*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 08, 2024, 07:19:14 am

Login with username, password and session length

Resources

Recent posts

[Yesterday at 02:30:18 pm]

[November 06, 2024, 03:32:19 pm]

[November 06, 2024, 05:29:25 am]

[November 06, 2024, 05:28:38 am]

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]
Pages: 1 [2]   Go Down
  Print  
Author Topic: 2 Inch Mortar Team  (Read 7676 times)
0 Members and 1 Guest are viewing this topic.
Firesparks Offline
Honoured Member
*
Posts: 1209



« Reply #20 on: October 12, 2009, 01:35:57 am »

I totalyl agree that its a poor excuse for artillery.

However, Brits players (most of them) have large quanties of Recon Snipers avalible as an alternative as a whole. OR should you wish, Rifle Grenades.

RE players get the AVRE (which in my opinion is far suprior to any artillery piece when used in conjuction with recon tommies.

and Commando players get Smoke/commadno combo.

These are by no means a replacement for the mortar (except maybe for the AVRE, cause they're awesome) but a different approach for a different faction.

The AVRE is t2, and doesn't become really good until bombardier and/or vet2. Using it with a recon tommy require 12 pop, mortar itself is 4 pop.

Recon and rifle grenades requires the unit to get into combat range. The rifles can fire over hedge roll but do you expect hedge roll to be everywhere?   
Logged


With sufficient thrust, pigs fly just fine. However, this is not necessarily a good idea. It is hard to be sure where they are going to land, and it could be dangerous sitting under them as they fly overhead. -- RFC 1925
nated0g Offline
EIR Veteran
Posts: 90


« Reply #21 on: October 12, 2009, 01:43:32 am »

Hey, i never said it was a perfect solution.

Just giving you options.
Logged
todlichpanther4 Offline
EIR Regular
Posts: 20


« Reply #22 on: October 12, 2009, 02:46:52 am »

While certain abilities may require "unlocks" you cant just say that because they require unlocks you shall not consider them. That would be downright foolish. When assessing balance it needs to be done from a complete company downwards. By this i mean the company should be assumed to be full and finished. Invariably this will lead to imbalances upon the way, which has ALWAYS been the way in EIR. Its one of the interesting aspects of persistence, things change as the game progresses.
Logged
Firesparks Offline
Honoured Member
*
Posts: 1209



« Reply #23 on: October 12, 2009, 10:18:32 am »

While certain abilities may require "unlocks" you cant just say that because they require unlocks you shall not consider them. That would be downright foolish. When assessing balance it needs to be done from a complete company downwards. By this i mean the company should be assumed to be full and finished. Invariably this will lead to imbalances upon the way, which has ALWAYS been the way in EIR. Its one of the interesting aspects of persistence, things change as the game progresses.
is the other company as crippled during the process? Inevitably a level 1 will be disadvantaged against a level 8, but at least commanders of the equivalent level should be balanced.

If a doctrine has to be level 8 to be competent, then the doctrine is flawed  

would you guys be fine if a doctrine is underppowered early on but completely overpower at the late game?
« Last Edit: October 12, 2009, 10:21:52 am by Firesparks » Logged
Pages: 1 [2]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.092 seconds with 36 queries.