Arma 3
A3 - Antistasi Altis
Mortar Balancing
I didn't want to monopolize the suggested features thread so I made this separate discussion.

I still have not seen any counter-battery fire, CAS anti-artillery, etc in my testing... I can wipe out all the outposts around Kavala by just calling in mortars from on top of a hill. 40+ kills last night. I also just leave my mortar team at HQ now because they have never been threatened. My HQ is south of Panchori. This feels kind of cheap. How is counter-battery fire supposed to work, is there any other way for the AAF to defend against mortars? Maybe firing mortars attracts a spotting helicopter, and if they spot the mortar crew it triggers CAS or something, or a Buzzard bombing run. Mortars should really be hit and run weapons.

Also, I don't know if this is something alterable, but it would be nice to see the AI scatter more after getting hit by a mortar or tank round from a distance.
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Showing 1-7 of 7 comments
Barbolani  [developer] Feb 22, 2016 @ 6:11am 
Detected some bug there. Will check it ASAP
Barbolani  [developer] Feb 22, 2016 @ 6:27am 
corrected, mortars from ortar squads were out of the counter battery measures. If you try with purchased or captured mortars they should work.

On next patch.
Ah, I see. Thanks!

So if I currently just buy a mortar and start attacking an oupost, is there a chance of some counter attack? I'm going to test it out tonight
DeathTouchWilly Feb 22, 2016 @ 6:39pm 
You will definitely be attacked if you abuse Mortars. You will receive a "Defend Petros" mission at which point a couple of CSAT helicopters filled with SpecOps will head to Petros, fast rope down, and try to kill him. If you have a couple of squads just sitting in your HQ you're generally pretty safe but it only takes one stray bullet to lose the entire game...
Did some tests with a mortar (not a squad). Firing in the HQ does generate a Defend Petros mission.I feel like it should spawn a patrol helicopter to investigate first, but I guess this is fine.

Then i went to a hill a km from base. Tried to fire on a town far away but I realized it was beyond the spawn distance, so I don't think I was hitting anything. (Is this correct? Zones only spawn for your artillery system from High Command? Not player fired mortars?)

And then I tried attacking some AAF posts within the spawn range. Now I did see APCs spawned and went to investigate my position. Excellent. But I still have not seen counter-battery fire.

My question is: what are the possible outcomes of AAF noticing mortar fire? It seems there is a % chance for an APC to attack, and a % chance for counter battery fire? Is that correct? Possible helicopters or planes?
Barbolani  [developer] Feb 23, 2016 @ 12:58am 
"Then i went to a hill a km from base. Tried to fire on a town far away but I realized it was beyond the spawn distance, so I don't think I was hitting anything. (Is this correct? Zones only spawn for your artillery system from High Command? Not player fired mortars?)"

Yes, correct, regetably, I can predict where you ordered a fire mission to a squad, but not to a squadmate or fire by your own.

Counterbattery is automated. If some enemy mortar squad is spawned (bases), they will fire to the mortar same as to any other troop.

Counterattack vehicle will depend on some factors to be done by land or air, and type of vehicle (may be just a Truck)
Awesome, thanks. I think I have a better feel of what to expect now.

Final question I promise. You said if an enemy mortar squad is spawned at bases they will fire same as any other troop. So does this mean you must be within enemy spawn distance of a base (default ~1.5km) in order to receive counter-battery fire? Or can they spawn at greater distances to attack your mortar or mortar squad (on next patch for the latter)?
Last edited by Stale Baguette Police; Feb 23, 2016 @ 4:45am
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