Easy balancing fixes to the mortar

As ppl active on the discord will know the mortar is strong. but imo not “OP” the main issue with it is the location of the person that uses the mortar.
99% of the time they are roughly 100meters into a section of the map where you access them making it … a challange to pinpoint and killing them.
an easy fix to this should be not being able to build ammo crates in parts of the map not accessable to the enemy.
(to be fair Beacons should not be able to be built in sections where the enemy cant access either.)

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They need to be unusable outside the opposing team’s playable area.
That’s the only real balance they need tbh.

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100% agree with this. If only mortars were forced to leave their spawn area they would be very vunerable. High risk with potential high reward.

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That’s all I’ve been asking for, and if we don’t get that just remove them.
No counterplay = not fair

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100% agree with you guys. either make it so u cant place it down in non-enemy accessible areas with a msg “can only be used in the direct combat zone”
or make ammo boxes not buildable … or anything buildable outside the enemys play area :stuck_out_tongue:

Mortars can also be used inside buildings because it doesn’t fire a projectile. The mortar shell doesn’t travel the whole distance, you get a shooting effect and the shell just warps into wherever you were aiming.

havent had the same experience. i sat too close to a roof once and i saw the shells hit the roof and fall down on the ground. never got any hit markers on the map either.

I can confirm what @97926472 says - shell graphic models hit the obstacle and fall down, but the explosion in the destination area happens anyway.

Maybe just make them the only squad that is vulnerable in the spawn. Should be just a flag/property on that squad. Spawn.vulnerability yes/no

They are vunerable in the spawn area. Spawn protection is for some time after spawning, not area. Problem is that almost noone can get to the mortar team, at least without making suicide run.

ok same difference just a variable or property … spawn.protection.timer = 0

That doesn’t change anything. If the mortar team sits in the area that you can’t enter. Again, they take damage. Problem is that you take damage too after entering “grey zone”. So you are not able to get close enough to kill them (or at very least not make it out alive).

They must be forced out of the grey zone, so they can be countered. Right now it can only be done by planes or other mortars - and they need the precise location, that noone can mark - again, due to the grey zone.

I personally feel they just need to lower the ammo usable from crates before they become usable and increase their fire signature with the smoke. They should be easier to find, especially from the Air.

Mortars should be behind the direct fighting; however, they should be having to relocate way more often.

Ive been meaning to make a post about this so here goes … Light mortars in WW2 were direct fire weapons meaning you had to have line of site to where the round lands.

The mortars used in this game are light mortars / 50mm to 60mm and they are modeled incorrectly by allowing them to be used as indirect fire weapons …

Artillery is indirect fire, light mortars should be direct fire. That’s just historically and realistically how they were used

They’re just short range indirect fire weapons… They are still indirect fire where you’re not aiming specifically at the target and the Mortar itself doesn’t need LOS.

The gray zone itself is just way to short for this in general (unless they increase it substantially.) I would be happy with just being able to spot them easier. Heck, I’d be ok even with Auto spotting them on the map after the first volley.

I’ve been playing the Mortar team quite a bit recently and from a good fire position they are pretty OP. Also, it’s a real pain when trying to counter them. Maybe tweaking my display settings might help…

Yes I understand the difference between direct fire and indirect fire. And technically the light mortars could fire indirectly but they were not utilized in that way.

a true indirect fire weapon needs to have a spotter to tell the artillery where the rounds are landing other wise you fire on your own troops. The spotter was in contact with the heavy artillery/heavy mortars by radio.

Light mortars in WW2 did not have a radio nor did they utilize a spotter … They spotted for themselves making them essentially a direct fire weapon. Meaning the light mortar crew had to see for themselves where the rounds were landing …

Yes technically they could fire indirectly without seeing the target but that would make their fire ver inaccurate and dangerous for their own troops.

Once again these light mortars are model in an unrealistic and unhistorical way …

That could be also resolved by removing range indicator for markers and giving mortarmen binoculars/ragefinders/something like that. That way they would need to manually check the range instead of firing blindly.
But I think that devs would (if ever) rather go for the easier way and nerf them by removing possibility to fire from the zone/resupplying ammo.

“True indirect fire weapon” I’ve never heard this termed this way in English. I’ve been taught that you are either aiming the weapon at the target (Direct) or you’re lobbing it (Indirect.)

Use of separate Forward Observer by radio is irrelevant.

Don’t get caught up on the intricacies of the English language. trust me on this … The light mortars 2inch, 50mm and 60mm spotted for themselves and had to see where the rounds were landing …

a good example of this is a rifle grenade. Its lobbed and not fired directly technically it could also fire indirectly without seeing the target but they were not used that way for obvious reasons …

With a mortar, the actual guy dropping the round even in WWII didn’t need to see the target. It’s a team.