EFEastern Front Forum Archive
Read-only public archive · no login or tracking

Archived topic · 22 posts

[1.04] Heavy mortars

Balance Discussion

#26356

[1.04] Heavy mortars

i was just thinking about this, and would like some input on it.

Since the mortar is just a mobile arty piece, wouldn't it be better to make it cost a bit of fuel, since almost all arty costs fuel (not priest).  maybe just 20 to prevent the massive spam of them. 

Generally when i play soviets by the time i get the support building built, i am sitting on at least 1500 mp, my friends say the same thing too, so it makes them easy to spam.

Just wondering what u guys think.
#26363

Re: [1.04] Heavy mortars

Is no spam with their cost.

Also 5-8 mortars will be very bad idea,because many population and manpower will be gone for support units who are unable to win the war alone.If forces who protect them are weak and die,they will be an very easy prey.
Forum post image
http://www.worldwar2.ro/
#26365

Re: [1.04] Heavy mortars

yea, but 3 can take out any of the infy you send towards them, since they usually come out before vehicles that can approch them.

Last edited February 4, 2010 at 9:10 PM by DaChief99

#26366

Re: [1.04] Heavy mortars

two snipers... there goes your mortars...
Forum post image
#26384

Re: [1.04] Heavy mortars

they've already been nerfed and soviets can't cap, i think it's stupid to add a fuel cost to them.
#26387

Re: [1.04] Heavy mortars

good point. 
#26435

Re: [1.04] Heavy mortars

The upgraded mortars cost around 437 mp which combined with the fact that you cannot recrew evens out their awesomeness quite nicely I think.
#26440

Re: [1.04] Heavy mortars

Also, each recrew men cost 110mp - a lot, You know.
-------------------
94th Guards Infantry Division, 100th Separated Anti-Tank Artillery Divizion.
#26443

Re: [1.04] Heavy mortars

Who are you playing against that's letting you spam mortars...lol..the AI?
Forum post image
#26446

Re: [1.04] Heavy mortars

a noob???
Forum post image
#26452

Re: [1.04] Heavy mortars

I'm pretty sure I have never had my MP reach 1500, how the hell can you get this by the time you get the support building? This confuses the hell out of me, have you never heard of infantry or something?

IMO Mortars don't really need a nerf or additional cost of any sort at this point in time, the upgraded mortar I think needs to be fixed though.
#26607

Re: [1.04] Heavy mortars

wow...1500 EXTRA manpower??!!...that's 7 squads of conscripts and 100 manpower left over to buy hookers for all of em! Yeh...who ARE you playing against?
#26755

Re: [1.04] Heavy mortars

i know seriously I want to win with just my command squad too! O_o
Forum post image
#28198

Re: [1.04] Heavy mortars

The only real issue I see with the mortar anymore is it's minimum firing range. Every so often they manage to wipe out whatever I have charging at them unless the Volksgrenadiers or Assault squad is right on top of the crew.
#28209

Re: [1.04] Heavy mortars

yeah its rather annoying when it fires but because its so inaccurate it lands right next to it...
Forum post image
#29785

Re: [1.04] Heavy mortars

Rahvenich wrote:
The only real issue I see with the mortar anymore is it's minimum firing range. Every so often they manage to wipe out whatever I have charging at them unless the Volksgrenadiers or Assault squad is right on top of the crew.

+1
BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P
#29846

Re: [1.04] Heavy mortars

I agree with the minimum range requirement, they are so inaccurate that shells tend to land on top of troops even if they are within the minimum range
Forum post image
#30403

Re: [1.04] Heavy mortars

Summerization
1. Recrewing is not an option
2. Reinforcing  is expensive
3. 1+2 killing a good amount of one of these mortars (say 3) will most likely completely cripple the owners defensive strategy and resources to replace.
4. Keep moving and you will be fine
5. Nebelwerfers anyone? Out of range typically or stukas to fire and move to avoid counter battery
6. Pak38 camo is wonderful once things have died down sneak into a new firing slot

One thing though is axis mortars have no chance 1 on 1 or even 2 on 1 with the large crew which will most likely survive a hit and counter battery. Also with their range being smaller even more so on the PE half tracks it can be a problem.
Forum post image
Relic, the all powerful god of history and physics which can be bent to their every whim!!
Relic name: SauerKRAUTSHD
#30422

Re: [1.04] Heavy mortars

SauerKRAUT wrote:
4. Keep moving and you will be fine

not really, since they seem to have no minimum range you often lose many units when rushing them...
BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P
#30426

Re: [1.04] Heavy mortars

Microing stg44 panzer grens does it for me, what I mean is not stay mobile just never stop it is the best way to avoid any kind of arty. One example, I had 4 STGs and 2 schrecks in 2 equal control groups send one around each side while keeping dispersal with a mortar to keep any MGs off your back, . You need to be decisive and aggressive even to the point where your opponent thinks you will waltz into a trap baited by said mortar and then you know another point in the line is under powered. Kill them enough and they will notice the massive manpower drain. I often only get them only in the beginning to essentially cause brick shitting and break newb city defenses.
Forum post image
Relic, the all powerful god of history and physics which can be bent to their every whim!!
Relic name: SauerKRAUTSHD
#30451

Re: [1.04] Heavy mortars

the point is that the russian mortar seems to be firing to close to itself. i rushed a mortar (without any other russian units around) with 3 squads of vet3 assaultgrens and lost about 50% as the shell was fired extremely close to the mortar.
it's not a big problem that i want fixed as soon as possible, but nevertheless quite annoying.
BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Last edited March 16, 2010 at 9:39 PM by kingtiger

#30471

Re: [1.04] Heavy mortars

I myself, as a Soviet player, find the minimum range a problem, as it tends to kill my own troops and emplacements. >_<