Company of Heroes: Eastern Front

Author Topic: [1.04] Heavy mortars  (Read 6275 times)

Offline DaChief99

  • Ingenery
  • *
  • Posts: 39
    • View Profile
[1.04] Heavy mortars
« on: February 04, 2010, 09:54:55 PM »
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.

Offline PSIHOPAT

  • Commissar
  • ****
  • Posts: 287
    • View Profile
Re: [1.04] Heavy mortars
« Reply #1 on: February 04, 2010, 10:03:04 PM »
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.

Offline DaChief99

  • Ingenery
  • *
  • Posts: 39
    • View Profile
Re: [1.04] Heavy mortars
« Reply #2 on: February 04, 2010, 10:07:02 PM »
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.
« Last Edit: February 04, 2010, 10:10:08 PM by DaChief99 »

Offline hgghg4

  • Commissar
  • ****
  • Posts: 435
    • View Profile
Re: [1.04] Heavy mortars
« Reply #3 on: February 04, 2010, 10:10:29 PM »
two snipers... there goes your mortars...

Offline rtil

  • Donor
  • Ingenery
  • *
  • Posts: 24
    • View Profile
Re: [1.04] Heavy mortars
« Reply #4 on: February 04, 2010, 11:23:09 PM »
they've already been nerfed and soviets can't cap, i think it's stupid to add a fuel cost to them.

Offline DaChief99

  • Ingenery
  • *
  • Posts: 39
    • View Profile
Re: [1.04] Heavy mortars
« Reply #5 on: February 04, 2010, 11:43:26 PM »
good point. 

Offline Slidey

  • Ingenery
  • *
  • Posts: 2
    • View Profile
Re: [1.04] Heavy mortars
« Reply #6 on: February 05, 2010, 04:56:52 AM »
The upgraded mortars cost around 437 mp which combined with the fact that you cannot recrew evens out their awesomeness quite nicely I think.

Offline Artillerist

  • Guard
  • ***
  • Posts: 185
  • Smert' vragu, pizdets raschoty
    • View Profile
Re: [1.04] Heavy mortars
« Reply #7 on: February 05, 2010, 05:46:37 AM »
Also, each recrew men cost 110mp - a lot, You know.
-------------------
94th Guards Infantry Division, 100th Separated Anti-Tank Artillery Divizion.

Offline thebomb

  • Guard
  • ***
  • Posts: 230
    • View Profile
Re: [1.04] Heavy mortars
« Reply #8 on: February 05, 2010, 06:25:00 AM »
Who are you playing against that's letting you spam mortars...lol..the AI?

Offline hgghg4

  • Commissar
  • ****
  • Posts: 435
    • View Profile
Re: [1.04] Heavy mortars
« Reply #9 on: February 05, 2010, 07:53:41 AM »
a noob???

Offline Someone

  • Ingenery
  • *
  • Posts: 23
    • View Profile
Re: [1.04] Heavy mortars
« Reply #10 on: February 05, 2010, 09:53:23 AM »
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.

Offline mystic-eye

  • Ingenery
  • *
  • Posts: 30
    • View Profile
Re: [1.04] Heavy mortars
« Reply #11 on: February 06, 2010, 11:16:06 AM »
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?

Offline hgghg4

  • Commissar
  • ****
  • Posts: 435
    • View Profile
Re: [1.04] Heavy mortars
« Reply #12 on: February 07, 2010, 03:46:43 AM »
i know seriously I want to win with just my command squad too! O_o

Offline Rahvenich

  • Ingenery
  • *
  • Posts: 23
    • View Profile
Re: [1.04] Heavy mortars
« Reply #13 on: February 18, 2010, 04:16:31 PM »
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.

Offline hgghg4

  • Commissar
  • ****
  • Posts: 435
    • View Profile
Re: [1.04] Heavy mortars
« Reply #14 on: February 18, 2010, 07:46:03 PM »
yeah its rather annoying when it fires but because its so inaccurate it lands right next to it...