Rising Storm/Red Orchestra 2 Multiplayer

Rising Storm/Red Orchestra 2 Multiplayer

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Noff Sep 26, 2014 @ 9:25pm
Mortars/Artillery/Rockets
Difference between them?
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Showing 1-8 of 8 comments
droggen Sep 26, 2014 @ 9:28pm 
Morters tend to have a faster fire rate and a lower cool down time but they don't cover as much of a area.

Heavy artillery covers a wider area last longer and can kill people even in buildings if you're lucky a little longer to use.

Rockets destroy a wide area take a long time to cool down but can kill almost everything in a area including inside buildings.

It's best to find a balance between these types as a commander me personally I like to use lots of morters to shell tightly held enemy postions and try to get the rest of the team inside said cap points.
Last edited by droggen; Sep 26, 2014 @ 9:29pm
The Baxterman Sep 26, 2014 @ 9:57pm 
like 5 to 10 (or more) mortors a match versus 1 to 3 rockets a match that wil probably get you kicked for team kills
|RD| Reaper Sep 26, 2014 @ 11:41pm 
Mortars have the shortest flight time, meaning they hit almost immediately. There is virtually no pause between salvos. Mortars are best for danger-close support, or when you need a very specific area denied from the enemy. You can get as close as 30m from the arty mark without dying

Artillery has a much larger spread, a longer pause between salvos, and takes longer to get to target. Best used for wide area denial. Call these BEHIND objectives. You can get as close as 50m from the arty mark with little risk of dying.

Rockets fire a single large salvo, have a long flight time, are rather inaccurate, and have a massive blast area. Best used to upset your team for wasting an arty call on getting no enemy kills, 10 teamkills, and kicked by the server... followed by a 7-9 minute cooldown.

Mortars are like doing surgery with a scalpel, artillery is using a broadsword, and rockets like using an elephant.

On average, Mortars have a 3-3.5min cooldown, Artillery 4-5 minutes, Rockets 7-9 minutes.
Last edited by |RD| Reaper; Sep 26, 2014 @ 11:43pm
The Baxterman Sep 26, 2014 @ 11:42pm 
Originally posted by |RD| Reaper:
Mortars have the shortest flight time, meaning they hit almost immediately. There is virtually no pause between salvoes. Mortars are best for danger-close support, or when you need a very specific area denied from the enemy. You can get as close as 30m from the arty mark without dying

Artillery has a much larger spread, a longer pause between salvos, and takes longer to get to target. Best used for wide area denial. Call these BEHIND objectives. You can get as close as 50m from the arty mark with little risk of dying.

Rockets fire a single large salvo, have a long flight time, are rather inaccurate, and have a massive blast area. Best used to piss your team off for wasting an arty call on getting no enemy kills, 10 teamkills, and kicked by the server... followed by a 7-9 minute cooldown.

Mortars are like doing surgery with a scalpel, artillery is using a broadsword, and rockets like using an elephant.
+1+1+1+1+1 so many +1's
Noff Sep 26, 2014 @ 11:51pm 

Originally posted by droggen:
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Originally posted by |RD| Reaper:
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Thank you very much, that's very informative.
Münster Mike Sep 27, 2014 @ 11:26pm 
To be honest and helpful... when you use rockets (or Naval Barrage for RS, same thing) is right before a big assault. Ideally at the end of the round, since the cooldown is so long.

My own personal rules of thumb regarding which arty to call are this:

I use Mortars normally, probably 80% of the time - to kill or cut off the enemy from the capzone. I try to call them in right behind the capzone and exhort my comrades to charge the capzone as they hit.

I use Artillery when I know an objective is tough, or there won't be enough time left for two Mortar calls, or when we are bogged down and clearly don't have any momentum. It is more spread out but more importantly it lasts longer, giving your team more time to get it together and cap. Same deal I call it right behind or on the backside of the capzone and call a charge while it falls.

I use Rockets/Naval Barrage for the Big Push on a final objective. It's a stunner and clears a big area but it lasts only one big salvo and for all intents and purposes it is the end of the arty calling for some time thereafter. I call it in directly on the enemy defensive positions and we charge recklessly in as soon as it ends.
NETSCAPE Sep 28, 2014 @ 11:58am 
Mortars are very under-used and under-rated. Thumbs up to CO's that know when and how to use them in tight situations!
Katokevin Sep 28, 2014 @ 4:11pm 
Originally posted by LO WANG:
Mortars are very under-used and under-rated. Thumbs up to CO's that know when and how to use them in tight situations!

I want to hug a TL when he uses mortors in a tight street insted of slaughter both teams with an artillery barrage.
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Date Posted: Sep 26, 2014 @ 9:25pm
Posts: 8