The ease at which mortars can be established, and on all maps except 4km, their near omnipotent range means that when used effectively (or even moderately effectively), they can essentially invalidate defensive positions. I realize that this is their intended purpose, however it is merely the ease of use and potential for near unlimited barrages (with a decent supply line) that I take issue with. As of 0.973, the status quo is as follows. Squad A reports a firebase at grid H4-7, mortar team fires off 5-10 rounds [mortar team's SL can call their own firemission], firebase and all troops are no more, Squad A didn't have to lift a finger.
For this reason I propose the following change, specifically to
- Further promote teamwork
- Reward defensive positions a little bit more
[Proposal]
Everything remains exactly the same, with the single exception that mortars will no longer destroy firebases. They will instead disable the spawn point (overrun mechanic) if a mortar lands within the mortar's splash range. The mortars will still kill all infantry that are not in foxholes and destroy emplacements (although I advocate anything less than a direct hit doing much less damage).
The reasoning behind the proposal is as follows: Mortars are indeed a force to be reckoned with, and should not be neutered to damage people less, or not affect fobs. The issue is with the rather spammy nature of them, especially with dedicated mortars teams basically being able to invalidate all spotted fobs on 1-2km maps. The above proposal retains the destructive power of the mortars without significant gameplay changes, however the mortars will now only serve as a clearing tool, and it will require a squad/vehicle to go in there and actually remove the enemy's spawn point. The overrun mechanic will serve the purpose of reinforcements being cut off as the mortars wreck havok. It will also potentially give rise to more smoke round usage, as the mortars could fall, causing damage to the fob position but not killing the foxhole infantry (and maybe leaving a SL to drop a rally to reinforce the position), meaning that smoke will be useful in assisting the squad tasked with clearing the fob in its entirety.
[Pros]
- A potential increase in inter-squad teamwork (mortars->inf)
- Give spawnpoint/fob defenders more of a fighting chance, while still giving the mortars a significant kick.
- Essentially invalidate mortar spam on fobs, especially undefended fobs, as it'll just disable them for the duration of the spam and then the team can spawn there again.
- Could result in unscrupulous mortar teams sporadically [every 2-3 mins] mortaring known fob locations hoping for cheap kills, without really caring whether the fob goes down.
- Not as 'realistic', although I argue not a huge amount of the current situation is anyway.
- Replace FOB mortar damage with the overrun mechanic (2 minute spawn disable)
- Retain infantry killing power
- [Optional: Reduce splash damage to emplacements - not remove]
- Promotes teamplay by requiring an infantry squad to work with the mortars to take down fobs, rather than just mortaring & being done







