Mortar balance?
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Posts: 4
Okay, well, now that you understand that I tried to search for related topics, I'm curious what the community thinks about mortars. So far I haven't played against humans at all since I'm more interested in simply learning the game/armies, but I've noticed that the AI stacks mortars like crazy, especially on the German side.
Does anyone else feel that there's a lack of balance here? The German mortar has a far better range than the Russian's, and the Russian army has very little to counter them with. Aside from flanking, which can be risky, and taking a mortar for myself, I'm lost as to how to counter this.
Thanks!
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I don't really give a shit what the AI does but against human players mortars are still kind of silly - explosives in general are weird in that if you get lucky they are pretty stupendous but if you don't they don't really do anything.
As for balance I think it's too early in the beta to say anything and certainly playing against the AI will never tell you if the game is balanced.
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I feel they are okay now, they are the situational unit that you would see more in team games than 1vs1
I have seen them in every 1v1 I have played(unless the opponent is a noob who barely gets out of his base).
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Personally I think they are much more effective than the first CoH, and aside from bombing enemy support units, they can also deny captures to the enemy, pick off weak vehicles, and smoke capture points for your infantry.
Without being able to build bunkers as Russian, I think mortars/artillery provide for a defensive style; if your conscripts and MGs can tie up the enemy units, the mortars can quickly turn a skirmish to your favor. And with blizzards now, dropping mortars/artillery can really hurt an opponent if you know where he's huddling around a fire.
I say that they are good and worth using, but I now agree that mortars are not a strategy in themselves.
Posts: 642
It won't be a gamechanger, but a mortar covering an icy section will make the opponent hesitate, and having constant barrages do weaken the enemy, somewhat.As it has been said, I think their role in 2v2 is more solid.
Smoke in CoH2, however, can be great. Hell you could even pull off feints...
Edit: Grammar
Posts: 64
Now that I have it I can't see why Yes if mortars hit they are dangerous early on But if you stay moving and go for the mortars they are essentially a free kill.
So if right at the start of the game at first contact
2 conscripts
versus
1 grenadier 1 mortar
fight over some fuel point or so the conscripts win if you actually do sth. with them and not just leave them standing still. If he had 2 grenadiers instead result can be different.
So mortars are essentially a free kill if not very well defended. And later you can drive cheap scout cars or other light vehicles next to them.
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Posts: 64
Mortars got super duper nerfed so you're not really talking about the mortars everyone is referencing.
I know that they got nerfed but this thread is from two days ago with last post complaining from monday evening.
So I assume they are talking about the current state which I am playing too since saturday.
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Isn't this literally the first thread in COH2 Balance? I mean, that's some hardcore thread necromancy.
That's the joke. Donniechan is a troll Kappa
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Overall they are mostly fine once you get used to their mechanics (E.g. You realize they are pretty accurate at short range). If you get used to not staying static behind cover for long times or not standing still while capping while in Mortar range you greatly limit their effectiveness.
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