My problem is, is that the way insurgents can shoot their mortars now is not realistic. It is my opinion before you start hating. Now insurgents can shoot like BLUFOR with their mortars like it is WWII. With a good crew you can create a never ending mortar strike, it gives more of a feeling that you are at the Battle of Kursk instead of an insurgent uprising in Iraq.
I want to know the opinion of the community about this. Are the insurgents mortars "too fast" in the way of reloading and do they hold to many rounds. I think decreasing the maximum amount of mortar rounds per ammo bag for the insurgents and an increase of the reloading time should "nerf" the mortars since now you can do endless mortars missions. From what I have seen in the past years on the news, no outpost has suffered from a huge mortar strike, so this could be another reason.
Please share your opinion.
[Mortars] Insurgent mortars "too fast"?
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
[Mortars] Insurgent mortars "too fast"?
We are staying up!
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kangaroo
- Posts: 75
- Joined: 2011-08-23 06:49
Re: [Mortars] Insurgent mortars "too fast"?
They aren't really too fast when you think about it. The mortars are built at a fob with a large ammo supply and so should be allowed to do sustained fire. I get what you are saying but I believe you are thinking about mobile mortar teams which would 'shoot and scoot'. It would be cool if we had a tecky that could shoot and scoot or mobile artilery for bigger maps like kashan
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: [Mortars] Insurgent mortars "too fast"?
I see no reason to nerf mortars for the insurgents, a big pile of shells delivered in the back of the truck and you could line up a tube and just keep feeding rounds into it.
To me, it is not unrealistic by any means. You see, mortars are a very interesting case in PR. THey're very, very useful, however they are not utilized as much as comparably useful assets like armour, or CAS vehicles. Why? Theyre boring as hell. Now, this is no fault of the DEVs, it's just kind of how it is. Depending on map size, and how the terrain is, along with how much intel the team is willing to provide, they can be ineffective too. I mean, with a proper commander or a team that you beg to give you targets like youre CAS all the time, on an open map can win the game for you, by annihilating fobs. I remember a game on Ia drang 100 players where our mortar crew netted over 50 kills, and we won the game quite closely as the vietnamese, it was a great round, but even then it was kind of boring. Theoretically, teams are both supposed to have mortar crews, and what could happen is that both sides are in a constant mortar vs mortar fight, kind of tying each other up, or causing lots of movement, and clever scouting/placement of mortars. However, often only one side has mortars, and is free to barrage as they please, causing them to be perceived as OP perhaps. Theoretically, both sides should ahve a commander that is able to find enemy mortars with the UAV, or with his assigned recon team, but the commander position is a little boring compared to other roles as well.
In PR 1.0 if the commander is more useful, and there are bigger servers, expect lots of counter mortaring, and CAS attacking mortar fobs, which will make long barrages less likely. Also, attacking mortar fobs on foot is rarely unsuccessful, try that too.
mortars can seem "cheap" if you are lazy, that's it, they are quite easy to neutralize.
To me, it is not unrealistic by any means. You see, mortars are a very interesting case in PR. THey're very, very useful, however they are not utilized as much as comparably useful assets like armour, or CAS vehicles. Why? Theyre boring as hell. Now, this is no fault of the DEVs, it's just kind of how it is. Depending on map size, and how the terrain is, along with how much intel the team is willing to provide, they can be ineffective too. I mean, with a proper commander or a team that you beg to give you targets like youre CAS all the time, on an open map can win the game for you, by annihilating fobs. I remember a game on Ia drang 100 players where our mortar crew netted over 50 kills, and we won the game quite closely as the vietnamese, it was a great round, but even then it was kind of boring. Theoretically, teams are both supposed to have mortar crews, and what could happen is that both sides are in a constant mortar vs mortar fight, kind of tying each other up, or causing lots of movement, and clever scouting/placement of mortars. However, often only one side has mortars, and is free to barrage as they please, causing them to be perceived as OP perhaps. Theoretically, both sides should ahve a commander that is able to find enemy mortars with the UAV, or with his assigned recon team, but the commander position is a little boring compared to other roles as well.
In PR 1.0 if the commander is more useful, and there are bigger servers, expect lots of counter mortaring, and CAS attacking mortar fobs, which will make long barrages less likely. Also, attacking mortar fobs on foot is rarely unsuccessful, try that too.
mortars can seem "cheap" if you are lazy, that's it, they are quite easy to neutralize.
