Login

russian armor

Bring back vet.3 +33% barrage range maybe?

27 Aug 2020, 10:14 AM
#1
avatar of Taksin02

Posts: 148

just for these 3 mortar variants : M1 81mm. , granatenwerfer 34 , pm-41 82mm.

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




27 Aug 2020, 12:24 PM
#2
avatar of madin2

Posts: 203

No that's bullshit, u have to micro your mortar and no sit it in the back and outrange everything
27 Aug 2020, 12:45 PM
#3
avatar of Taksin02

Posts: 148

jump backJump back to quoted post27 Aug 2020, 12:24 PMmadin2
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
27 Aug 2020, 13:25 PM
#4
avatar of A table

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.
27 Aug 2020, 13:49 PM
#5
avatar of Taksin02

Posts: 148

jump backJump back to quoted post27 Aug 2020, 13:25 PMA table


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

27 Aug 2020, 14:09 PM
#6
avatar of YRon²y

Posts: 221

i don't think this is bad idea honestly.
27 Aug 2020, 14:19 PM
#7
avatar of JulianSnow

Posts: 321

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.
27 Aug 2020, 14:34 PM
#8
avatar of Taksin02

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.
27 Aug 2020, 15:06 PM
#9
avatar of madin2

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
27 Aug 2020, 15:18 PM
#10
avatar of EtherealDragon

Posts: 1890 | Subs: 1

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.
27 Aug 2020, 16:12 PM
#11
avatar of thedarkarmadillo

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
27 Aug 2020, 16:35 PM
#12
avatar of Taksin02

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"
28 Aug 2020, 06:47 AM
#13
avatar of JulianSnow

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.
1 Sep 2020, 06:36 AM
#14
avatar of ullumulu

Posts: 2243

jump backJump back to quoted post27 Aug 2020, 12:24 PMmadin2
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
1 Sep 2020, 14:50 PM
#15
avatar of thedarkarmadillo

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
2 Sep 2020, 03:23 AM
#16
avatar of KiwiBirb

Posts: 789



+33% barrage range




Don’t mind them they only see what they want to see
And they want to see red
2 Sep 2020, 12:54 PM
#17
avatar of distrofio

Posts: 2358

+33 barrage range seems reasonable.

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
3 Sep 2020, 14:44 PM
#18
avatar of Widerstreit

Posts: 1392

+ 10% would be enought to give vetted units a real benefit.
4 Sep 2020, 18:49 PM
#19
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Mortars are really on the weaker side of performance improvement between vet 0 and vet 3 units. So i wouldn't mind a BARRAGE range improvement at that point.

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.
5 Sep 2020, 02:21 AM
#20
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

Just give it to the Ost and Soviet mortars. The US don't need it since they have the pak howy. Not to mention their mortar is in the HQ
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

498 users are online: 498 guests
0 post in the last 24h
8 posts in the last week
34 posts in the last month
Registered members: 49107
Welcome our newest member, Falac851
Most online: 2043 users on 29 Oct 2023, 01:04 AM