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  • [Alpha] Mortars

    What are people's thoughts on them? I have limited experience with them as I usually play more on the frontlines.

    I know they do 20~ish damage to armor, and kill infantry with direct/point blank hits.

    I think, as RU, we could use them to camp enemy armor spawns.

    If and when we allow them to take A, the armor could be destroyed very quickly. Then it would simply be an exercise in holding the chokepoint on the B bridge. Without armor backing them up, I think it would quickly become a bloodbath. The smoke may prove useful too, denying them line of sight coming across the bridge; drop it on their side so we can see them when they run out onto the bridge and/or watercrossing below.

    Thoughts? I'm not sure how feasible this, as I don't know the effectiveness of the mortar firsthand.

  • #2
    Ehhm, now your talking my lingo. It can be effective especially pounding A from B though I would need a medic as backup since i would be an easy target. 225 m seems to be the effective range.

    If we go the E-D then C route, I could smoke our advance on the airfield. Two smoke mortars would be really nice.

    I deserve a ribbon for Mortar Specialist

    Artillery conquers and infantry occupies.
    J.F.C. Fuller

    Proud to have been a member of the 5th, 71st and my beloved 19th

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    • #3
      Re: Mortars

      Hmmm, I didn't really give too much thought on using them as US. Its definitely worth considering. I think they'd probably stick with the AAMTRAC and provide direct infantry support for it.

      Hopefully I'll be able to get online tonight and scope out some stuff. I wanna see what 225m gives us for range.

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      • #4
        Re: Mortars

        My main use: we need to see if mortar smoke breaks Javelin locks the same way the smoke from the vehicles does. If so, we might actually have a way to get onto the island without being hit by 30 javs. Also, if smoke will actually be released if it hits the water...
        I can ADS using more than a 2x without significant stutter! This was a good patch.

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        • #5
          Re: Mortars

          I don't think they'll be extremely useful if we're moving in really fast: the smoke can easily be substituted with 320 smoke, and using a mortar causes you to be immobile and essentially takes you out of a fast-moving fight. If the situation devolves into a slugfest/defense, then I can see it being more effective.
          He was told that he should not kill, and he did not kill, until he got into the Army. Then he was told to kill, and he killed.

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          • #6
            Re: Mortars

            Originally posted by Mercenary90 View Post
            I don't think they'll be extremely useful if we're moving in really fast: the smoke can easily be substituted with 320 smoke, and using a mortar causes you to be immobile and essentially takes you out of a fast-moving fight. If the situation devolves into a slugfest/defense, then I can see it being more effective.
            When you're crossing the water, the volume of smoke put out by the 60mm round is a lot more useful. I'm imagining having pilots MAV and one barrage of smoke before everyone piles into vehicles. A 10 second delay on RHIBs launching actually means even more of a vehicle swarm and simultaneous landing than if the RHIBs take off and the APCs follow.
            I can ADS using more than a 2x without significant stutter! This was a good patch.

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            • #7
              Re: Mortars

              That's the thing about the smoke, I think an assault could spam 3 smokes before 2 from a mortar would land. And that player would be on hand to revive or push forward and get people on flag radius.

              The original idea I had was a sure way we could remotely destroy their armor before they even got a chance to occupy it. Air strikes would be good, but I have a feeling they'll be much more preoccupied to notice a tank has spawned.

              The support is the perfect candidate: people are going to need ammo, namely engineers.

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              • #8
                Re: Mortars

                Originally posted by Razcsak View Post
                Also, if smoke will actually be released if it hits the water...
                I just tested this and the answer appears to be no, unfortunately. Shells landing in the light blue area of the mortar map -- i.e. the sea -- do not explode, nor do they "smoke".
                <insert signature spam here>

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                • #9
                  Re: Mortars

                  Originally posted by Lekdevil.NL View Post
                  I just tested this and the answer appears to be no, unfortunately. Shells landing in the light blue area of the mortar map -- i.e. the sea -- do not explode, nor do they "smoke".
                  Then I see mortars as useless, unless we can stop SOFLAMs by hitting them with smoke directly.
                  I can ADS using more than a 2x without significant stutter! This was a good patch.

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                  • #10
                    Re: Mortars

                    Yeah, Reaper and I just did some testing.

                    They won't be of any use unless we reach a big stalemate, which I don't see happening on this map. Assault with smokes can lay down a smoke screen much, much, much faster than the mortar.

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                    • #11
                      Re: Mortars

                      Well if we have anyone playing support what will really be more useful. C4, Claymore, or a Mortar?
                      sigpic

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                      • #12
                        Re: Mortars

                        Not really sure, probably whatever makes sense for that squad's role. C4 is always handy.

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                        • #13
                          Re: Mortars

                          C4 def. Claymores are great for defense on a flag or infantry routes between flags.

                          Claymore for defense is great if you push ahead of the flag or get pulled off the flag. When 1 goes off you know to retreat back. However only 2 claymores/3 leaves many many holes around a flag, but still any helping hand is nice.


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                          *Proud to have served in the 11th Airborne Infantry*

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                          • #14
                            Re: Mortars

                            I would say that mortars are pretty pointless.

                            at least when compared to the assault class that can use m320 at great distances with direct line of sight (smoke or explosive grenades).
                            When setting up a mortar you have to think about where you put it since you will be stationary, another thing is the big mortar icon that pops upp everytime you fire.

                            I would argue that instead of having two mortars we will be better off with two assaults since we would have two more soldiers on the front/ defensive line.

                            But if ou are a mortar wizard I would not stop you from using it :)

                            For the support class I would say that C4 is effective eventhough sneaking up on a tank is tricky.
                            "Nemo Saltat Sobrius, Nisi Forte Insanit"

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                            • #15
                              Re: Mortars

                              Originally posted by Lien View Post

                              For the support class I would say that C4 is effective eventhough sneaking up on a tank is tricky.
                              It's definitely not BC2 anymore where C4ing tanks was child's play.


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                              *Proud to have served in the 11th Airborne Infantry*

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