They cost 10mp more than Pios and are much better in combat, before squad size upgrade. Everyone semi-serious uses Mobile Assault (courtesy of Relic's sell-then-balance DLC policy), meaning they usually have flamethrowers. How do you play against 2-3 RE builds, especially in urban maps? Talking mostly 2v2. |
However, I don't think we can ever truly salvage the atrocity that is known as the Mortar Pit.
- If we nerf stats -> Mortar Pit is a never-build unit (due to its static nature)
- If we nerf/remove brace -> Mortar Pit deleted (same reason)
- If we delete Mortar Pit -> no reliable garrison-clearing/indirect fire for Brits
...
Brace needs to gtfo, and the only way to achieve this is by replacing the Mortar Pit with something else.
This is so absolutely true. It also applies to all emplacements to a certain extent and it's the reason I feel Brits will never truly fit CoH2, the way they didn't CoH1. |
is /r/companyofheroes really a 'source'?
Perhaps not, but the in-game counter sure is |
Coh1 still works, steam servers are fine. I think this is Relic in panic mode during their festivities. 3 years of coh2 celebrated with such severe bugs that they have to take down their servers. LOL
I sincerely doubt that. Either there's a problem with Relic's servers, in which case it will likely be fixed tomorrow, or with something else (on Steam's side or another Relic partner), meaning it could be fixed anytime. I really, really doubt Relic have taken them down on purpose. |
They should have made the mortar more accurate, less damaging that only kills with direct-hits with higher drop-off with more ROF and less range. This way this would differentiate itself from the pack howitzer by being meant to displace units and being light support while the pack howitzer is what you want to break fortifications and actually kill units.
Exactly. |
I think it's okay to add it (although if the original faction design had been realized, they wouldn't need it).
Problem is, it should've been a real support weapon for the rifles, cheap, mobile and with low DPS and range, and smoke that enables rifles to push into locked-down areas (as an alternative to 'nades). Not the best damn mortar in the game. |
Related to #3, issuing a garrison order on a building in the FoW allows you to scout whether it's occupied, even by units other than an MG. It flashes red if the enemy is in it.
Hopefully the FoW bugs are on the agenda, although if it's an engine issue they may never get fixed... |
Are you sure it's not intended? I'm not saying they should be able to have both, but has it been confirmed?
Edit: Nevermind, if the order of the upgrade matters then there's obviously something wrong. |
I just played a game vs the AI with the new patch, and there's something off with the USF mortar.
1. Normal range is quite a lot bigger than the Barrage ability range. I'm not sure if there's another mortar that has this.
2. The range (normal, not barrage) seems way too big. It could be intended at its price (260mp), or it could be that...
...3. Vet 3 range increase applies at vet 0. There was no increase in range that I could see when I got it to vet 3. So either the veterancy doesn't work at all, or is applied at vet 0 (and possibly not to the barrage ability). |
I stopped playing recently. Waiting for patch. |