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russian armor

120mm Mortars Are too relaint on RNG

9 Nov 2018, 23:36 PM
#21
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

Okay thanks, guess it is an L2p issue then. It just sucks to try to play defensively and get countered hard by a single unit that does not require any micro.



It only doesn't require micro if you never challenge it. Yes it can fire from further away but it won't be doing consistent damage if it fires at max range.
10 Nov 2018, 02:36 AM
#22
avatar of Thamor

Posts: 290

Only fix I would like for this is that it decrews if only 1 man left in it, those running quarterbacks saving that mortar are annoying and it's already 6 man crew anyway.
10 Nov 2018, 02:57 AM
#23
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

jump backJump back to quoted post10 Nov 2018, 02:36 AMThamor
Only fix I would like for this is that it decrews if only 1 man left in it, those running quarterbacks saving that mortar are annoying and it's already 6 man crew anyway.


It's a 5 man crew now, they changed it a patch or two ago because of this exact reason. For some reason they literally couldn't make it decrew at 1-man like other mortars. Can't remember the reason but the game's code prevented it somehow if I am remembering right.
10 Nov 2018, 06:25 AM
#24
avatar of distrofio

Posts: 2358

The reason they can retreat with 1 crewmember is because both, the weapon is expensive and its powerful. Imagine OKM with one of those. Scary stuff
10 Nov 2018, 06:44 AM
#25
avatar of distrofio

Posts: 2358


Thas definately not the same "as any other mortar". ;-)


You are right, i was refering to others SU mortars though. If you compare 120mm to OST mortar obviously they are not the same.
In any faction 3 models down means decrew with SU you need to kill 5 always. Thats their strength.
10 Nov 2018, 08:44 AM
#26
avatar of jajajajaja

Posts: 7

You are right, i was refering to others SU mortars though. If you compare 120mm to OST mortar obviously they are not the same


It is not the same as the other SU mortar.
If the 120mm mortar is down to 2 models, and you hit it with a stuka, its still alive with one model.

Thats just silly, but unfortunately it seems impossible to fix.

Beyond that the unit is fine on most maps.
What I would change is the same thing that has been done to the ISG.

Reduce auto attack range and keep barrage range.
So if you want to hit things on the other end of the map, you at least have to micro it.
10 Nov 2018, 09:14 AM
#27
avatar of blvckdream

Posts: 2458 | Subs: 1


If the 120mm mortar is down to 2 models, and you hit it with a stuka, its still alive with one model.


wtf are you talking about
10 Nov 2018, 09:25 AM
#28
avatar of jajajajaja

Posts: 7

Just tried that in cheat mod.
I am not sure how it works?

Seems like you simply cannot decrew it in one burst if it has 2 or more models, no matter how much damage you do.
10 Nov 2018, 10:58 AM
#29
avatar of ullumulu

Posts: 2243

The thing is: every allie faction has acces to mortar units which outrange the axis mortar units easily. The advantage goes too allies
10 Nov 2018, 11:14 AM
#30
avatar of Katitof

Posts: 17875 | Subs: 8

The thing is: every allie faction has acces to mortar units which outrange the axis mortar units easily. The advantage goes too allies

Soviet mortar = clone of ost mortar = clone of USF mortar.

If you want to talk doctrines, then you have mortar halftruck for poor ost, which will counter 100% all allied mortars with literally a single click while being literally impossible to counter barrage.

And the one stock mortar happens to not be able to move, so its perfectly justified why its got more range.

10 Nov 2018, 11:53 AM
#32
avatar of Lago

Posts: 3260

wtf are you talking about


Mortars and anti-tank guns need two crew members to operate: if they drop to one crew member, that model ditches the team weapon and runs off the map.

The 120mm can operate with one man, which is why it used to be so durable. That's not something the patching tools can easily fix, so they reduced the crew size from 6 to 5 last patch.
10 Nov 2018, 12:13 PM
#33
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post10 Nov 2018, 11:14 AMKatitof

Soviet mortar = clone of ost mortar = clone of USF mortar.

If you want to talk doctrines, then you have mortar halftruck for poor ost, which will counter 100% all allied mortars with literally a single click while being literally impossible to counter barrage.

And the one stock mortar happens to not be able to move, so its perfectly justified why its got more range.


That information is incorrect the Soviet mortar is different the the other 2.

In addition USF mortar HT is as good if not better than the Ostheer one.
10 Nov 2018, 12:54 PM
#34
avatar of blvckdream

Posts: 2458 | Subs: 1

jump backJump back to quoted post10 Nov 2018, 11:53 AMLago


Mortars and anti-tank guns need two crew members to operate: if they drop to one crew member, that model ditches the team weapon and runs off the map.

The 120mm can operate with one man, which is why it used to be so durable. That's not something the patching tools can easily fix, so they reduced the crew size from 6 to 5 last patch.



Why are you quoting me with this?
10 Nov 2018, 13:32 PM
#35
avatar of Lago

Posts: 3260

Why are you quoting me with this?


Because you asked "wtf are you talking about" when jajajajaja pointed out it doesn't decrew at 1 model.
10 Nov 2018, 15:45 PM
#36
avatar of blvckdream

Posts: 2458 | Subs: 1

jump backJump back to quoted post10 Nov 2018, 13:32 PMLago


Because you asked "wtf are you talking about" when jajajajaja pointed out it doesn't decrew at 1 model.


No what he said was you cant wipe a 2 model 120mm mortar with a stuka strike...
10 Nov 2018, 17:33 PM
#37
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Just tried that in cheat mod.
I am not sure how it works?

Seems like you simply cannot decrew it in one burst if it has 2 or more models, no matter how much damage you do.


Just tried in cheat commands. Stuka dive bomb, OKW Stuka, Sturmtiger, PW, etc. You can definitely clear it when they are at 2 models or 5 models.

It's just aiming and RNG.
10 Nov 2018, 17:40 PM
#38
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

You had to test it? It just depends on squad spacing. You should know that :/
10 Nov 2018, 17:59 PM
#39
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

You had to test it? It just depends on squad spacing. You should know that :/


I thought there might be some bug applying from the wording he did.
10 Nov 2018, 20:42 PM
#40
avatar of thedarkarmadillo

Posts: 5279

I too determined from the post that there was a bug enabling the mortar to always survive with 1 model on AOE strikes. Poor wording
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