Then things are working as original indented since the USF mortar was not introduced to win duels vs the Ostheer mortar.
Developer Comments: We wanted to give USF more means to counter garrisons without grenades and a mobile smoke platform as well as diversify their opening.
You are forced to fight ostheer mortars and go against mgs, so we always get a pak Howie or mortar ht. It is kinda like how a pair of leigs making emplacements void. |
You want to go for build orders which matched your skill vs your opponents skill. I have played too many matches where ostheer defended me off the fuel point with mortars and mgs, but got destroyed once the mortar hts come out. How do players lose when they have both fuels and rush early p4s? |
Great so in your opinion the Ostheer mortar is recycled garbage and since the UKF and Soviet mortar are about the same with they are also garbage.
In other word it is not the USF mortar that is garbage but all mortars.
I don't use either mortar, but my team will use the ostheer mortar. Ostheer will win mortar battles vs USF and Soviets and make maxims obsolete. If ostheer does not go sniper or skip tier 1 they usually build a mortar or 2. If they build for a mortar strat you don't build the USF mortar to counter it. |
The ostheer mortar has a slight edge over the usf mortar. Ostheer also has pios for los. Every good usf main ignores the usf mortar in 2's and up. It is only useful when your opponent does not build mortars. |
Great do a number of test of an ostheer mortar firing on house with riflemen in and then one with USF mortar firing on house with grenadier squad and lets us know what you have come up with.
Both opponents jump out of house after being hit once. If both sides micro ostheer wins. I don't use the mortar and my friends in top ten 3's and 4's don't either. |
I am simply tired of reading again and again how the USF mortar was nerfed (as if it was the only mortar affected) and how bad it is live (I am not saying that you wrote that), when this is simply not the case.
The fact that MOD team decided to buff the vet 1 ability of the Ostheer mortar and the MHT while nerfing the other USF option is further indication how powerful USF indirect fire support become after the mortar/tech changes.
I had actually brought up that point at it during the preview.
(edited to add more changes)
Everyone who plays usf for long periods of time knows the usf mortar is garbage.
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Ostheer has multiple ways in dealings with USF.
They have assault grens,5 man grens, snipers, mgs, pgrens, and g43s
The recent buffs means ostheer can fight any faction in 1v1. The whole ostheer up is outdated. |
No there is nothing "bad with being able to fight from range after you invest 120 MU into a 280 MP unit", there is something bad, however when can fight at all ranges from sort to long especially when you opponent can not do the same.
But other factions have snipers, mgs, and good mortars. The game is so close to being balanced in 1's; I don't think nerfing rifles without reworking usf is going to work.
I think the real issue is how effective blobs are. Coh feels like a ww1 rts sometimes. |
The announcement to the jagtiger buffs had me scared. Well, this is a buff and a nerf at the same time, looks fair |
Mortar is sadly basically required in 2v2s and on some 1v1 maps with great MG garrison positions. It's that or tech for nades early, and that's not really a realistic option in the early game.
The Mortar HT is way better but conversely is never seen in 1v1 because it's fuel that isn't going towards rushing tanks onto the field lol
I really don't know what people see in the Pack howitzer. Even before this scatter nerf I basically only ever used it or saw it used versus the OKW trucks, or on really small 1v1 maps where it could deny a VP without too much danger to itself. The projectile is ungodly slow and it can't provide smoke like the mortar can (WP requires vet, munitions, and is far worse for concealment purposes). I understand the meta may have been different in team games, but I never played those. I have no idea how the update is going to affect its performance there, but in 1v1 it seems an even more unreliable option to take now.
I wish we could just bite the bullet and - if we are going to consider this unit OP for it's autoattack - rework this unit completely so it is a barrage-only unit with a much shorter barrage recharge time (maybe 30s?), much faster projectiles, and maybe some more shells per barrage. That or a long-recharge high damage barrage to make it the rocket artillery analogue for USF.
As it is I have a sinking suspicion the nerf to AA scatter isn't going to stop the complaints about this unit, and so the trend, for now, is turning this thing slowly and slowly more into an extremely expensive and basically ineffective mortar - to complement the cheap and ineffective t0 mortar, though at least that can provide free smoke.
Reworking units is what they should have done. Teching grenades or weapon upgrades early will decrease the squads you can field. It is worth it if you get a wipe or steal an mg, but you will be at risk of being overrun. The best strategy is to double or triple team the enemy and go back to your side once you have 2 cps or resources to unlock a pak howitzer. 1 mg is easy to deal with as usf, but multiple mgs is a pain in the ass.
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