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russian armor

Mortars should cause abandon on tanks with exposed crew

12 Jan 2016, 19:28 PM
#21
avatar of Hajas

Posts: 12

This idea is as bad as having planes crashing planes randomly crashing into the battlefield. Each fight tells a different story.


having planes crashing planes randomly chrashing? are you sure you arent jaden smith? :D
12 Jan 2016, 19:50 PM
#22
avatar of Rollo

Posts: 738

I agree, but only because UKF have no access to open top tanks and all other factions need a healthy nerd.
12 Jan 2016, 19:59 PM
#23
avatar of strafniki

Posts: 558 | Subs: 1

horrible idea
12 Jan 2016, 20:23 PM
#24
avatar of some one

Posts: 935

I think 1 roket of BM13 should move turret away from KT and put it somewhere near. It would be so great!
12 Jan 2016, 20:24 PM
#25
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Technically mortars already can if they penetrate a low health tank and finish it off to trigger the critical

Those stacked Mortar Armor Penetration+ Bulletins guys, amirite?
12 Jan 2016, 20:32 PM
#26
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

jump backJump back to quoted post12 Jan 2016, 19:17 PMLooney
Allied mortars would literally hard counter super heavy tanks then, those things can't dodge for shit. But be my guest, USF is the one true faction for me. #believe

Heavies don't have open tops though.
12 Jan 2016, 20:33 PM
#27
avatar of Durkalina

Posts: 21

Strongly disagree with your idea.

Lets start to count the open top vehicles in the game:

Allies:
M3
M5 HT
M5 HT USF version
M5 USF version with mortar
M8 Greyhound
M10
Priest
Saxon
Wasp
M20
M36
Scott
Su-76
Total:13

Axis:

Sdfkz 250 HT
Sdfkz 250 HT with mortar
Sdkfz 251 Flak
Ostwind
Kubelwagon
Total:5.

Problem ?
Clearly the idea favor one side.

However, here's a suggestion than - > Any vehicle suffering turret lock OR engine damage AND is axis - > will be evacuated immediately.
Why? Because it will add a new elemnt of depth into the game. (Also happened IRL, when the a tiger was turret locked > and was evacuated shortly after.)

See the logic ?
No ?

12 Jan 2016, 20:38 PM
#28
avatar of Obersoldat

Posts: 393

I support this idea, will add great immersion to the game. Maybe also let the 120mm mortar crewshock tanks that dont have an open top like tiger/kt/panther/p4 etc..
12 Jan 2016, 20:49 PM
#29
avatar of DonnieChan

Posts: 2272 | Subs: 1

i suggest OP makes a mod with this feature and distributes it to his followers.

so everybody is happy
12 Jan 2016, 21:12 PM
#30
avatar of Grim

Posts: 1096

I think this would add a new and interesting dynamic to gameplay, and give mortars and other artillery more late game utility.



But wouldn't this just be a massive USF nerf?

Consider the amount of open topped units each faction has, USF clearly has the most.

Jackson
Priest
M10
m20 (?)
WC50
scott

still a cool idea but I think it would be very hard to balance.
12 Jan 2016, 21:12 PM
#31
avatar of Australian Magic

Posts: 4630 | Subs: 2

Can't we just make mortars hitting tanks with 100% penetration to make them useful?

I don't support this idea.
12 Jan 2016, 21:23 PM
#32
avatar of Wygrif

Posts: 278

Yes, but all tanks should be abandoned when hit by mortars, not just the open tops. After all, a mortar round would be pretty hard to distinguish from a p47 rocket from inside, so the crew would probably run away just in case. Also, so long as we're at it we should implement random air supremacy/artillery shells throughout the game. To better capture the feeling of WWII. Oh and every penetrating shot should be a kill.
12 Jan 2016, 21:24 PM
#33
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

M5 HT USF version
M8 Greyhound
Saxon

Sdfkz 250 HT

The wot?
12 Jan 2016, 21:28 PM
#34
avatar of CadianGuardsman

Posts: 348

Let's have a 30 munition ability hardcountering a 350 mp 125 Fuel tank.... ( In the case of grenades)

Let's have a 240 mp unit hard counter a 350mp 125 fuel tank...


Flame throwers I agree with but the ability for RNG mortars and Frag Grenades to instantly decrew a tank is stupid.
12 Jan 2016, 22:35 PM
#35
avatar of Kubelecer

Posts: 403

FREE

ABANDONED

TANKS
12 Jan 2016, 22:54 PM
#36
avatar of |GB| The Lnt.599

Posts: 323 | Subs: 1

can some one make a mod i in which we can try this new mechanic?
12 Jan 2016, 23:07 PM
#37
avatar of WhySooSerious

Posts: 1248

jump backJump back to quoted post12 Jan 2016, 18:37 PMVuther
I'm not seeing why we want to nerf Ostwinds.


hahahhahaa
12 Jan 2016, 23:08 PM
#38
avatar of WhySooSerious

Posts: 1248

jump backJump back to quoted post12 Jan 2016, 19:04 PMKatitof


I don't see it as adding whole new strategic level to the game, I see it as adding whole new RNG to the game that affects mostly allies, is unneeded and allows 240 mp units to counter 300+mp 100+fu units.

Unless your goal is to take a steamy dump on the balance, then its a bad idea.


Agreed. Ostwinds would become useless.
12 Jan 2016, 23:09 PM
#39
avatar of WhySooSerious

Posts: 1248

This idea is as bad as having planes crashing planes randomly crashing into the battlefield. Each fight tells a different story.
12 Jan 2016, 23:12 PM
#40
avatar of LemonJuice

Posts: 1144 | Subs: 7

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