Bring back vet.3 +33% barrage range maybe?
![avatar of Taksin02](/images/no_av.png)
Posts: 148
increase another options to counter :
- ISG / Packhowi / Mortars pit
- Wall of ATs/HMGs
doesn't share extra range with (SOV)flare ability , (OST) Counter barrage ability
![avatar of madin2](/uploads/avatar/491.jpg?updated=1371338407)
Posts: 203
![avatar of Taksin02](/images/no_av.png)
Posts: 148
No that's bullshit, u have to micro your mortar and no sit it in the back and outrange everything
pack howi ,120mm. can do the same with vet.0 with better scatter
![avatar of A table](/uploads/avatar/21824.png?updated=1485547446)
Posts: 249
pack howi ,120mm. can do the same with vet.0 with better scatter
120mm is doctrinal and honestly rather poor, pack howi is another problem for another thread.
Try again. Cheap mortars do not need a autofire range boost at vet.
![avatar of Taksin02](/images/no_av.png)
Posts: 148
120mm is doctrinal and honestly rather poor, pack howi is another problem for another thread.
Try again. Cheap mortars do not need a autofire range boost at vet.
+33% barrage range
Posts: 222
![avatar of JulianSnow](/uploads/avatar/28825.jpg?updated=1537525999)
Posts: 321
If you need to decrew support weapons I think the mortars already have enough range, and if it doesn't meet your need I suggest you get yourself some rocket artillery.
Also, the USF indirect fire is already really strong with the Pack howi and the Scott in their stock loadout.
![avatar of Taksin02](/images/no_av.png)
Posts: 148
Counter barrage from the ostheer mortar already has extra range..
If you need to decrew support weapons I think the mortars already have enough range, and if it doesn't meet your need I suggest you get yourself some rocket artillery.
Also, the USF indirect fire is already really strong with the Pack howi and the Scott in their stock loadout.
I get it, if having problem to deal with packhowis / ISGs just build a rocket artillery..
I better not see people crying about OP packhowits here in the future.
![avatar of madin2](/uploads/avatar/491.jpg?updated=1371338407)
Posts: 203
pack howi ,120mm. can do the same with vet.0 with better scatter
Then its a howitzer issue and not a mortar issue
![avatar of EtherealDragon](/images/avatars/april14_05.png?updated=1398148391)
Posts: 1890 | Subs: 1
![avatar of thedarkarmadillo](/images/avatars/uberkubel.png?updated=1414778283)
Posts: 5279
50/50 could be a good change. While it's a nice bonus for keeping your mortars alive and would reward good micro you might have to increase long range scatter to compensate. It also could be stupid obnoxious on some small maps where a Vet 3 mortar could basically sit in your base and barrage a good portion of the map.
But it would be barraging a spot on the map, meaning a targeted ability with a cooldown. The counterplay would be just to move. Micro for micro.
I think the return of a longer barrage would be acceptable
![avatar of Taksin02](/images/no_av.png)
Posts: 148
50/50 could be a good change. While it's a nice bonus for keeping your mortars alive and would reward good micro you might have to increase long range scatter to compensate. It also could be stupid obnoxious on some small maps where a Vet 3 mortar could basically sit in your base and barrage a good portion of the map.
that is my main goal , keeping this fragile unit alive to the late-game not just to be a smoke maker unit
But it would be barraging a spot on the map, meaning a targeted ability with a cooldown. The counterplay would be just to move. Micro for micro.
I think the return of a longer barrage would be acceptable
and yes it should be a separate ability "long range but also longer cooldown or higher scatter"
![avatar of JulianSnow](/uploads/avatar/28825.jpg?updated=1537525999)
Posts: 321
I better not see people crying about OP packhowits here in the future.
There are already other threads about the pack howi in which we all agree the unit is OP, not for it's range though.
![avatar of ullumulu](/images/no_av.png)
Posts: 2243
No that's bullshit, u have to micro your mortar and no sit it in the back and outrange everything
you mean..like the Pack howie which work exactly you describe here? this think is insane.
and he talk about barrage. not the autofire modus
![avatar of thedarkarmadillo](/images/avatars/uberkubel.png?updated=1414778283)
Posts: 5279
that is my main goal , keeping this fragile unit alive to the late-game not just to be a smoke maker unit
and yes it should be a separate ability "long range but also longer cooldown or higher scatter"
Meh. You already got the thing to vet 3 I don't se any issue with it being better as a barrage only tool. It makes its ceiling higher without raising the floor. Rewards good management
![avatar of KiwiBirb](/images/no_av.png)
Posts: 789
+33% barrage range
Don’t mind them they only see what they want to see
And they want to see red
![avatar of distrofio](/uploads/avatar/28836.png?updated=1537928242)
Posts: 2358
It still requires micro.
It helps with high veterancy vs new mortar squads survival
It makes some vet3 mortars more useful for rather tight situations, the ideal scenario for fully vetted units.
It should be taken account of the barrage dispersion and aoe though, because if you increase the barrage range it will also increase the spread and that means the barrage will be close to useless with the current settings
![avatar of Widerstreit](/uploads/avatar/20240.jpg?updated=1555319078)
Posts: 1392
![avatar of elchino7](/uploads/avatar/7864.jpg?updated=1488595911)
![Senior Moderator Badge](/images/badges/badge_SENIOR_MODERATOR.png)
Posts: 8154 | Subs: 2
On a somehow unrelated kind of buff to mortars what if:
-Vet 3 mortars instead got a -20% dmg modifier making them a bit more resistant to late game rocket artillery/heavy indirect fire. Similar to Grenadiers.
Or
-Mortars still require 2 guys to operate but they won't no longer decrew when at 1 man.
![avatar of SkysTheLimit](/images/avatars/rear_echelons.png?updated=1440837436)
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