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USF mortar still not fixed

31 Aug 2016, 22:43 PM
#21
avatar of Omega_Warrior

Posts: 2561

As far as I know, the USF mortar is a duplicate of the Wehr Mortar with better veterancy bonuses. This makes it over perform since it's firing at 4 man squads when it was designed against 6 men. The USF Mortar should have the stats of the Soviet Mortar (20% less scatter) and not as strong vet bonuses.
if that was the case wouldn't the ostheer mortar be just as strong against Brits?

Just switch vet 1 with flares and it will be fine.
1 Sep 2016, 00:57 AM
#22
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4

if that was the case wouldn't the ostheer mortar be just as strong against Brits?

Just switch vet 1 with flares and it will be fine.

Just making it like the other mortars wouldn't be fine, because it still negates any reason to get the pack-howie. It needs to be sufficiently different from the other indirect fire units to justify the USF having more than one, with reasons to get either of them. That's why it was good in the beta, it was a mobile fast firing low damage mortar, that was good at destroying cover and making squads relocate. Compare that to the slow firing, high damage pack-howie, and there were clear decision to be made about which would suit your playstyle; aggressive or defensive. Now there is pretty much no reason to shell out the extra manpower for the pack-howie at all. The mortar is cheaper, way more accurate, and faster firing. What has the pack howie got? Phosphorus with vet? More barrage range? It's not worth it at all.
1 Sep 2016, 03:15 AM
#23
avatar of mortiferum

Posts: 571

Why are we even talking about "Mortar". Mortars are WWII weapons, with "WWII" level of accuracy and efficiency.

USF have "Turbo Laser in the 55 megawatts range".
1 Sep 2016, 03:40 AM
#24
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

jump backJump back to quoted post1 Sep 2016, 00:57 AMTobis

Just making it like the other mortars wouldn't be fine, because it still negates any reason to get the pack-howie. It needs to be sufficiently different from the other indirect fire units to justify the USF having more than one, with reasons to get either of them. That's why it was good in the beta, it was a mobile fast firing low damage mortar, that was good at destroying cover and making squads relocate. Compare that to the slow firing, high damage pack-howie, and there were clear decision to be made about which would suit your playstyle; aggressive or defensive. Now there is pretty much no reason to shell out the extra manpower for the pack-howie at all. The mortar is cheaper, way more accurate, and faster firing. What has the pack howie got? Phosphorus with vet? More barrage range? It's not worth it at all.


Where does the Scott fall on all this?
Is that just a less MP expensive Pack Howitzer with no WP?
1 Sep 2016, 03:54 AM
#25
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



Where does the Scott fall on all this?
Is that just a less MP expensive Pack Howitzer with no WP?

You know it's a vehicle, right?

It's more of a direct fire role anyways.
1 Sep 2016, 06:08 AM
#26
avatar of Despe

Posts: 67

Still think its a huge problem that US can get the mortar from the start, no tech required. Even if it was a bad mortar, that would be a big advantage
1 Sep 2016, 06:12 AM
#27
avatar of ullumulu

Posts: 2243

yeah...its really annoying to face 3 mortas at start in 2v2 or 3v3.

thats a real noob tactic..but its work. u cant set up anythink or stay in green cover...

no tech or anything need...and its very cheap for it performanche.
1 Sep 2016, 06:37 AM
#28
avatar of Highfiveeeee

Posts: 1740

This is the kind of IMBA thing that would be fixed in Dota the day after it is recognized by the playerbase. I'm not kidding, they make tiny balance patches constantly and imba stuff is never allowed to fuck up the game for very long. It sucks that this thing is having a huge influence on the War Paint tournament results. USF appears to be way OP right now, and this mortar is one of the key reasons.


This is correct. Also League of Legends disables a champion from time to time for 1-2 days if they notice a bug that affects only 0,01% of the games. Just a small bug e.g. where he/she can walk through other units in a very special angle that you probably will never be able to recreate.

0,01%!

While you can see the USF mortar in > 95% of games against the USF and even the biggest USF fanboys on this board say that it is broken right now.
1 Sep 2016, 07:02 AM
#29
avatar of tightrope
Senior Caster Badge
Patrion 39

Posts: 1194 | Subs: 29

Every battle tells a story. A lot of battles at the moment are telling the story of an overpowered mortar.
1 Sep 2016, 07:09 AM
#30
avatar of aomsinzana

Posts: 284 | Subs: 1

they said already fixed ... really ?
USF GPS-laser-guide-shell mortar still wipe 4-men squad every game NotLikeThis



I especially like the offensive use of the hashtag #wherehaveyoubeen from Relic's side :snfPeter:


mayby im blind for the long time since USF have that mortar ... yeah im really blind Kappa
1 Sep 2016, 07:14 AM
#31
avatar of Highfiveeeee

Posts: 1740

they said already fixed ... really ?


I especially like the offensive use of the hashtag #wherehaveyoubeen from Relic's side :snfPeter:
1 Sep 2016, 07:23 AM
#32
avatar of Australian Magic

Posts: 4630 | Subs: 2

It should be accurate mortar but with small AoE and medium RoF.
Medicore weapon to force enemy's HMG to move and deal some small damage while Pack Howie should, as the progresses, take a role of powerful, fearsome arty, not T0 mortar. It should be the weakest (and the cheapest) mortar in game, not the strongest.
1 Sep 2016, 10:59 AM
#33
avatar of Firesparks

Posts: 1930

It should be accurate mortar but with small AoE and medium RoF.
Medicore weapon to force enemy's HMG to move and deal some small damage


even that is going to be too strong for the USF' early game.

the USF doesn't need a mortar to begin with. rifleman spam might be monotonous, but it's also one of the strongest, if not the strongest, early game strategy at the moment.

1 Sep 2016, 12:24 PM
#34
avatar of Omega_Warrior

Posts: 2561



even that is going to be too strong for the USF' early game.

the USF doesn't need a mortar to begin with. rifleman spam might be monotonous, but it's also one of the strongest, if not the strongest, early game strategy at the moment.


Except that's not true. OKW has the best early game. Spio>volks>kubel>volks can rush any point on the map you want, even your enemy cutoff. They even get sandbags to hod it. USF doesn't really hit it stride til after they get their first unit after teching.

The mortar was necessary for anti-garrison. Knowing your opponent was going to rush a building and not being able to do anything about it was terrible. Grenades are expensive and easily avoidable, they didn't get the job done. And while you might be able to play the avoidance game in 1v1, it's a lot less viable in the more corridor like teamgames. They can nerf the mortar, but it's existence is necessary for usf to be competitive on building heavy maps.
1 Sep 2016, 13:31 PM
#35
avatar of Australian Magic

Posts: 4630 | Subs: 2



even that is going to be too strong for the USF' early game.

the USF doesn't need a mortar to begin with. rifleman spam might be monotonous, but it's also one of the strongest, if not the strongest, early game strategy at the moment.



No, USF need mortar vs buildings, especially vs HMGs, otherwise you are forced to get grenades while OST/SU have flamethrower, as for OKW, they can get incendiary nades with teching so they don't sacrafice teching for nades like USF.
1 Sep 2016, 13:48 PM
#36
avatar of ullumulu

Posts: 2243

the faction which can`t do anythink vs mg is: OKW!

u can make a base lock with mgs in the first 4-5 minutes vs OKW.

USF can build mgs earlier and hav smoke + grenades
1 Sep 2016, 13:48 PM
#37
avatar of Mr.Smith

Posts: 2636 | Subs: 17



No, USF need mortar vs buildings, especially vs HMGs, otherwise you are forced to get grenades while OST/SU have flamethrower, as for OKW, they can get incendiary nades with teching so they don't sacrafice teching for nades like USF.


I think you and Firesparks are kind of saying the same thing; not having mortars forces USF to get grenades.

However, where your opinions clash is that Firesparks (and I) believe that USF needs to be forced to get grenades, otherwise the ensuing Cpt & Stuart rush will cause USF to almost-always faceroll OST.

Basically, a good compromise solution would be to place the mortar behind nade tech. If the enemy knows how to camp properly, grenades and smoke won't help you (and you will also run out of munitions). The mortar is going to be a tool that allows you to deal with those situations more cost-efficiently.

Another compromise approach is moving the mortar behind Lieutenant tech, which has been dead for so long. A side-effect from having mortar and pak howie disjoint from one another will give some people (Lieutenant-skippers) a reason to field the Pak-howitzer.

Yes, Rifleman-spam opening sucks so hard. However, it's either that, or nerfing the Riflemen (and then, how is USF supposed to survive with their paper tanks?).

Finally, regardless of the locking option, this begs the question: How come Soviets get to end up with the crappiest mortar to begin with?
1 Sep 2016, 14:53 PM
#38
avatar of Outsider_Sidaroth

Posts: 1323 | Subs: 1

jump backJump back to quoted post1 Sep 2016, 03:54 AMTobis

You know it's a vehicle, right?

It's more of a direct fire role anyways.


Well at least now it doesn't get one or two shot, I see no reason to get it when a Sherman is more threatening and you will need a lot of them to do something later in the game anyway.
1 Sep 2016, 17:49 PM
#39
avatar of Domine

Posts: 500



No, USF need mortar vs buildings, especially vs HMGs, otherwise you are forced to get grenades while OST/SU have flamethrower, as for OKW, they can get incendiary nades with teching so they don't sacrafice teching for nades like USF.


That is a very narrow way to look at buildings and USF managed to dominate the tournaments for years now without a super overpowered mortar. They still have the Pak howitzer.
1 Sep 2016, 17:56 PM
#40
avatar of Australian Magic

Posts: 4630 | Subs: 2

jump backJump back to quoted post1 Sep 2016, 17:49 PMDomine


That is a very narrow way to look at buildings and USF managed to dominate the tournaments for years now without a super overpowered mortar. They still have the Pak howitzer.


For years you say? Maybe it had something to do with.... Flamer upgrade for USF? :luvDerp:
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