Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: DaChief99 on February 04, 2010, 09:54:55 PM
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i was just thinking about this, and would like some input on it.
Since the mortar is just a mobile arty piece, wouldn't it be better to make it cost a bit of fuel, since almost all arty costs fuel (not priest). maybe just 20 to prevent the massive spam of them.
Generally when i play soviets by the time i get the support building built, i am sitting on at least 1500 mp, my friends say the same thing too, so it makes them easy to spam.
Just wondering what u guys think.
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Is no spam with their cost.
Also 5-8 mortars will be very bad idea,because many population and manpower will be gone for support units who are unable to win the war alone.If forces who protect them are weak and die,they will be an very easy prey.
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yea, but 3 can take out any of the infy you send towards them, since they usually come out before vehicles that can approch them.
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two snipers... there goes your mortars...
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they've already been nerfed and soviets can't cap, i think it's stupid to add a fuel cost to them.
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good point.
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The upgraded mortars cost around 437 mp which combined with the fact that you cannot recrew evens out their awesomeness quite nicely I think.
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Also, each recrew men cost 110mp - a lot, You know.
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Who are you playing against that's letting you spam mortars...lol..the AI?
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a noob???
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I'm pretty sure I have never had my MP reach 1500, how the hell can you get this by the time you get the support building? This confuses the hell out of me, have you never heard of infantry or something?
IMO Mortars don't really need a nerf or additional cost of any sort at this point in time, the upgraded mortar I think needs to be fixed though.
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wow...1500 EXTRA manpower??!!...that's 7 squads of conscripts and 100 manpower left over to buy hookers for all of em! Yeh...who ARE you playing against?
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i know seriously I want to win with just my command squad too! O_o
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The only real issue I see with the mortar anymore is it's minimum firing range. Every so often they manage to wipe out whatever I have charging at them unless the Volksgrenadiers or Assault squad is right on top of the crew.
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yeah its rather annoying when it fires but because its so inaccurate it lands right next to it...
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The only real issue I see with the mortar anymore is it's minimum firing range. Every so often they manage to wipe out whatever I have charging at them unless the Volksgrenadiers or Assault squad is right on top of the crew.
+1
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I agree with the minimum range requirement, they are so inaccurate that shells tend to land on top of troops even if they are within the minimum range
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Summerization
1. Recrewing is not an option
2. Reinforcing is expensive
3. 1+2 killing a good amount of one of these mortars (say 3) will most likely completely cripple the owners defensive strategy and resources to replace.
4. Keep moving and you will be fine
5. Nebelwerfers anyone? Out of range typically or stukas to fire and move to avoid counter battery
6. Pak38 camo is wonderful once things have died down sneak into a new firing slot
One thing though is axis mortars have no chance 1 on 1 or even 2 on 1 with the large crew which will most likely survive a hit and counter battery. Also with their range being smaller even more so on the PE half tracks it can be a problem.
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4. Keep moving and you will be fine
not really, since they seem to have no minimum range you often lose many units when rushing them...
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Microing stg44 panzer grens does it for me, what I mean is not stay mobile just never stop it is the best way to avoid any kind of arty. One example, I had 4 STGs and 2 schrecks in 2 equal control groups send one around each side while keeping dispersal with a mortar to keep any MGs off your back, . You need to be decisive and aggressive even to the point where your opponent thinks you will waltz into a trap baited by said mortar and then you know another point in the line is under powered. Kill them enough and they will notice the massive manpower drain. I often only get them only in the beginning to essentially cause brick shitting and break newb city defenses.
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the point is that the russian mortar seems to be firing to close to itself. i rushed a mortar (without any other russian units around) with 3 squads of vet3 assaultgrens and lost about 50% as the shell was fired extremely close to the mortar.
it's not a big problem that i want fixed as soon as possible, but nevertheless quite annoying.
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I myself, as a Soviet player, find the minimum range a problem, as it tends to kill my own troops and emplacements. >_<