If you have an argument why a mortar should be able to also perform as AT weapon feel free to explain your point of view.
you certainly have a point in that 1k penetration and 136 (or 160?) damage per hit look quite powerful for a mortar, at least on paper. still, eating more than one shell should be an absolute rarity given the huge scatter and low rate of fire of the 120mm. i also don't see why the 'sticky' part of the projectile out of all things would cause so much headache. after all it does virtually nothing in terms of chance to hit or damage dealt (unless, of course, you'd change the projectile collision so that it either phases through the tank and sticks to the ground beneath it or somehow bounces off to the side instead). if the AT capability is your major concern, i'd say reducing penetration and/or damage dealt would be the more logical approach. |
There was no sleeping, it was even nastier in the preview. No suppression, just ludicrous damage. The current version forces players to build forward bases further back and retreat when barraged instead of lotto wipes of OG. Also, it lost SIGNIFICANT AT consistency from its preview version with near aoe range going from .5 to 0. Players just needed time to learn to play against it (counter pick commanders, respect the barrage) and for B4 spam to slowdown,which it has to the best of my understanding.
Its potentially problematic in small maps where it can easily barrage bases, but all howis have that issue.
Its current situation is due to an attempt to not homogenize it into a ML/20, leFH knockoff while preventing it from hammering tanks. So its shock arty now. Everyone hates being on the receiving end of shock arty, and as such complaints. I woukd like to see play/winrate numbers before major nerfs.
+1, good post.
i'd still say some adjustments may be necessary. suggestions like higher base cooldown and, maybe, suppression getting removed or gated behind vet 2 or 3 would probably be a good start, but i don't think the unit needs any bigger nerfs beyond that. |
Its an alright mainline alternative and gives you the chance to skip bolster and nade tech. On top of that it lets you play more mobile instead of camping behind cover all the time. Nothing else/more.
What do you expect here? If you clone Rifles (stats, at nade, grenade), everyone will pick it in 1vs1, cause you get stock mg/sniper with a good alround mainline and good stock tank roster.
And the balance team already said multiple times that there are boundaries from relic and they cant do much more. If you want to shit on someone, you have to mail to relic and cry there.
This.
/t |
that should work exactly the same as with every other unit: select the squad inside the garrison and then click on the unit you want to shoot at. there are multiple ways to do this quickly (e.g. via the shield symbol in the upper right corner or ctrl group) but what i usually do is click on the garrison and hit tab to select the unit inside.
how many models of the garrisoned squad can acually fire at the chosen target of course depends on the number of windows available while range plays an important role, too. hence, it may sometimes appear as if half of the squad ignores your orders and fires at random targets instead.
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I think this should be removed. It will just cause some weird RNG moments of the shell sticking to the tank and maybe generate a lot of frustration if that is what in the end kills it. If there is also no historic justification for sticky mortar shells, they should be removed.
i don't know. from a realism standpoint sticky mortar rounds surely do require suspension of disbelief to some extent, but gameplay-wise i don't see anything wrong with it. i mean, the alternative to sticky shells would be to either make the rounds explode on contact (in the end leading to the same outcome) or let them magically phase through the tank onto the ground, which would be even more unrealistic imho.
and honestly, if rng decides a mortar round hits my tank and deals enough damage to kill it, i don't really care if it blows up instantly or 3 seconds later.
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the delayed fuse rounds of the usf mortar ht have been sticky as well since as far back as i can remember. presumably this fancy adhesive mortar round technology was part of the lend-lease program?
in any case, i assume this is working as intended and is definitely not a bug. |
That is per squad not total number...
yeah i figured. let's put it this way; i'd be fine with any per squad number greater than 7. |
Both B4 and ST should have a hard cap on the number of entities they can kill
if we're talking about a high double-digit number, sure why not? otherwise no. |
it got a decent improvement in the latest patch with the overhaul of the projectile behavior. feels much more predictable and, thus, consistent right now. that might not sound much like a straight buff to the unit itself, but having the shell impact where you want almost every time instead of flipping a coin with each shot is incredibly strong. |
but somehow M4c AI is reliable than Ez8. Weird...
the m4c is actually less reliable per shot due to the much higher scatter. it does, however, fire quite a bit faster (though not by much anymore after the most recent patch) than the e8. so even though the m4c misses more often on average it still drops models and squads faster.
but if you fire pot shots popping in and out of max range to avoid retaliation, the e8 is actually equal if not better than the m4c. |