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Any opinions on the new USF mortar?

17 Jun 2016, 15:41 PM
#21
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned
jump backJump back to quoted post16 Jun 2016, 17:08 PMBronski


USF nades don't insta-kill mg crew either. And you don't have to move survived mg from burning building. USF had some problems dealing with well placed mgs.

If the Ostheer player is using a mg to backup another, the USF player should just ignore that area until he get pack howis. That's 520 mp guarding a small area of the map. A single mg in even the best position can be broken with 3 inf squads from different directions. Dear USF players: you can't have the whole map!
17 Jun 2016, 15:45 PM
#22
avatar of IncendiaryRounds:)

Posts: 1527

Permanently Banned
U know what? I'd rather give the USF player free grenade tech (however smoke should not be free) then give him a tier 0 mortar. USF early game is already easy as pie. Are we really going to give USF another fairly micro-effortless unit like the mortar.
17 Jun 2016, 16:07 PM
#23
avatar of Imagelessbean

Posts: 1585 | Subs: 1

The USF mortar is not a clone of the Ost mortar. In my experience with it it was quite good at forcing an MG to move or provide smoke cover, but it was never strong enough to force off the Ost player. If you go 3 rifles into a mortar you are in for some serious suppression problems long before the mortar arrives or bad bleed if you run into a sniper. The mortar costs MP (obviously) so building it usually requires you take 1 rifle off the field in the early game. Its late game potential is limited, it still functions but it is very vulnerable to other units as they vet up because of its limited range.

Try it out first and see if it is really as deadly as you think. Honestly, I think I see it more as a tool to fight Ost (especially on city maps) and OKW MG34 now then the end of Ost as a viable faction. Please note Ost may still need buffs I need to play with the patch more to find out.
17 Jun 2016, 17:32 PM
#24
avatar of Nosliw

Posts: 515

Guys, don't forget that the USF actually has to purchase the mortar, and that opting for 3 rifle mortar instead of 4 rifle or 3 rifle lieutenant will slow down the USF's momentum in the early game, likely making it even easier to hold portions of the map as Ostheer, assuming you don't sit your MG42 in one spot and let it get barraged to death. If anything you should be happy if USF makes a mortar and slows down their tech, so you can get another T1 unit or know your fast 222 with dominate the field!
17 Jun 2016, 17:56 PM
#25
avatar of ofield

Posts: 420

each mortar on the field, means 1 riflemen squad less. Haven't had problems in to deal with it in the preview, don't think the 81mm will be much worse.
17 Jun 2016, 17:58 PM
#26
avatar of Aerohank

Posts: 2693 | Subs: 1

jump backJump back to quoted post17 Jun 2016, 17:32 PMNosliw
Guys, don't forget that the USF actually has to purchase the mortar


+1000

17 Jun 2016, 18:06 PM
#27
avatar of austerlitz

Posts: 1705

Stuart rush is already enough to bully ost ,this was unneeded.But lets play first.
17 Jun 2016, 18:10 PM
#28
avatar of JohnSmith

Posts: 1273

Mortars cost MP and make USF less mobile. I trashed players who opened with 2 mortars and 2 RMs in the preview as they couldn't hold up with the movements and quick decap through kuebelwagen.

Scaremongers much?
17 Jun 2016, 18:17 PM
#29
avatar of Budwise
Admin Red  Badge
Donator 11

Posts: 2075 | Subs: 2

inb4 people start saying they need a sniper.
17 Jun 2016, 18:25 PM
#30
avatar of Vuther
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Posts: 3103 | Subs: 1

jump backJump back to quoted post17 Jun 2016, 18:17 PMBudwise
inb4 people start saying they need a sniper.

I got a better idea!

BEEP BEEP

17 Jun 2016, 18:30 PM
#31
avatar of kitekaze

Posts: 378

jump backJump back to quoted post17 Jun 2016, 18:25 PMVuther

I got a better idea!

BEEP BEEP


I got even better idea!

BAAM BAAM






17 Jun 2016, 18:32 PM
#32
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



I got even better idea!

BAAM BAAM


Suck it, Esselschrecks
17 Jun 2016, 18:37 PM
#33
avatar of EtherealDragon

Posts: 1890 | Subs: 1

Man I really hate "but if I build this they'll build that" arguments. It just results in endless circular logic where the other player always has the perfect answer to your units. (Is that how this game works?)

New .50 Cal helps but its still a HMG whose firing arc can still easily be avoided as long as you don't get snared near it. It won't completely erase 222's being able to counter other light vehicles and harass elsewhere.

As to the mortar... it's still just a mortar. It's not like the Soviet mortar is Ostheer's kryptonite and I don't see how the USF one is any different. If your sole answer to USF was "exploit USF general inability to deal with early MG42 wall without grenades" then its more about adapting than USF being OP with new mortar.
17 Jun 2016, 18:45 PM
#34
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1

As to the mortar... it's still just a mortar. It's not like the Soviet mortar is Ostheer's kryptonite and I don't see how the USF one is any different. If your sole answer to USF was "exploit USF general inability to deal with early MG42 wall without grenades" then its more about adapting than USF being OP with new mortar.

Which is to say, use Snipers. :D
17 Jun 2016, 18:46 PM
#35
avatar of JohnSmith

Posts: 1273

jump backJump back to quoted post17 Jun 2016, 18:45 PMVuther

Which is to say, use Snipers. :D


Insert circular response here
Use quick M20 then! :D
17 Jun 2016, 18:47 PM
#36
avatar of PencilBatRation

Posts: 794

Just combine it with the Pack Howie and the overbuffed Scott to prevent any kind of non-vehicle based gameplay.
17 Jun 2016, 18:49 PM
#37
avatar of Vuther
Senior Moderator Badge

Posts: 3103 | Subs: 1



Insert circular response here
Use quick M20 then! :D

Just rush a KT and Stuka their base
17 Jun 2016, 20:26 PM
#38
avatar of Esxile

Posts: 3602 | Subs: 1

I see the mortar more as an alternative to flamer which require a specific doctrine. I don't see anything in the patch that will make it mandatory to fight Ostheer or OKW in 90% of fight. Good old flank will continue to do the job.
17 Jun 2016, 20:46 PM
#39
avatar of Dj Rolnik

Posts: 21

jump backJump back to quoted post16 Jun 2016, 17:04 PMmedhood
Yes T1 USF Mortars are overpowered, they shouldnt have any counters to buildings or MG's in the early game, definitely not then USF would win every game over and over

I also think the MG42 damage should be buffed by 100% so that it can actually kill infantry instead of just suppressing them, it should also be able to shoot flanking squads instead of being limited to an arc and having to reposition when a unit is flanking it


This is some kind of joke post, right?
17 Jun 2016, 20:47 PM
#40
avatar of medhood

Posts: 621



This is some kind of joke post, right?

Jackpot!
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