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russian armor

USF Mortar Half Track

20 Nov 2014, 16:29 PM
#1
avatar of Napalm

Posts: 1595 | Subs: 2

With the largest balancing issue out of the way we can move onto other things. I'll be revisiting some lesser known units in the coming months.

The USF Mortar half track could be pretty useful and a blob deterrent but with its current stats it is forced to just barrage on static emplacements. Slow firing speed, much inaccuracy, poor range, rather expensive. Would be pretty nice to see this unit revisited. What is the community thoughts on this unit?


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20 Nov 2014, 16:32 PM
#2
avatar of Bob Loblaw

Posts: 156

I made a complain thread about it before. It does just seem to suck. WP is pretty good though.
20 Nov 2014, 16:32 PM
#3
avatar of steel

Posts: 1963 | Subs: 1

My thoughts on this unit? Rubbish. I find that stealing a GrW34 mortar is better and you're better off saving fuel for the M20 or M15A1.
20 Nov 2014, 16:43 PM
#4
avatar of Aerohank

Posts: 2693 | Subs: 1

It's a horrible unit. Which is a shame because it is the only way to get some early artillery without wasting 80 fuel on captain tech.

It amazes me how Relic has been able to design a unit so terrible. There are 4 other mortars in this game, one of which is actually another mortar halftrack. With so many different units to go by, it baffles me how they could mess up the numbers on the USF mortar halftrack that much.
20 Nov 2014, 16:48 PM
#5
avatar of ilGetUSomDay

Posts: 612

It's a horrible unit. Which is a shame because it is the only way to get some early artillery without wasting 80 fuel on captain tech.

It amazes me how Relic has been able to design a unit so terrible. There are 4 other mortars in this game, one of which is actually another mortar halftrack. With so many different units to go by, it baffles me how they could mess up the numbers on the USF mortar halftrack that much.

What really baffles me is how the su76 has been ignored since release
20 Nov 2014, 17:06 PM
#6
avatar of Aerohank

Posts: 2693 | Subs: 1


What really baffles me is how the su76 has been ignored since release


It has not been ignored. It received a nice nerf during the major armor patch :snfCHVGame:
20 Nov 2014, 17:41 PM
#7
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Copy pasting the stats from the OH MHT is too hard :)
20 Nov 2014, 17:43 PM
#8
avatar of JHeartless

Posts: 1637

Copy pasting the stats from the OH MHT is too hard :)


That wouldn't be "Asymmetrical" which seems to mean different and worse (in the case of Allies)
20 Nov 2014, 18:14 PM
#9
avatar of DakkaIsMagic

Posts: 403

I just wish it had a huge rof buff to make up for its awful range and spread.
20 Nov 2014, 18:15 PM
#10
avatar of Arclyte

Posts: 692

well u c guys the allied mortars have to be 75% less effective than germans because they shoot at 5 man squads instead of 6 ok?
20 Nov 2014, 18:26 PM
#11
avatar of WingZero

Posts: 1484

I never build them what so ever. I would rather steal the mortar from Ostheer player or build a Howitzer.
Vaz
20 Nov 2014, 18:57 PM
#12
avatar of Vaz

Posts: 1158

jump backJump back to quoted post20 Nov 2014, 18:15 PMArclyte
well u c guys the allied mortars have to be 75% less effective than germans because they shoot at 5 man squads instead of 6 ok?



:foreveralone: I love this argument!



USF mortar halftrack is garbage. I got one recently and kept it firing the entire game and it only got vet1 in the last 5 minutes of the game or so. I watched the replay and was stunned to see that my targets seemed to have some sort of strange force field that caused each round to land just far enough away to do 0 damage. Meanwhile, the grw was vet3, tearing through my mp.

MHT sucks, steal a grw.
20 Nov 2014, 19:32 PM
#13
avatar of Bananenheld

Posts: 1593 | Subs: 1

i recently had a game were my mortar ht did exactly 2 kills after 20min field presence. and no, it was basically nonstop shooting (maybe 20% auto fire, rest was microing via attack command and barrage command).
20 Nov 2014, 20:06 PM
#14
avatar of AvNY

Posts: 862

USF has a mortar halftrack?!?!
20 Nov 2014, 20:23 PM
#15
avatar of LemonJuice

Posts: 1144 | Subs: 7

use the white phosphorous ability to break defensive strong points, force retreats, and allow your units to get easy squad wipes. the autoattack isnt strong enough to do that on its own.
the usf mht needs to get xp for using white phos though, which it doesnt in the current state.
20 Nov 2014, 20:36 PM
#16
avatar of swiffy

Posts: 124

So bad, and it makes me sad.
20 Nov 2014, 20:40 PM
#17
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

It's a pretty common trend among USF units to be generally bad but have a useful (possibly also expensive) ability.

- Greyhound (Canister shot)
- Pack Howitzer (HE barrage and of course WP barrage)
- AT Gun (Take Aim! and AP rounds)
- Captain (On Me! and Supervise are free at least)

The greyhound is probably the most extreme example. The munitions costs and micro requirements to use all these various abilities makes it hard to justify purchasing them. I'd rather get a scott out 40 fuel faster than try to make a mortar halftrack work. It performs the same role way more effectively because it doesn't rely on an expensive ability to inflict real damage.
20 Nov 2014, 20:47 PM
#18
avatar of kafrion

Posts: 371

I ve managed to make this unit work only once when i bombarded my opponents flaks with WP and then GTAed him Kappa but its autobarrage is worse than awful , the damn thing has negative accuracy or infinite scatter
20 Nov 2014, 20:56 PM
#19
avatar of Romeo
Honorary Member Badge
Benefactor 115

Posts: 1970 | Subs: 5

It actually is one of the earliest ways to start destroying an enemy truck without going captain tier though. So that's something to keep in mind as well.

Plus you never know when you'll get a lottery win and wipe a repairing sturm pio squad :P
20 Nov 2014, 21:00 PM
#20
avatar of swiffy

Posts: 124

I think I'd have better chances with the actual lottery.
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