Not radical in implemtation, but radical in how it changes the gameplay. A simpler buff to range would make it useable again without the potential for unforeseen second and third order of effects as a result on such a big change in how the mortars are used.
I just think it’s a safer bet to go with incremental changes rather than a whole new way of playing the mortar pit.
But that’s just my opinion. Lol
then you run into the problem of scaling.
stationary howitzer work because they are essentially a choice by the player. The three factions that use on map howitzer have rocket artillery and mortar/leig. In most cases the rocket artillery and mortar is enough to dislodge an enemy and a howitzer is unnecessary.
secondly the howitzer's range doesn't become an issue aside from the huge 3v3/4v4 map, and even then it's huge enough to cover the mid vp while in relative safety. They actually had to force the restriction of "no hq sector" to make the player build them closer to the front line.
lastly, the howitzer is a late game unit when the frontline is starting to stall, and it is for situation when the line stabilize.
Early game front-line is entirely too fluid to commit your force to a single location, and I doubt we want the mortar pit to be powerful enough to force a static front.
I don't see mortar getting the kind of barrage range necessary to not be liability.
No.
240MP for a mortar pit that can technically hit anywhere, has 2 mortars and can do so for free?
Tommies aren't even at any risk because it can direct those flares from a TD's max range. Same goes for the Valentine.
Have you ever considered learning more about the faction and how it's played and compares to others before asking for unnecessary buffs?
see:
I could see that working, but then if you lose the IS section with the flares the mortars basically become useless unless they are not built in the safety of the base sector and still have their normal auto barrage ability.
Which would then make this pointless as the problem with the mortar pit is it's inability to move, and thus survive.
the mortar pit's autofire will still be 80m, meaning the mortar pit's purpose is to provide the tommies with an off map. The FOO upgrade is painfully obvious and would be the primary target of every axis player.
If the british have the FOO tommy hang back it's 7 pop, 280 mp, 45+ mu not contributing to the fire fight.
i like brit. but i dont think this is a good idea tho. althoguh it is mid game. but all tommiea can have free cover remover for everyone.
the medic kit is exclusive with the FOO upgrade. In practice you need at least two medical tommies. If the british decide to go all FOO then he's going to lack healing.
and since it's a victor target, all the FOO order is going to get in each other's way. They would only allow the mortar to change target faster, not more firepower.
Have you ever considered learning more about the faction and how it's played and compares to others before asking for unnecessary buffs?
what, spam land mattress if you want any decent artillery? In the Han/devm vs scot/nog UTT game there was basically no usage of mortar pit and FOO tommies and it was land mattress every game.