then I recommend you to use flare and barrage on its own mortar/leig. I had good success with it.
I do that at times. It slows down the bleed on my infantry but at the expense of being munition-starved all of the time. It's the only way I can make the Soviet mortar competitive with the Ost one. |
Thanks for tip! Going to try it asa i will do OST session once again
Be sure to watch your MHT, it takes about 3-4 hits from Pack howie to kill a MHT so if you don't watch it you can lose it. |
If it come to it, I think penals would be a cool close quarters assault unit, something the soviet basic rooster lacks alltogheter.
M3 has to be reworked into something usefull and not just the flame car that bullies volks. Some members of the balance team have tinkered with the idea of making it drop medical crates.
I'd rather have an option that had better vision or better AT. Shocks are already really good, even for their price, and included in a lot of good doctrines. |
OST bunkers, constantly used the barrage ability at range ~80. I think the normal mortar cleared it in one minute (although 2 and a half barrages needed) while the 120mm needed 1:30 or something. Not 100% sure about the exact numbers, but something like that.
I'm pretty sure they are worse against buildings since they fire way slower and have the same damage. Also scatter is worse on the 120mm, at least people have told so in the forums.
I'm pretty sure scatter is worse on the 120. I played against someone who had a 120 last week. It missed a lot. Once in awhile it would hit close enough that I'd have to send a unit back to heal.
It could be that I thought it was better against trucks because I was able to nearly continuously hit the truck while the normal mortar has to move around a lot or risk getting wiped by LEIG's. The standard mortar seems like it fires about every 10 seconds while the 120 is about every 15. |
Regular Soviet mortar with the flare make it almost must have compared to the 120 where the same ability is behind vet1. I'll say it is even better to back tech T2 for the regular mortar than calling a 120mm.
vet0 flare make you own mortar vet way faster since you have better accuracy on your target.
So in regard to OP's question, I'll say that even cheaper I don't see what would make me to call one instead the regular one.
One of them somewhat soft counters an Ost mortar, which somewhat soft counters the standard Soviet mortar. It can slow down harassment of your infantry by LEIG's, which the standard mortar isn't good at doing.
It should be a little bit situational instead of the old OP 120. Even with the price decrease, I'd often get the standard mortar for the better ROF and vet 0 flare. |
I know thats the big problem in 4v4, but it also happens in 2v2 as well.
We have the current match-making system because it eventually opens up to allow a wider ranking. If you don't like it, just restart search every two minutes.
I've had games where my entire team has no AT at 15 minutes. We had great map control until the other side brought out tanks. I played a 4v4 last night where two of my teammates built no vehicles except Katys. They had fun until the other side dove in a P4 and got past the AT guns. Eventually, the other side stopped using "expensive" P4's and just dove in Pumas, which hunt Katys just fine. How long am I supposed to stay in those types of games? I don't start BM'ing, but at some point it's over and we're just wasting people's time. |
According to relics post, they only ban when they're 100% sure it's deserved. Although words are just words and are different to every person. So take with it what you will.
I wasn't arguing that, just that it seemed like it would be reasonable to let someone know if they're time-banned versus perma-banned.
Maybe Tobis is right though. I'd bet that most of the perma-bans are for things like map hacking so giving them more info isn't a good idea. |
I just messed around with that mortar in cheat mode recently.
The normal SOV mortar is much quicker destroying buildings. Against a static squad however the 120mm kills it quicker.
Plus you have a bit more range. 20 if I am not mistaken, but not sure about the exact number.
What type of buildings, ambient, OKW trucks, or bunkers?
The barrage range is 20 more for the 120mm. Autofire is 80 for both.
Somebody else did a comparison in cheat mode awhile ago. IIRC, they got did better against buildings with the 120 but the difference wasn't a lot. It may be a little RNG since the 120 is so innacurate. |
In compare with Pak howi = total trash ... but what should OST use to counter it? Super,,long,, range MHT or normal mortar? Allies are in general in much stronger position than Axis (speaking about indirect fire) ...
I wouldn't benchmark anything against the Pak Howie. Anything not on wheels is worse than the Pack howie.
When they nerfed the accuracy, I tried it a couple of times and didn't have much success with it, but think I just had bad RNG. One of my teammates uses them regularly now and thinks they're great.
A MHT seems to soft-counter it okay, particularly with incendiary.
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Yes, capping would be good too, but not from the get go as it would basically be a jacked up Kubel. Perhaps letting it cap once T2 is up would be good, so it can cap but not at the T0 stage.
Maybe healing the squad inside it as an activated ability would be nice.
Is it a jacked up Kubel? Combat-wise, they seem really close. I do agree that healing the squad inside as a activated ability would be good. If it had a cost, it should be nominal, around 5 munies, since it's only one squad. |