Depends upon how long they make it. I could see it working though.
They need counter play. Right now, theyâre too hard to spot, can setup in areas you canât reach, and with an engineer are self sustaining for the most part.
A good mortar team that doesnât get bored is untouchable for the most part.
Then they could also make itâs sound a bit louder, more explosion like. In real life mortars are way louder than in this game even if they are small caliber mortars. So enemy could scout around map borders and search all possible spots for it and listen for mortar shots. But as i said before, in approx 1 out of 3-4 times i still get flanked or destroyed by plane bombs. Those flankers are mostly good players already know which spots to look for.
Some maps also play into it. On Assault maps you can setup in areas they just canât reach and are completely safe.
Sound would help; however, smoke building up with all the fire should also be implemented to allow them to be spotted from Air. Iâve tried multiple times to find them by Air and I just couldnât do it.
Iâve also never been bombed from Air in a good position or found by the enemy. The only times Iâve been found is where I came away with the feeling of âYeah, that was stupid of me.â
Simply No
I actually gave an solution to a problem that can be applied in 5min max instead of 1 month
Nerfing mortar to 20 mortar shells IS NOT a solution. If you made class made it viable NOT situational
Additional thing is squad progression, is very slow (Axis-Normandy) on mortars even with huge amount exp provided by mortar crew, their progression is slow asf
Even If they are gonna limit amount of mortar shells and revert this change (which I doubt tbh) single mortarman should have at least 50 ammo (overall 100). That amount should more be acceptable, for both sides, enough to do some damage, and not too spammy
DONâT USE âSKILLâ AS AN ARGUMENT OR EXCUSE IN GAME THAT HALF OF PILOTS DO A KAMIKADZE RUNS
Perhaps another solution would be to add an overheating mechanic to the tubes themselves. We have it for the gun nests and the guns on the vehicles. Real world those tubes would be red hot and cook off a round after a few shots. Maybe after 20 rounds or so have the tube overheat, still allows you to reload via engineer crates and then continue to launch, but does give a small reprieve to the enemy team. Even if you have 2 motarmen in the squad it wouldnât be the constant spam as it currently exists.
We are working on balancing it out. The amount of ammo you can take from one crate will depend on itâs size. Meaning, mortars will get much less.
God bless you guys
Its not possible to get the achievement for 30 kills with mortar in one game otherwise. Sure you could use the flamethrower for same achievement but its not the same. Mortaring the enemy is more or less playing minesweeper but trying to hit people not find mines, in some situations where enemy bum rush (9/10 its the allies bum rushing) its actually good to thin the number of bum rushers into the point using mortars. but 4 at most out of the 10 mortars a mortar solider normally has hit targets the rest are misses. You might not get it because you donât have or donât use mortars yourself. and eventually the ammo crates mortars use if they have an ammo crate do in fact deplete the ammo crate to being empty.
A lot of tasks are darn near impossible to achieve in one game. It took me two games to hit the â8 Artillery kills.â
->spamclick when the enemy is on or near the point that gives you the exact range
->thats TOO HARD AUUUUUGH
Mortars should be precision support weapons, not crutches to get several dozen kills by click click clicking and not adjusting range.
Mortars are still mostly misses and like 4/10 shots are hits. Have you even used a mortar squad yet? sure maybe those 4 shots killed 4 squads if they lucky shots but most of time most a single mortar kills is 1-3 or none at all. Its not infinite ammo as the ammo boxes do run out of ammo Mortars using ammo boxes use up the ammo on the box after a few uses and the box becomes empty its not infinite.

Just reduce amount of carried mortar shells to 5 and everyone will be happy
10 + 3 x (10 x 10) = 310 mortar shells
5 + 3 x (10 x 5) = 155 mortar shells
Simple nerf
No I wouldnât be happy with carrying less mortars as 4/10 mortar shots actually hit targets rest are misses meaning with your solution 1/5 shots will hit a target. My solution would be have a solider in the mortar squad that is the one that carries ammo back and forth from an ammo depo like they would have to in real ww2 instead of mortars with 3 ammo crates placed around them. I would also have the same thing for the MG42s have a person who refills them from a ammo depo.

I actually gave an solution to a problem that can be applied in 5min max instead of 1 month
No, you gave a sloution that is similar to mine in terms of time to code. You said to reduce amount of shells that can be carried at one time. I said to not allow resupply. Both are basic to code and we already have examples of both in game.

If you made class made it viable NOT situational
Iâm assuming youâre saying that there shouldnât be situational classes and all classes should be super strong. Iâd argue anything whos intent is to be a âsupportâ class should be situational. Tanks are situational, fighters are situational, flamethrowers are situational, snipers are situational, radiomen are situational, mortars should also be situational. Not 24/7 spam.

Even If they are gonna limit amount of mortar shells and revert this change (which I doubt tbh) single mortarman should have at least 50 ammo (overall 100).
So what youâre saying is that you donât think 100 mortars is enough to hold down an objective for minutes on end? Or do you think its okay that no enemies can step on objective for 5 minutes?

DONâT USE âSKILLâ AS AN ARGUMENT
I never mentioned skill⌠So I have no idea what this has to do with my point.

Its not possible to get the achievement for 30 kills with mortar in one game otherwise.
I got 19 in one life yesterday⌠Saying you canât get 30 in a game without a resupply is blatantly false.
->he admits to missing frequently, thus being unskilled
->I-ITS NOT A SKILL ISSUE!
I dont even know what to say anymore
You have to take into account that even if a team mate marks an enemies location that enemy could move and so the mortar kind of guesses either further away or closer from the actual point a team mate marked to get a hit and thatâs on a team which is good at marking enemies most of time not so much marking going on. So missing is not so much as unskilled its just a version of minesweeper that instead of trying to not find a mine your trying to hit players. Sure some of the time players know exactly where the enemy team spawn is and they mortar spam it solution make spawn points be a bit random and not same place or same two locations every game.
I honestly wouldnt trust a teammateâs mark unless they are friends in a squad. Visually confirming concentrations of troops would be more reliable.
You do realize you can make multiple ammo boxes right? Thereâs a +40% building resources on the engineer also.
I typically, drop two, thump for a long long time until theyâre out. Switch back to the engineer, destroy the spent boxes, then build two brand new ones. I replicate this multiple times until the engineer is out of building materials. I have ran the engineer out of building materials; however, thatâs really on a bad team that wonât even go into the darn objective and without the +40%.
Do you really not know this stuff or are you intentionally obfuscating this glaringly obvious problem with the meta to continue exploiting this dynamic?
Are you kidding me? This shitload of ammunition I can get from crates to mortars guarantees unlimited spam. Also you are forgeting that you can destroy depleted ammo supplies in order to buy more⌠As was also correctly mentioned, you also ignored the fact, that engineers have 40% more resources perk.
So to sum it up⌠yes, ammo is pretty much infinite, and the amount of kills you can easily make just by spamming on open top cap is along with area of denial, decisive. All that without ANY risk at all.
Mortarmen can sit on their spawn as far as I care, but their ammunition needs to have some serious limits.