Login

russian armor

American Mortar - what happened

23 Jan 2016, 01:48 AM
#21
avatar of Cafo

Posts: 245

Every faction should have easy access to mortar, its a standard tool for any army.

But USF also needs late game artillery that doesn't require a doctrine like a katyusha, same with brits, they will not be balanced until its addressed.
23 Jan 2016, 02:05 AM
#22
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

IB4 mortar gets assigned to a new commander.
IB4 mortar replaces 1919 on Tactical support company :romeoMug:
23 Jan 2016, 02:35 AM
#23
avatar of Frost

Posts: 1024 | Subs: 1

In the alpha where did was the mortar in tech tree?


Mortar and at gun were in HQ if you reached any tech. Glad relic not decide go for it
23 Jan 2016, 02:36 AM
#24
avatar of kitekaze

Posts: 378

Does talking things in alpha breach NDA somehow?
23 Jan 2016, 02:37 AM
#25
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Really USF still kind of needs it for garrison clearing - USF gets kind of screwed in that regard as you are pretty much forced to tech grenades (which aren't the most efficient way to clear garrisons) or tech Captain and buy an expensive Pak Howie. Kind of annoying to feel compelled to go Rifle company for flamers on heavily urban maps.
23 Jan 2016, 02:57 AM
#26
avatar of Mittens
Donator 11

Posts: 1276

Would mean I could actually counter units in buildings rather than them hoping out and me wasting 30 muni. The mortar was pretty bad tho, getting it to vet 1 in alpha was tough.

The smoke was very useful tough, I would recon Relic didn't like the idea and scrapped it as it would make USF to good against Wher early game.
23 Jan 2016, 03:22 AM
#27
avatar of BeefSurge

Posts: 1891

Would be pretty cool if mortar was a fighting position upgrade? Without adding new unit that's how it would happen
23 Jan 2016, 03:41 AM
#28
avatar of PanzerGeneralForever

Posts: 1072

jump backJump back to quoted post23 Jan 2016, 00:57 AMGhostTX

True, but I'd say that's a small price to pay for having shreks and paks.

Zooks and M1s?
23 Jan 2016, 05:50 AM
#29
avatar of kitekaze

Posts: 378

jump backJump back to quoted post23 Jan 2016, 02:57 AMMittens
Would mean I could actually counter units in buildings rather than them hoping out and me wasting 30 muni. The mortar was pretty bad tho, getting it to vet 1 in alpha was tough.

The smoke was very useful tough, I would recon Relic didn't like the idea and scrapped it as it would make USF to good against Wher early game.


As the one who has played, no it isn't that good against wehr. The mortar is weak, high scattered and does not worth the mp cost pay for it. So it was removed along with other changes. The only change that is kept is bazooka and bar upgrade.
23 Jan 2016, 06:07 AM
#30
avatar of Mittens
Donator 11

Posts: 1276



As the one who has played, no it isn't that good against wehr. The mortar is weak, high scattered and does not worth the mp cost pay for it. So it was removed along with other changes. The only change that is kept is bazooka and bar upgrade.


Its smoke was by far the best thing.
If anything USF could us is the AT gun in t0 and the alpha mortar tested again.
23 Jan 2016, 06:28 AM
#31
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



As the one who has played, no it isn't that good against wehr. The mortar is weak, high scattered and does not worth the mp cost pay for it. So it was removed along with other changes. The only change that is kept is bazooka and bar upgrade.

It was pretty bad in practice...but no one said "remove it", they said "buff it".


Well in my honest opinion, okw could have worked with the resource penalty. But I just gotta say relic hasn't been the most competent for most of the games life. Homogenizing okw because they couldn't handle it made more sense for them.

They coulda messed with exp requirements first at least :(

Or maybe make the penalty more progressive throughout the match in some way to discourage losses while not simply making it "For every two tanks you have, they get three".
23 Jan 2016, 07:31 AM
#32
avatar of Mr. Someguy

Posts: 4928

jump backJump back to quoted post23 Jan 2016, 01:09 AMKatitof
Its as much of a heavy tank as conscripts are long range rifle infantry :sibPheasant:


It's as much a heavy tank as conscripts are rifle infantry, and they are rifle infantry even if they don't excel at range like other rifle infantry.
23 Jan 2016, 08:10 AM
#33
avatar of Rappy

Posts: 526

Why do USF need mortars AND Pak Howie?
23 Jan 2016, 08:48 AM
#34
avatar of Jespe

Posts: 190

jump backJump back to quoted post23 Jan 2016, 08:10 AMRappy
Why do USF need mortars AND Pak Howie?


And with that pseudo mortar firing position...
23 Jan 2016, 11:33 AM
#35
avatar of Katitof

Posts: 17914 | Subs: 8

Does talking things in alpha breach NDA somehow?

Theoretically, yes.

jump backJump back to quoted post23 Jan 2016, 08:10 AMRappy
Why do USF need mortars AND Pak Howie?

Why soviets need ZiS-3, Su-76 and SU-85? They do exactly the same stuff.
23 Jan 2016, 11:47 AM
#36
avatar of Esxile

Posts: 3602 | Subs: 1

jump backJump back to quoted post23 Jan 2016, 08:10 AMRappy
Why do USF need mortars AND Pak Howie?


Pack howi was crap at that time, I guess Relic decided to buff it (along with the ISG) instead of adding a proper mortar.
The mortar itself during the alpha was pretty much crap as well and we're not gonna see any mortar soon if Relic doesn't change their design strategy.

Only hope to add more diversity in USF gameplay is downgrading ATgun T0 unlocked with Lieutenant/Captain and that's pretty much it without breaking the balance.

In term of diversity, Relic is fucked with USF, there are not enough stock units to switch from tiers to tiers or to move doctrinal.

BTW, you could also ask why do USF need Pak and Scott because they're supposed to do the same job.
23 Jan 2016, 12:12 PM
#37
avatar of l4hti

Posts: 476

In alpha:

Mortar in T0 from the start and 57 mm in T0 after lietnuant/captain
Anti air halftrack in Captain tier.

It was retarded IMO, it made LT tier too strong. You can get epic scout car M20 and 57mm, too op..

You see many players like jesulin LT->M20->Stuart->57mm, its well balanced considering how good anti infantry power Lietnuant gives to you
24 Jan 2016, 00:39 AM
#38
avatar of MrBananaGrabber.
Patrion 26

Posts: 328

Having a basic mortar available at HQ would at least give them more initial opening options, and ways to quickly deal with MG spam.

They have no support weapons for several minutes, so it's little wonder so many games result in them blobbing.

Relic also need to do something about the M8, it's virtually never used (it's basically a howie on wheels) and compared to the late game mobile art other factions get it's totally ineffective.
24 Jan 2016, 02:22 AM
#39
avatar of ZombiFrancis

Posts: 2742

USF Tech should be:

LT: 50 Cal, Mortar, M20, AA HT
Capt: 57mm, Stuart, Howie, Sniper.:megusta:
24 Jan 2016, 02:25 AM
#40
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

USF Tech should be:

LT: 50 Cal, Mortar, M20, AA HT
Capt: 57mm, Stuart, Howie, Sniper.:megusta:

With nerfed Rifles...naturally.
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

771 users are online: 771 guests
0 post in the last 24h
12 posts in the last week
24 posts in the last month
Registered members: 49873
Welcome our newest member, Bigdaddygames
Most online: 2043 users on 29 Oct 2023, 01:04 AM