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AT GUNS VS MORTARS

 
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AT GUNS VS MORTARS - 1/31/2011 9:28:35 AM   
Overkenshin

 

Posts: 33
Joined: 7/7/2010
Status: offline
Poor Steiner has been complaining for so long about this but even since the latest patch it appears nothing has been done to fix Obvious inbalance between mortars and at guns on the battlefield

Steiner is not alone in his concerns I assure you. The chances are that simply most veteran players are simply waiting for someone to release a mod which will fix this issue just as DavidsFX has done with his GT mod for the The Longest Day mod which more people are now playing online than are playing the original version of TLD.

I dont seem to be able to create a poll personally so would somone else maybe one of moderators herePlease create a poll so we can realistic view of the general opinion on this issue from people who visit this forum.

I will just repeat what Steiner is trying to say which is currently the game balance IS BROKEN BECAUSE MORTARS ARE TOO POWERFULL/TOO ACCURATE AND AT GUNS ARE TOO EASILY SPOTTED/ TOO WEAKLY PROTECTED AGAINST MORTAR AND SMALL ARMS FIRE.

Mortars should have a chance of damaging the gun and injuring the crew but much less chance of outright destroying the gun eccpecially within only a few rounds and at great range.

EVEN JUST A MINOR ADJUSTMENT iN THE NEXT PATCH OF THE UNIT DATA FOR THESE TWO UNIT TYPES WOULD WORK WONDERS FOR THE GAMES PLAYABILITY and make a lot of gamers very happy.

Please can any of you matrix guys play a little of UTAH, GJS, TRSM, SAS, Stalingrad or any of the other most celebrated mods for CC5 so you can get a proper idea of HOW THE BALANCE BETWEEN THESE TWO ELEMENTS WORKS BEST.

Sorry for the rant but this really needs fixing.

Post #: 1
RE: AT GUNS VS MORTARS - 1/31/2011 9:32:25 AM   
Overkenshin

 

Posts: 33
Joined: 7/7/2010
Status: offline
sorry double post

(in reply to Overkenshin)
Post #: 2
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