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According to US study on 120m mortars first of all dispersion is not flat but normal.
It also found that with account to all kinds of factors 62% of shell should land within 60m of centre and 99% within 180m at max range of 7200m.
So yeah dispersion is a bit too big. I think even simple change of hit distribution from flat to normal should considerably boost accuracy against discovered targets.
In the rare events that I do use mortars, I find it is immensely valuable to spend the extra points to give them a transport with a machine gun, so they can load back up and relocate. This way you can keep them out of the action, but close enough to matter.
Also, it's my opinion that mortars are more or less primarily to supress the enemy and force them to move. Just a safe way reach out and touch that stationary gun. I mean, I can do this far more reliably with a single 105mm howitzer and a leader unit but mortars shave off valuable travel time -- it's a quick response solution that isn't mean to be balls on accurate and is more or less all about the chaos they create for the opponent
Add.: Speaking of that reddit post, just Google "Steel Division 2 Mortar Guide." It's a decent read with "tested" numbers.
Weapons becoming cotton ball throwers after some arbitrary range is just a bad game design and completely unrealistic.
Guide you've mentioned just confirms that 120mm have worse accuracy then 82mm at every range. Why would you want higher cost, less ammo, worse accuracy weapon? max range is just irrelevant as it is akin to throwing supply trucks at enemy
I am on board with the guide preferring the 60mm, but those aren't nearly as common as 81mm. 1800 range indirect is often (but not always) sufficient and the dispersion is tight, so you suppress the thing you point it at. The real draw though is calling in several and tabbing through to send them locking down entire areas with a combination of smoke long range LoS and blasting buildings/forests. This is a lot faster and more practical when you're paying 40 per piece than 60 or 80.
Soviet 800m 50mms are also greatly appreciated, though even the 540m range one has utility given that it costs less than most infantry. There are a lot of forest gaps and building LoS gaps less than that, and it can SOMETIMES still make smoke plays at that short range.
they are very deadly if they hit tho.
You do really need to move them after firing though or risk losing them.
Not useless, just best used in combo with other arty pieces in long game so your arty pieces are focused by counter battery rather than getting your mortars wiped. Using halftracks to move them is also a good idea ;)
Is there a way to put them back on halftracks w/o manually panning back there (or using control group zooming) and then individually ordering them onto the half tracks?
It feels like even if you do that, I'm not sure it's much faster in practice than simply ordering the target fire and then queuing the "scatter" order after it, which will have them move away from each other on foot immediately after the shot. Foot movement is slower, but it seems like you'd need insane APM to load more than 1-2 morters onto half tracks all the time while also managing multiple areas on the frontline.
If you're playing someone really attentive, could also use control group to zoom to mortars and then formation move them in some direction as a queued order, and as long as they're not too close it will be hard for counter battery to hit that.
No. You can also bring in your AA on Doushka trucks and use them to move mortars (easier option as you probably want to use HalfTracks for infantry killing).
Just tested again btw
x2 120mm will suppress Destroy at around 2500m. At 3000m they will not do so much BUT can still pin with some lucky hits and even kill occasionally!
x3 120mm will DESTROY at 4000m.
I like to sometimes use them to kill AA because they get the job done instantly.