Call to Arms

Call to Arms

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Shaftoe May 7, 2018 @ 10:44am
Mortar (82 mm) can't pierce a technical...
Really? Is that thing broken?

One mortar shell shoved right into a car should cause immediate detonation. And IT WAS LIKE THAT before recent updates. It WAS OK! But now the best thing a mortar shell (82 mm, just think of it! Even lesser 25-30 mm guns cause technicals to explode with ease in this game!) can do is to break technical's engine and set it on fire. This is definitely not right. I think now it's broken.

Also, I think there should be two mortars under 500 points price tag. One mortar just won't do. You need 4-5 of them in order to make a difference, and with all downsides mortars have (including this new issue that I already pointed out) they are really REALLY unpopular. Don't turn the blind eye to this problem. At least, make each individual mortar cost less points! Maybe 300 or 400 points, just not 500!
Last edited by Shaftoe; May 7, 2018 @ 10:56am
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Showing 1-8 of 8 comments
Mojo May 7, 2018 @ 11:01am 
yeah mortars are way to expensiv and not used alot the problem is balancing them properly....it should'nt be viable to have 4-5 morter on the field that would be just spaming, but yeah they should be buffed in price not really in dps no one would pay 500 for a static unit when you have the choice to go for an armored vehicle which has a bigger damage potential
Mojo May 7, 2018 @ 11:03am 
maybe its also just the fact that call to arms is way more mobile in nature, men of war has more "sieges" and urban combat where morters are essential.
Shaftoe May 7, 2018 @ 11:07am 
82 mm mortar shell can't make a simple car with a machinegun on it to explode, when a smaller 25/30mm HE shell can... in the SAME GAME!

What kind of balance is that?! Must be a bug!
Romich May 7, 2018 @ 12:08pm 
Mortar gameplay requires zero skill and almost no thought to it, just place it in a crater, when they were good in hardcore mode, you were just forced to buy a mortar to counter enemy one, which boiled to rng fest of who gets a lucky hit on enemy first, sneaking is easy to counter by just looking around, killing it with vehicle requires specific map.
Shaftoe May 7, 2018 @ 12:16pm 
Originally posted by Romich:
Mortar gameplay requires zero skill and almost no thought to it, just place it in a crater, when they were good in hardcore mode, you were just forced to buy a mortar to counter enemy one, which boiled to rng fest of who gets a lucky hit on enemy first, sneaking is easy to counter by just looking around, killing it with vehicle requires specific map.

But this doesn't change the fact that a direct hit of a 82 mm shell into a car should cause some rather big explosion. Otherwise, it just looks bad.
Last edited by Shaftoe; May 7, 2018 @ 12:18pm
Romich May 7, 2018 @ 12:28pm 
Must be rng, because i seen it kill technicals recently, sometimes hand grenades dont kill them in one "hit" either.
Last edited by Romich; May 7, 2018 @ 12:29pm
Shaftoe May 7, 2018 @ 12:29pm 
Originally posted by Romich:
Must be rng, because i seen it kill technicals recently, sometimes hand grenades dont kill them in one "hit" either

I played last 5 matches in LMS as a mortar guy against AI (with my friends who just can't access other game modes because of "failed to allocate memory" issue).

Rebels technicals are capable of withstanding several DIRECT hits of 82 mm shells. Some shells hit them RIGHT into engine compartments, and after those hits they started to burn, but not instantly and not always. More often, their crews die first. But this is still not as it should be. An ordinary car jusr can't survive a hit like that, so no RNG can justify that.

Any light vehicle, be it a Technical or a Hammer or a MATV should turn into a blazing fireball once 82mm shell hits them!

P.S. If you think of it, even BTRs / Strikers should be AT LEAST immobilized by such a hit.
Last edited by Shaftoe; May 7, 2018 @ 2:01pm
Woods May 7, 2018 @ 2:01pm 
Originally posted by Shaftoe:
Really? Is that thing broken?

One mortar shell shoved right into a car should cause immediate detonation. And IT WAS LIKE THAT before recent updates. It WAS OK! But now the best thing a mortar shell (82 mm, just think of it! Even lesser 25-30 mm guns cause technicals to explode with ease in this game!) can do is to break technical's engine and set it on fire. This is definitely not right. I think now it's broken.

Also, I think there should be two mortars under 500 points price tag. One mortar just won't do. You need 4-5 of them in order to make a difference, and with all downsides mortars have (including this new issue that I already pointed out) they are really REALLY unpopular. Don't turn the blind eye to this problem. At least, make each individual mortar cost less points! Maybe 300 or 400 points, just not 500!
Another bug.
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Date Posted: May 7, 2018 @ 10:44am
Posts: 8