I dont understand why Bulldozer was buffed? Makes no sense. According to this patch preview it is because you need Major for it or pay a higher price but this applies to every call in tank now. So what´s the point?
Furthermore, it was/is already good in live, GCS showed that. |
You can watch it if you have enabled watching old replays.
Only downside is a huge ass "sync error" cluttering the screen but other than that, just fine |
Oh, that's because of the massive auto-attack range in live.
In order to dodge a barrage you simply have to click a target location 5 meters away, and the pit can't harm you for another minute.
If you're willing to sink 400-800MP on immobile indirect fire, odds are that you won't be able to survive the first light vehicle; or that the enemy is doing something seriously wrong.
Brace+waiting for aec/atg/AT inf sectons.
Heck, if it;s ostheer, you can use small arms fire to drive away the lv.
I've done it many times.
But perhaps the autofire range is enough.
I hope it is. |
Actually, it really is about early manpower investment.
In the early game you might really only be wanting the mortar to harass MGs with smoke, or be annoying. Then, you can spend the remaining 160MP to buy, say, an AT gun, or upgrade PIATs or something.
By the end of the game, sure; it is no-brainer to upgrade a well-situated mortar pit that has survived. However, this arrangement allows you to be more flexible about when/whether you really wanted to spend 400MP in one go, or in parts. (note that the upgrade also increases the popcap of your mortar)
On the other hand, if you don't like putting all your eggs in one basket, you can buy a second mortar pit and get access to a separate brace ability, or be able to select individual barrage targets.
In the revamp mod we had mortar pits cost 200MP vanilla + 150MP the second mortar. Given that Relic doesn't let us touch Brace, Forward Assembly or Cancer Commander abilities, that would have been OP.
Therefore, we're forced to hike the price of the Pit to what we currently have.
Or you spend 400 mp early game and get the near indestructible mortar we have now+the ability to sqaudwipe (with abit of micro outside the 85 range).
If the only reason not to get the upgrade early game is mp orientated, how do you explain the current phenomenon where the 400 mp mortar pit's are build up to 2 in early game?
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I need something that's mobile god damn it, not a unit that requires babysitting in order to reach it's full potential. Plus we're basically paying the same price as a normal mortar, the only plus of the pit is probably the 2nd mortar for 160 mp but stil mobility is the name of the game, not being static.
And range, the single most important stat in a mortar.
But I don't think we disagree, we both want a normal mortar for the brits.
Tho for fairness sake, if that were to happen, the range would need to go down to 80 and a mobile mortar will actually require more babysitting that way.
Having an indirect fire unit that can only be countered by other indirect fire is a fail at design, imo, as it leads to arty-fest.
Mobile indirect fire units should be at a disadvantage when attacking an immobile indirect-fire unit. That's because the mobile stuff can pack up any time and harass any part of the game.
At the same time, however, when you have 30-second Brace in the game, there's no point flanking the emplacements. So, that's a fail.
Unfortunately, we didn't manage to convince Relic that Mortar Pits need to be made actually vulnerable to infantry (and no; lava nades don't count; there's a faction that's called OST that doesn't have access to lava nades). At the same time Brace, Cancer Commander and Forward Assembly are all out of scope.
Let's see how that goes..
I think you might not be responding to me, or rather it seems you are agreeing with me on points i didn't even consider
Either way, I hope you can answer this: what would be a reason for me to not instantly get the 160 mp upgrade on the mortar?
And don't say "when you don't have the manpower" <.<
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Yeah but on some maps brits needs early antygarison unit. It;s easier now to get it early game and still have resources to get fast AT gun or AEC. It adds more options imo.
And 30 sec upgrade is still a good thing. First mortar volley won't be so deadly (cannot count when first mortar pit volley wiped my entire squad), 30 sec before it has his full potensial gives some time to respond. Again, more options to fight with, and 30 sec less annoying, not so great but it is still something.
Brits and garrisons are weird, they do still have their own "build garrison anywhere" trench so i be hard pressed to change things on that regard too much.
As for the first volley, assuming it is as deadly as you say it is, what's to stop me from hold fire the mortar till the upgrade is complete?
Make no mistake, I like the changes, but i think more is needed (like putting second mortar behind t3 tech or some such).
Too bad that most of the people that play the game aren't in the top 100 players.
But now I find absolutely no reason to pay standard mortar costs for something that's static.
The only thing which the pit had going for it was it's range, the double revaltively cheap cost for 2 mortars were negated by it's population cap and static nature while it's durability was thanks to it's fast earning vet, now with it gone what's the point?
Balance is centered around the top.
The mortarpit still outranges any axis mortar (ISG got nerfed too remember) still has brace and can still be upgraded for a measily 160 mp, giving it the same cheap cost for 2 mortars it had before.
I see no reason not to go mortar pit now.
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Auto-Fire and HE Barrage
• Autofire range reduced from 120 to 85
• HE barrage range reduced from 150 to 120
• HE Barrage cooldown reduced from 75 secs to 60 secs
Barrage was reduce too but if you say it's still enough compare to leigs then it's fine. And love that ugrade change. It's finally open this unit to a 1v1 mode and reduce their early game efficiency in team games.
So if i follow this correctly, the HE barrage had 150 range and is now 120, whereas autofire was 120 and is now 85?
Either way, it means the barrage is now the old autofire range, which is more than enough to counter any and all mortars.
And i've seen plenty of mortar pits in 1vs1, so don't get so excited <.<.
And you can still upgrade the pit straight away, so now you have what, 30 seconds more before the mortar pit fest starts? Not that great imo, but i could be wrong. |
Wow, those changes. Did expect that coming
Guys, as much as i'm against mortar pit spams and abusement i wonder if the pit is able to fight vs leigs after that reduce range changes. This emplacement will be kinda useless if it's gonna be simply outrange by other units this type (mortar vet2 or meansioned leig)
Mortar autofire range was reduced, not it's barrage range(115).
On the other hand, spending 400 mp total will net you the old mortar pit+33% faster barrage (and the need to micro the barrage but what is that for the likes of top 100 players?)
I just wonder why anyone wouldn't spend 400 mp. |
lots of OH commanders got smoke with Tiger too so keeping a Tiger alive is much easier than keeping IS-2 alive.
There is exactly 1 ost commander which has smoke and tiger (not counting tiger ace) and that one isn't meta.
Tiger ace is bullshit on a whole other level. |
I remember when testing and talking to Whiteflash about the map's design and development prior to its release, that having green cover on the right side of the map near the fuel was a very intentional choice, as to give the north player a positional advantage as an incentive to go for the right side fuel rather than "his" fuel on the left side. If you look at the left, it has the same design, where there is a stone wall offering green cover to engage squads fighting on the point.
Except this falls short when the southern players moves 10 meter up and uses all the green cover provided by the graveyard fence. |