm leGrW 36 shell is currently more powerful than it should be shell is about hand grenade size.

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Maby it has a different kind of explosive? I actually don’t know if that is the case here but in warthunder this makes some bombs stronger that they would be with TNT.

well, it’s easy to nerf artillery.

just remove the upgrade as it was before.

where you actually had to wait around 3/2 minuts before call another artillery.

weather for mortar crew, add a cooldown of 1 minut before being able to retake rounds for the mortar.

i don’t see how that is a " nerf ".

i guess it does make sense, but not historical at all.

without counting that this soldiers already carry’s 10 rounds, i don’t understand how he can carry 20 rounds.

i don’t think that the infinte kills are the problem. but instehad, the ability for that trooper to spam mortar rounds.

like, they got nerfed already, but as we clealry see, it didn’t worked.

we should prevent the previous situations and propose something better insthead of put a patch on the problem.

or at least that’s what i think. cheers.

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Ok I see your point. Maby you could make the Mortar something the Engineer can build like the at and aa guns? Those have limited Ammo and are quite balanced in my opinion.

weather this could be a good idea, ( as you technically can’t move it around and eventually increase time of each deploy, )

it would just give another point to the ammount of pile that engineers are.

like, they already do too much.

or perhaps, include it for the mortar battalion as upgrade for tech tree like the AA and AT for the current main enginner squad.

i guess it could make sense.

problem is, it still does not work nowdays for some reasons…

it’s a bit hard…

like, i like the idea of using already present mechanics, this could save alot of time and issues.

if only they could work.

Instead of removing it it would be better to nerf it. Let it be 1 minute cooldown. That would decrease the ammount of spam, but still would give a purpose to the radiomen squad. Without it they would have none and will just get thrown into the reserve as soon as player gets all soldier and weapon upgrades.

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Maby you could have different types of engineers. Some could build stationary weapons and ammocrates, some could build barbed wire and AT-mines (which are to expensive and could be reworked in this way) and some can build fortifications (rallypoint sandbags and Roadblockers.)

this could work as well.

but i would prefer to actually remove it. or perhaps make it 1 minut and 30 seconds.

in my opinion doesn’t really make sense that i can call so many arty every 30 seconds. as i said, 1 minut could be a fix, but not enough.

Like I said, full removal makes that squad completely obsolete. Whats the point in bringing 5 men squad when it doesn’t give you any advantages over other squad with radioman that has much higher number of soldiers.

Maybe giving them another types of artillery (rocket barrage, smoke screens) could work, but we don’t have those. So we must work with what is present in the game

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no, i don’t wanna have another section of type 3/4 enginners.

for than leaving the others enginners in the dust in my reserve.

making the campain progress eternal.

we already have the example with pilot bomber squads.

like, the bombers pilot there’s the type 1 with rocket planes, and than we have bomber pilot with actual bombs.

while fighter pilots, there are only 1 type. because guess what, type 2 fighter planes are useless. just like the pilot bomber ( type 2 ).

that’s why the fighter pilot gets the fighter plane insthead of a new squad type 2.

but what can we say.

in my personal opinion there’s too many type 2 classes when there should be none.

Big problem is the amount of ammo that can be resupplied to the mortar. Make each box only issue 1 mortar reload before empty meaning they cant sit there for 200 or so rounds before depleted. It would only be around 40 instead

Adding weapon overheat mechanics would kinda solve that, past a certain point you kick in a mechanic that exponentially makes it more likely that a round will cook off in the tube, remedy is to keep your rate of fire under a certain threshold (say 10 rounds a minute). You can have all the ammo in the world but you could only shoot it so fast.

I talked about this in the other post but in short.

Arty is not that powerful. I managed at best get 8 kills from it and that is nothing if you consider that a BF 110 can take out over 10 people every minute with it’s rockets.
Increasing the cooldown to 45 seconds might be a solution for it. Anything beyond that would render the Radio squad useless since they can only have 2 radio troopers anyway.

Can’t comment on mortar yet. Haven’t reached that far.

I think we can add some limitation for player to using it.

like SOUL in C.R.S.E.D. when player calling a Artillerystrike it can costs some SOUL (maybe its not call this in the Enlisted).

Remove the engineer from the mortar squad and increase te cooldown on the radio squad by 1 min or more. Still a radio sqaud should have to wait less than a radioman in any other squad.