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russian armor

(may preview) bofor and mortar emplacement and artillery

23 May 2016, 00:22 AM
#1
avatar of Firesparks

Posts: 1930

the bofor suppression barrage need its range lowered to 60 meters from 80 meter. The suppression barrage basically allow the emplacement to counter its own counter, the mortar. As the ostheer you're basically locked into the mortar HT in order to counter the emplacement.

the mortar emplacement should have its auto fire range lowered to 80 meters. 115 meter is far too much coverage. maybe lower cost to 360 mp to compensate. the emplacement can still use its 115 meter barrage range to attack distance enemy.


the tommies' artillery flare should get a range buff back to 35 meters. It's a ridiculously easy to dodge artillery due to the obvious red smoke and long delay. The only thing that can't reasonably dodge it is the immobile okw truck or ost bunker.
23 May 2016, 00:31 AM
#2
avatar of Omega_Warrior

Posts: 2561

Mortar pits range can't be lowered without the leigs range being lowered as well, else brits won't have any dependable indirect to combat okw.
23 May 2016, 00:48 AM
#3
avatar of Doomlord52

Posts: 960

Agree on all 3 points.

Mortar pits range can't be lowered without the leigs range being lowered as well, else brits won't have any dependable indirect to combat okw.

The mortar pit would still have its long-range attack when manually barraging; this would only lower the AUTO fire range. The mortar pit would still be able to target Liegs, you'd just need to do it manually (yes, actual micro).
23 May 2016, 01:05 AM
#4
avatar of Imagelessbean

Posts: 1585 | Subs: 1

The barrage ability on the mortar should be off cooldown as soon as the rounds it uses are fired to encourage the player to micro shots in your scenario.
23 May 2016, 01:40 AM
#5
avatar of Waegukin

Posts: 609

+1 to these suggestions
23 May 2016, 02:03 AM
#6
avatar of some one

Posts: 935

Cancer counter arty counter even SMOKE barrage from Mortars.
23 May 2016, 02:12 AM
#7
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

Cancer counter arty counter even SMOKE barrage from Mortars.

As abhorrent as the ability is in practice, that aspect is entirely logical from a realistic sense. The methods for locating out counter-barrage targets don't need for the shells that their enemy guns are firing to create spectacular explosions when they hit the ground for them to seek out.
23 May 2016, 02:45 AM
#8
avatar of Mistah_S

Posts: 851 | Subs: 1

the bofor suppression barrage need its range lowered to 60 meters from 80 meter. The suppression barrage basically allow the emplacement to counter its own counter, the mortar. As the ostheer you're basically locked into the mortar HT in order to counter the emplacement.

the mortar emplacement should have its auto fire range lowered to 80 meters. 115 meter is far too much coverage. maybe lower cost to 360 mp to compensate. the emplacement can still use its 115 meter barrage range to attack distance enemy.

the tommies' artillery flare should get a range buff back to 35 meters. It's a ridiculously easy to dodge artillery due to the obvious red smoke and long delay. The only thing that can't reasonably dodge it is the immobile okw truck or ost bunker.


Great suggestion OP.
Now post in the official Forums so Lelic can see it.

Mortar pits range can't be lowered without the leigs range being lowered as well, else brits won't have any dependable indirect to combat okw.


-1.
You deserve getting everything you get if you are going to play sim city. removing a leig from the battlefield only requires you push forward.
23 May 2016, 05:38 AM
#9
avatar of Mr.Smith

Posts: 2636 | Subs: 17

the bofor suppression barrage need its range lowered to 60 meters from 80 meter. The suppression barrage basically allow the emplacement to counter its own counter, the mortar. As the ostheer you're basically locked into the mortar HT in order to counter the emplacement.

the mortar emplacement should have its auto fire range lowered to 80 meters. 115 meter is far too much coverage. maybe lower cost to 360 mp to compensate. the emplacement can still use its 115 meter barrage range to attack distance enemy.


All of these, basically!

Sim city will still remain annoying to take down. However, now you will get the chance to work around this, than being constantly harassed by mortar fire.

One of the most ungratifying aspects of this mechanic is that you can't really use your infantry when attacking it (or, infantry has to be relegated to a secondary role). Ostheer never had a chance in that department to begin with. However, even with the new OKW, now that Schrecks and Incendiary nades are located on different units, things will be a bit more problematic.


the tommies' artillery flare should get a range buff back to 35 meters. It's a ridiculously easy to dodge artillery due to the obvious red smoke and long delay. The only thing that can't reasonably dodge it is the immobile okw truck or ost bunker.


Regarding the Arty Flare, there are two issues:
1) In order to get the best out of any artillery ability, you have to aim for the centre of an enemy concentration. That way, each overshooting/undershooting shot has a chance to hit something. However, given the high scatter of the ability, you practically have to hug the enemy to throw the flare somewhere nice. Range increase will help with that.

I've no idea why they reverted the range increase. I've also no idea why the sniper (which requires no forward investment) gets a better range than Tommies (for which you sacrifice healing kits). Yes, it's risky to use the sniper for this, but you get what you paid for!

2) Even if pick a nice target for the ability, the base howitzers lack the stats to threaten ANYTHING. Thus, the ability feels useless (until you have teched Anvil).
- The AoE is pathetically small. Thus, the ability can't threaten infantry
- Penetration is set to 160 (same as damage). Thus, the ability can't threaten tanks
- The scatter is quite high. Thus, it can't threaten static emplacements either.

It doesn't have to be good at everything, but it has to be decent at something.
23 May 2016, 06:01 AM
#10
avatar of William Christensen

Posts: 401



the mortar emplacement should have its auto fire range lowered to 80 meters. 115 meter is far too much coverage. maybe lower cost to 360 mp to compensate. the emplacement can still use its 115 meter barrage range to attack distance enemy.



Replace the mortar pit with normal mortar while allow the REs to built a unmanned pit which you can put 2 normal mortars in to create the mortar pit we all know. I think this way it will punish players that trying to go sim city while allow Brits to have a mobile indirect fire weapon like other factions.
23 May 2016, 07:53 AM
#11
avatar of Khan

Posts: 578

+1 to these changes. They will make Simcity require actual micro to use.
23 May 2016, 09:01 AM
#12
avatar of Svanh

Posts: 181

the bofor suppression barrage need its range lowered to 60 meters from 80 meter. The suppression barrage basically allow the emplacement to counter its own counter, the mortar. As the ostheer you're basically locked into the mortar HT in order to counter the emplacement.

the mortar emplacement should have its auto fire range lowered to 80 meters. 115 meter is far too much coverage. maybe lower cost to 360 mp to compensate. the emplacement can still use its 115 meter barrage range to attack distance enemy.


the tommies' artillery flare should get a range buff back to 35 meters. It's a ridiculously easy to dodge artillery due to the obvious red smoke and long delay. The only thing that can't reasonably dodge it is the immobile okw truck or ost bunker.

Great suggestions. The Mortar Pit's barrage should probably have its cooldown lowered (to prevent ISGs hard-countering it by moving slightly every so often) and the AOE on the second barrage weapon fixed. :)

-1.
You deserve getting everything you get if you are going to play sim city. removing a leig from the battlefield only requires you push forward.

Pardon me, but are you aware that the Mortar Pit is currently the only stock indirect fire option (and early-mid game indirect fire counter) for UKF?
23 May 2016, 09:15 AM
#13
avatar of Esxile

Posts: 3602 | Subs: 1

the bofor suppression barrage need its range lowered to 60 meters from 80 meter. The suppression barrage basically allow the emplacement to counter its own counter, the mortar. As the ostheer you're basically locked into the mortar HT in order to counter the emplacement.

the mortar emplacement should have its auto fire range lowered to 80 meters. 115 meter is far too much coverage. maybe lower cost to 360 mp to compensate. the emplacement can still use its 115 meter barrage range to attack distance enemy.


the tommies' artillery flare should get a range buff back to 35 meters. It's a ridiculously easy to dodge artillery due to the obvious red smoke and long delay. The only thing that can't reasonably dodge it is the immobile okw truck or ost bunker.


+ add incendiary round vet1 barrage 115 meters so the mortar pit can counter unmanned auto-attack ISG (add amo cost to it).
+ add self-destruction to Bofors giving back half of its cost so the brit can relocate.
23 May 2016, 09:25 AM
#14
avatar of Stug life

Posts: 4474

In my opinion relic should make a new mechanic that if an emplacement is braced a enemy unit can go inside to take it or destroy it ,unit can't enter if there are already other unit inside and remove the buff that the forward assembly give to emplacements
23 May 2016, 10:20 AM
#15
avatar of CABOFRIO

Posts: 27

make your own Mod and play, stop changing stuff all times, is getting confuse and boring
23 May 2016, 14:29 PM
#16
avatar of adamírcz

Posts: 955



Replace the mortar pit with normal mortar while allow the REs to built a unmanned pit which you can put 2 normal mortars in to create the mortar pit we all know. I think this way it will punish players that trying to go sim city while allow Brits to have a mobile indirect fire weapon like other factions.

Amazing idea +1
23 May 2016, 14:47 PM
#17
avatar of EtherealDragon

Posts: 1890 | Subs: 1

I suppose another idea would be to bring back the shell swapping that was in the alpha - just change it so that there are lighter shells that can reach/counter ISG. (Say, current range of Pit) This would add the same aspect of micro where you need to switch to the smaller shells in order to counter ISGs and the like.

HE shells would also add some risk/reward to aggressively placing MPs and let you better dominate the areas closer to it.
23 May 2016, 20:09 PM
#18
avatar of Firesparks

Posts: 1930

I suppose another idea would be to bring back the shell swapping that was in the alpha - just change it so that there are lighter shells that can reach/counter ISG. (Say, current range of Pit) This would add the same aspect of micro where you need to switch to the smaller shells in order to counter ISGs and the like.

HE shells would also add some risk/reward to aggressively placing MPs and let you better dominate the areas closer to it.


I'm pretty sure the current mortar emplacement is just permanently on long range mode from the alpha.
24 May 2016, 10:15 AM
#19
avatar of $nuffy

Posts: 129

oops* wrong thread.
24 May 2016, 10:17 AM
#20
avatar of Katitof

Posts: 17914 | Subs: 8



I'm pretty sure the current mortar emplacement is just permanently on long range mode from the alpha.

It is.

I miss shell switching.
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