Motars need a nerf

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aD.Luoson

FNG / Fresh Meat
Yep i'm saying it, especially on the map Barracks, it needs to take twice as long at least before you can send another volley, currently dodging the enemies motars and your team mate motars if they are timed well there is only a 30-60 second period that there ISNT motars falling..
They arent skillful and it defintaly isnt fun being blown up outa nowhere over and over and they even kill you (maybe a bug) in the middle of buildings though the roof and walls.

I also think they should be cut in half of the time they are actually hitting.
 

Funkyb

FNG / Fresh Meat
Aug 31, 2011
61
13
0
A delay between calling in the arty to when it actually comes down could be due...

But I think a minute and a half cool-down is fine. With 20 sec spawns, I think the arty fire intervals works out.

I'm almost guessing that the cool-downs could be changed server-side. We'll see.
 

b0sco

FNG / Fresh Meat
Aug 16, 2011
270
61
0
Artillery in OST/DH actually took quite a long time to hit after calling in, so you actually had to think ahead and predict enemy troop movement... why did they change it? (Haven't played Commander in RO2 yet)
 

tarquin

FNG / Fresh Meat
Sep 3, 2011
101
20
0
the only thing that i think needs nerfing is spawn nuking.

you should be able to at least 'delay' spawn, manually wait for the blitz to end... sometimes i get force respawned and die about 3 times to the same strike.

(assuming the obvious solution, to make the spawning area protected, would be problematic)
 

Funkyb

FNG / Fresh Meat
Aug 31, 2011
61
13
0
The spawns are protected, you can't mark spawn coordinates on the map.

Also, if you are calling in artillery and the enemy captures their next point, hence moving the spawns closer, the artillery will stop and a radio transmission will play saying, "unknown coordinates." It only stops if the marked coordinates are now part of a spawn, of course. Capping a point doesn't stop artillery.
Does that make sense?
 

aD.Luoson

FNG / Fresh Meat
Bump, they still need a nerf. Anyone with half a clue will be racking up the kills with this.. Basically every game the Commander has 40+ more kills then anyone else due to how powerful mortars are.

People also can just drop them just outa spawn so people spawn, run 2 meters then blow up, dont say they cant because this happened to me numerous times.
 

jergul

Member
Sep 19, 2009
522
10
18
Even 80 mm mortars in very close proximity (single charge range) have a minimum 9 second flight time from mortar fires until shell lands.

A 12-15 second delay for those seem about right if we consider the commander an ad hoc forward observer.

Edit
Artillery generally caused the vast majority of combat deaths.
Spawn protection roofs can be tweaked somewhat
But a squad deploying into mortarfire will suffer hideous casualties.
 
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