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Thread: How are mortars too powerful?

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  1. #1

    Default How are mortars too powerful?

    Alright, I keep reading on the forums how mortars are broken. I'm in a regular Prussia Campaign and have 4 mortar units (i.e. 16 mortars) in one stack. If I attack another full stack of infantry it usually takes me the whole hour of time limit to whittle away at their army with my mortars... I see that the targeting of the mortars is heavily flawed as you may click on a unit, and if that unit is exhibiting a move order, but is only inching along (kind of doing a March-halt-march-halt-march-halt thing), then the spot the mortars actually try to hit is usually way off the mark and doesn't kill squat to begin with. Usually I try to wait until a unit is at half strength before I send in my Lines or Lites.

    My mortar units all have 2 chevrons and they still have a hard time getting kills. It's very rare when a mortar round actually explodes within the ranks and kills ~20 guys. Don't even get me started on the Lime shells or the Firebombs (whatever its called). The only thing useful to me right now is the explosive shells.

    Is it just different for MP? Does it seem the targeting algorithm in the Campaign or vs AI mode just different? As it stands, I think cannons, howitzers, and mortars are not accurate enough. Generally it took 3 shots for cannons to start getting on target. I get that they were inaccurate, but this seems a bet out of whack.

    Sorry, back to my question... is the targeting of artillery just different in a MP vs an AI opponent?
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  2. #2

    Default Re: How are mortars too powerful?

    Have you got percussion shells yet (i.e. what late game custom battle mortars are equipped with)? They're far more destructive than regular explosive shells- the number of solid hits you get on the enemy is multiplied many times. Go test it out in a custom battle, you'll see what I mean.

  3. #3

    Default Re: How are mortars too powerful?

    A late game mortar with percussion shells is insane. A single hit once cost 50+ units

  4. #4

    Default Re: How are mortars too powerful?

    If mortars and howitzers couldnt shoot this explosive shells, they would be as useless as normal artillery.
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  5. #5

    Default Re: How are mortars too powerful?

    yeah, but mortars hit everything on the map. its no fun when by the time you get close enough to engage the mortar whore 80% of your army is dead or routing

  6. #6

    Default Re: How are mortars too powerful?

    Quote Originally Posted by NYG 5 View Post
    yeah, but mortars hit everything on the map. its no fun when by the time you get close enough to engage the mortar whore 80% of your army is dead or routing
    true but without explosive shell the mortars hardly killy anything of your army, then you have to advance to bring your cannons in range but you dont have to attack, and then you are in advantage, mortars dont do well in close range.
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  7. #7

    Default Re: How are mortars too powerful?

    Yeah, except you'll lose TOPS 5-10% of your army if he has 5-8 mortars. Less than that and he's lucky if you lose 30-50 guys if you move quick.

  8. #8

    Default Re: How are mortars too powerful?

    Cannons were not that inaccurate, and mortars were far more inaccurate than in game.

    I recommend Darth Mod, it makes howitzers and cannons worth taking, while nerfing mortars enough so one doesnt just spam them.

    Depends on the ammunition time also. If you were using early ammo, it depends on your luck. Some games youll go wow, op, and some youll scratch your head and wonder how high the gunners are.

    However, once you get the quicklime and percussive shot out, they generally outperform all my other artillery and get the lions share of the kills, and also dealing a lot of morale damage. They also can rout enemy artillery with great ease since they almost always get off the first shots due to range.

    IN multiplayer its slightly different as one can set the accuracy of the crews. Often by making imbalanced lists one can afford the extra cash it takes to make mortars really deadly. However, what players often do is max out too much on them, and then they get unlucky with their first round of shots and the enemy moves to within minimum range and the guy cant counter.

    If its a competitive match, no rules, ill usually take three or four double chev mortars, which usually leaves me enough to balance out the rest of my force. They are incredibly powerful for their cost - right from the get go Im hitting his artillery, then move on to his light infantry squads, and his cavalry if it looks hes not paying attention, though usually they're moving already. Because in MP units dont gain stats like H or VH AI, youll find that skirmishers and artillery crews break real easy, even if you dont cause that much casualties. Thats the real value for me - even if the light infantry is spread out and you dont get that many casualties, I find firing there better than firing into high morale units like line infantry and guards, especially if their GB or Prussia. Usually, if the unit wasnt given any chevs, I can break a light inf squad with 3-4 quicklime shots, and in my view its better to deprive him of four skirmisher squads than slightly damage all of his line infantry squads.

  9. #9

    Default Re: How are mortars too powerful?

    But if you're against me, you'd be hitting my mortars while I'm hitting you cavalry/line infantry/skirmishers. By the time you've got my mortars destroyed, I congratulate you on destroying them as they're no longer needed when I'm already in close combat range. Because that's what is important - if the enemy has more mortars, you need to target his troops so you get SOMETHING out of your mortars. If you just engage in a losing mortar duel.. well, you've just lost two slots and 1000+ gold for nothing.

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