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russian armor

indirect fire support

8 Sep 2019, 12:22 PM
#1
avatar of Vipper

Posts: 13496 | Subs: 1

Since the subject of mortars has been brought up I have a suggestion on increasing the utility of those weapons.

The "mortar" spam has significantly lowered the effectiveness of these and they seem to be used less.

Currently mortars use the same modifiers vs heavy for damage as other weapons 0.50. Now one could try increasing these modifier to something 0.75 so that they become better vs cover. One could even try lowering damage abit more making the weapon ideal in map with plenty of cover without being op in open maps.


Similar changes could apply to other break thru units like avre, (maybe churchill combined with some nerf to other damage),Stug-E, Dozer, Brumbar, KV-2, ST...

The idea would be that these unit become better at dislodging heavy cover/garrison and work a bit more like flamers.
8 Sep 2019, 12:40 PM
#2
avatar of Stug life

Posts: 4474

for mortar ok

for tank no, apart from puppchen, AT guns use heavy cover to survive
9 Sep 2019, 17:19 PM
#3
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Heavy no with tanks, on mortars it could be ok.

Cautious about garrison. Will have to test it, but double mortars on barrage could kill a squad before you realise what is happening (far dmg applying to all models)
9 Sep 2019, 17:28 PM
#4
avatar of Stug life

Posts: 4474

Heavy no with tanks, on mortars it could be ok.

Cautious about garrison. Will have to test it, but double mortars on barrage could kill a squad before you realise what is happening (far dmg applying to all models)
isn't far damage like 20 ?

2 x20 =40 u at least need 2 volley to hit for both mortar
9 Sep 2019, 19:03 PM
#5
avatar of Hannibal
Senior Moderator Badge

Posts: 3114 | Subs: 2

While I like the idea on mortars, the problem could be that mortars start wiping units behind sandbags maybe too easily, since they are super bunched up. Everybody keeps a slightly damaged squad on the front line, so if they get hit at the beginning of an attack your squad can be easily wiped.

However it's hard to determine if this will really become a huge problem. Maybe it won't. But very good suggestion, I like it for the mortars, but for tanks I would say no as well.
9 Sep 2019, 19:35 PM
#6
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

isn't far damage like 20 ?

2 x20 =40 u at least need 2 volley to hit for both mortar


Once i can i'll test but it's even less dmg than that. 0.5 dmg reduction. So, atm, it's just 10 per hit on the building.

Moving it to 15 and making it double, you would still need 3 volleys to hit. But remind yourself, that you don't know if a mortar is hitting you or not and since barrage fire faster, you are probably gonna react after the 2nd volley is already hitting or in the air.
Thats only if you are not actually aiming correctly at all as well.
9 Sep 2019, 23:57 PM
#7
avatar of Grumpy

Posts: 1954



Once i can i'll test but it's even less dmg than that. 0.5 dmg reduction. So, atm, it's just 10 per hit on the building.

Moving it to 15 and making it double, you would still need 3 volleys to hit. But remind yourself, that you don't know if a mortar is hitting you or not and since barrage fire faster, you are probably gonna react after the 2nd volley is already hitting or in the air.
Thats only if you are not actually aiming correctly at all as well.


Since so many here think this is a good idea and you're going to test it, please test it in a way that would simulate a real 4v4 test. Use Port of Hamburg for your test. The game usually starts with 2 players from each team fighting over each fuel. If you are facing double Ost, there will be a minimum of 2 mortars, but often 3 since a couple of MG42's can lock down all the approaches.

Put a squad of riflemen on the south side of the wall by the south fuel in green cover. Test first with 2 mortars barraging it. Then repeat the test with three mortars firing at the same squad. How long does the squad last? Repeat the test with barrages on both the 50cal and the 57mm.

I'm pretty sure this would make most of the maps in the 4v4 rotation unplayable as allies. The people jumping on this bandwagon also want tanks excluded because they don't want to face the increased modifier with from a HE Sherman.
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