So why is ukf forced to buy 2 mortars to get indirect support? Or forced to spend ammo on getting a base 25 pdr barrage. Can't we get the mortar pit with 200mp and only 1 mortar?
Suggestion: mortar pit cost 200mp to bulid, only 1 mortar available. Lock the 2 second mortar behind vet1, requires 150mp 30 sec to unlock 2nd mortar.
What do you say.
motar pit
10 Oct 2019, 02:49 AM
#1
Posts: 65
10 Oct 2019, 06:10 AM
#2
Posts: 2243
you get 2 mortars, which aim the same target = better wiping chance for only 350mp. And this unit has more range than other and can brace, dont bleed mp and hold mostly into endgame.
all other mortars cost 240+ mp and bleed often. calc yourself again.
all other mortars cost 240+ mp and bleed often. calc yourself again.
10 Oct 2019, 06:13 AM
#3
Posts: 999 | Subs: 1
remember there was a balance preview quite a while ago where this idea was tested. i personally thought this was a good approach and pretty well implemented. no idea why it was dropped eventually, but it might have been out of scope back then.
10 Oct 2019, 06:15 AM
#4
Posts: 999 | Subs: 1
you get 2 mortars, which aim the same target = better wiping chance for only 350mp. And this unit has more range than other and can brace, dont bleed mp and hold mostly into endgame.
yet itvis still IMMOBILE as opposed to any other mortar in the game and thus quite easily countered most of the time
10 Oct 2019, 06:32 AM
#5
Posts: 2243
yet itvis still IMMOBILE as opposed to any other mortar in the game and thus quite easily countered most of the time
on most maps it is pretty easy to find a smart spot where it can shot all the time the frontlines and can be defend easily
10 Oct 2019, 07:18 AM
#6
Posts: 17914 | Subs: 8
You have a doctrine with regular, mobile, cheaper mortar.
10 Oct 2019, 07:40 AM
#7
Posts: 65
You have a doctrine with regular, mobile, cheaper mortar.
That usf mortar has worst aoe profile. And yeah, thats only a doctrinal choice.
10 Oct 2019, 07:49 AM
#8
Posts: 65
on most maps it is pretty easy to find a smart spot where it can shot all the time the frontlines and can be defend easily
Almost every unit in ukf platoon command post cost you a lot manpower except for sappers. You can't always get a mortar pit in right place at right time. And not always wanting 2 mortar fire power.
10 Oct 2019, 12:34 PM
#9
Posts: 5279
yet itvis still IMMOBILE as opposed to any other mortar in the game and thus quite easily countered most of the time
If you build it in a position that it can be countered. Don't rely on its auto attack, but it's barrage. Build it so the auto attack covers YOUR line and the enemy will have to push up to attack it (leig aside). It doesn't fill the same role as other mortars, it's more of a lite howitzer in practice.
10 Oct 2019, 12:46 PM
#10
Posts: 1794
Just save the 150 mp. It needs 2 mortar because it is immobile.
10 Oct 2019, 12:50 PM
#11
Posts: 3588 | Subs: 3
Just give UKF a T0 or T1 mortar and lock the pit behind a T1 Anvil/Hammer choice.
10 Oct 2019, 13:27 PM
#12
Posts: 65
Just give UKF a T0 or T1 mortar and lock the pit behind a T1 Anvil/Hammer choice.
Is this what they did to usf ages ago? I think their t0 mortar was added in a patch.
Now ukf don't get easy acess to early smoke, so this would be nice.
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