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mooxe -> RE: Suggestions (3/23/2014 11:11:13 PM)
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The effectiveness of mortars has been debated since Close Combat 2. It all comes down to realism vs playability. Triple ammo? Ok, well your mortar team now has to carry around 90 rounds of 81mm, between four guys. Only valid point if you move your mortar teams though. Invasion Normandy mortar teams had laser guided bombs that only took seconds to hit, you were almost guaranteed casualties if troops were up and running. Well people got tired of that. The Longest Day takes it to the other end of the spectrum, and the other side aren't happy with that either. PITF takes it even further by delaying all mortar fire commands by about 20 seconds, even if you issue a fire command 1cm next to the last one. What you are not seeing maybe is mortars can make soldiers cancel move orders, move slower, and become suppressed. Use mortars to pop smoke, make running troops crawl and random immobilizing hits on open top or lightly armoured vehicles. Mortar fire evolved into what it is because of two types of complainers. Half couldn't cope or adapt to not being permitted to sprint troops all over the battlefield unmolested, the other half wanted a WW2 simulator so mortars would take forever to land.
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