Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: Budwise on May 28, 2010, 05:08:14 PM

Title: [1.11]Upgraded Mortar
Post by: Budwise on May 28, 2010, 05:08:14 PM
2 Shots bunkers.  Get 2 of them and its a constant 105 barrage.  Yes its 800MP but its on map arty that you can have within 8 minutes of the game.

Proposal: Reduce the cost, give them an incendiary round option for 15 munis instead of the artillery shell upgrade.  Maybe upgrade their cool down or range instead with the upgrade.
Title: Re: [1.11]Upgraded Mortar
Post by: WhiteFlash on May 28, 2010, 06:47:10 PM
agreed
Title: Re: [1.11]Upgraded Mortar
Post by: mooooooo on May 28, 2010, 07:59:21 PM
no i disagree. the Russians who are heavily inf oriented are vary vulnerable to mgs and mg bunkers so it is supposed to be there as a counter until tanks come online. otherwise a pair of mg bunker could wipe out half of the Russian army. and since they are vary expensive easily killed off and non recrewable if any thing your not getting your moneys worth
Title: Re: [1.11]Upgraded Mortar
Post by: Budwise on May 28, 2010, 09:15:53 PM
Mortars are one thing, onmap nonstop artillery fire 7 minutes into the game and 2 shotting a bunker is another.  They should definitely have a mortar but an artillery piece it should not be.
Title: Re: [1.11]Upgraded Mortar
Post by: Zerstörer on May 28, 2010, 10:51:09 PM
We can reduce the damage it does to bunkers and buildings to compensate and increase the cooldown between barrages a bit more
Incendiary round is too...PE so would rather avoid it
Title: Re: [1.11]Upgraded Mortar
Post by: PoldekPL on May 28, 2010, 11:09:42 PM
Seems like since 1.10 came out Soviet mortars are arty-like AFTER up-ing them in Armoury... when they fire SO-DAMN-HEAVY-EXPLOSIVE rounds I'm not suprised they take out bunker with two hits, but before upgrading them, when they use classing mortar grenades, they should act vs bunkers like normal mortar.
We cannot forget that mortars are one of not so many ways that Soviets deal with MG's (and bunkers) - they can rush (Major needed), flank (free space needed), use armour (teching-up needed) or use mortars - if they use HE rounds let it be as it is - 2-hit-down, but with normal grenades they should act like normal mortar.
Title: Re: [1.11]Upgraded Mortar
Post by: mooooooo on May 29, 2010, 12:04:40 AM
Seems like since 1.10 came out Soviet mortars are arty-like AFTER up-ing them in Armoury... when they fire SO-DAMN-HEAVY-EXPLOSIVE rounds I'm not suprised they take out bunker with two hits, but before upgrading them, when they use classing mortar grenades, they should act vs bunkers like normal mortar.
We cannot forget that mortars are one of not so many ways that Soviets deal with MG's (and bunkers) - they can rush (Major needed), flank (free space needed), use armour (teching-up needed) or use mortars - if they use HE rounds let it be as it is - 2-hit-down, but with normal grenades they should act like normal mortar.

i second that
Title: Re: [1.11]Upgraded Mortar
Post by: PSIHOPAT on May 29, 2010, 01:18:22 AM
Edit:Flaming post removed-We've talked about this over a dosen times! If you can't post in a decent constructive manner, don't post at all
Title: Re: [1.11]Upgraded Mortar
Post by: Cranialwizard on May 29, 2010, 02:20:14 AM
The 120 mortar is a highly used strong point for the Soviets for mid-game.

Replacing it will just make another boring faction, because EVERY faction has THE SAME mortar type damage. (All VERY Close, I should say)

None of them are as powerful as the Soviets.

However, the Soviets lack good infantry in start-game :P

It's kinda what makes them unique, their support center.

You'll find if you spam Tank Hunters and use Red Tide, MOST German tanks CAN'T stop them.

I was in a 4 v 4 in Berlin, with 1 teamate who quit early. (So 3 CPUS) VS 2 of my friend on teamspeak, with 2 CPUS.

One of my friends went PE, and he was SPAMMING panthers like no end, and had a JagdPanther.

Tanks of mine couldn't even get CLOSE to him. Even IS-2s were obliterated.

So the thought popped in my head as his tanks approached me, close, close, close.

"TANK HUNTERS FTW?"

So, with the upgrade, I had about 8 squads of PRTD Tank Hunters.

Surprisingly, they took out a Half-Health Jagdpanther, THREE Panthers, a Hetzer, and a Bergetiger before dying.

My friend nearly pissed himself when he saw that my squads were not only all back in good shape after he killed them with his last 2 panthers, but I had also sent in 2 more PRTD and 2 Red Banner Strelky to counter Panzer Grenadiers.

They obliterated the panthers and the RBS PPSH-41 tore the Panzer Grenadiers to shreds.

It's all about combination of good units IMO. The Mortar just adds a good mid game, not so useful late game.
Title: Re: [1.11]Upgraded Mortar
Post by: Renas on May 29, 2010, 10:02:27 AM
What a stupid topic.

Every faction have weak and strong points.
Germans are OP if they have stug,tiger,nebewerfer,stuka,and many other sh*ts..?..

Seriously guys....GROW UP...AND STOP WITH BULLSH*TS...

Make some constructive criticism and stop whimper for all the crap

Here we have a person with a good understanding of COH coming to this forum and calmly talking about balance issues. So you decide to flame him for no apparent reason?
Title: Re: [1.11]Upgraded Mortar
Post by: Mad hatters in jeans on May 29, 2010, 02:52:56 PM
I have mixed views on the mortar. On the one hand they're effective albiet costly.

However they are insanely powerful.  I would also like to note the soviets early game is overpowered while their late-game power is limited in comparison to Wehrmacht.

Oh and the Berlin map deployment zones need fixed, if you play as Panzer Elite they never have enough space to deploy all their buildings.-_______________-.
Title: Re: [1.11]Upgraded Mortar
Post by: vietlord on June 02, 2010, 01:33:10 AM
the Mortar is just a bit too powerfull vs bunker ... and german MUST stay moving (including cloak AT gun)
Title: Re: [1.11]Upgraded Mortar
Post by: Grunt on June 03, 2010, 05:11:29 PM
We can reduce the damage it does to bunkers and buildings to compensate
+1
and increase the cooldown between barrages a bit more
-1

Leave us arti freaks something to play with. 120 mm mortar ? Makes my day complete. Let it be inaccurate and wide spread. Its just the way we like it. Its a 'feel the power' sensation better then sex (almost). Let it be,its the only reason us Russian players recruit a mortar unit.
Title: Re: [1.11]Upgraded Mortar
Post by: rtil on June 11, 2010, 11:44:50 PM
The 120 mortar is a highly used strong point for the Soviets for mid-game.

Replacing it will just make another boring faction, because EVERY faction has THE SAME mortar type damage. (All VERY Close, I should say)

...

It's all about combination of good units IMO. The Mortar just adds a good mid game, not so useful late game.
I agree. I think the mortar crew is fine the way it is. Their mid-game damage reflects their cost.
Title: Re: [1.11]Upgraded Mortar
Post by: Paciat on June 12, 2010, 10:37:07 AM
That mortar upgrade is a counter to Bunkers (zombie grens).
You need to get that upgrade sacrifacing another upgrade (no red banner strelky or tunk hunters upgrade or T-34s 85mm gun) and then get a mortar.

The only thing that needs to be changed in the Soviet fraction are the ammo costs of upgrades in the armory (+50% of 1.11 prices, 75% of 1.04 prices).
PPSH strelky, Tank hunter blobs and upgraded mortars wont be an early game problem then.
Title: Re: [1.11]Upgraded Mortar
Post by: Zerstörer on June 12, 2010, 10:39:02 AM
The mortar has once again changed...keep your eye on the 1.2patch broadcasts this weekend to get a preview  ;)
Title: Re: [1.11]Upgraded Mortar
Post by: TomaSkTemplar on June 12, 2010, 11:50:09 AM
I hope only against certain buildings, like when you fire small mortars from command squad. Also it takes 5 pop away...requires a bit of research etc. So I hope it will be better but not used as an artillery to bomb out heavy fortifications as fast.
Title: Re: [1.11]Upgraded Mortar
Post by: Sonders on June 12, 2010, 01:05:23 PM
I also agree that the Soviet mortar when up-graded is a bit oped. I don’t use them for the same reason I don’t use the Soviet AT gun, They are easily de-crewed and the Soviets cant re-crew them. Although I would hate to see them over nerfed. A munitions and fuel cost increase at the armory might be the answer instead of weakening the unit itself.

BTW, if hes spending resources on a mid game mortar then hes not going to have alot to protect it.

Some games I played against Soviet players that used the upgraded mortar I got them with sniper and nebs and another time with cloaked storms. Since the Soviets can’t re-crew them it’s a total loss.

To me, the Soviet mortar (when I’m playing against the Soviets) is just like the pak (when im playing against Wehr). I make it my top priority to kill that dirty little evil thing, lol. 
Title: Re: [1.11]Upgraded Mortar
Post by: Zerstörer on June 12, 2010, 01:35:49 PM
We're looking into increasing survivability for both units without making them OP...its only really an issue in 1v1 when you don't have an ally that can recrew your guns....