at least the mortar is not under/overpowered, like the scout rifle... say, maybe giving the mortar to the scout would be a good idea, and maybe give the much talked about shotgun to the grenadier?
How bout we make the mortar shoot high fattening foods at the enemy? that way they will become fat and can't fight.
^ Congratulations, mortar is now useless against buildings, and rocket sniping happens all over the place. Can't weapons damages be tweaked to have a percentage extra effectiveness against certain targets? Also, I think that some of the problems with mortar could be solved by adding some kind of "inherent inaccuracy". So that say, it won't hit its target 100% of the time, which makes direct hits against mobile infantry a chancy prospect, but it would be able to damage buildings and turrets quite effectively.
WRONG! They all had either some type of carbine or a rifle or SMG. No one just equips their soldiers with pistols.
I'm not wrong. Firearms for officers is a matter of preference. And, up to say World War II, pretty much every nation equipped their officers with only a sidearm because they believed that a proper firearm would interfere with their command duties. Also, for heavy anti-tank weapon teams, the bearer of the launcher is usually only equipped with a pistol, simply because he can't carry anything else.
If you make the mortar inaccurate its worthless against turrets. Ever tried to kill turrets above your position? You need perfect accuracy for that.
I mean inaccurate to within a certain radius. That is perhaps about 60% of the time. Right now we have a shuffle, crouch, blomp, reload, blomp, and you have a dead engineer and turret who were hiding behind a wall. Ridiculous.
There's a huge inherent issue. Mortar is supposed to be long range. But the RPG functions to infinity, while the mortar has a very limited range.
Shit I fogot who posted this thread im drunk but your kinda stupid Have you evet played areal game? Grens usually top along with riflmen unless engys play in a squad. Gren is the most balanced class in 2.12 however in 2.2 its different
I don't suppose there's a way to code the mortar to do a % less damage to infantry, and the rocket a % more to vehicles? Seems that would fix the major (and logical) bitching about the class.. but then, yea, never looked at any code in Empires or any other HL2 mod, so I don't know if it's possible. I just kinda figure it is since Bio's supposed to do extra damage to Regen and such.
Ok, thats like the one thousands time i repeat myself but... a) you can kill people with a mortar b) you can`t beat riflemans with equal skill c) if someone kills you with one single mortar shell he would kill you with any weapon cause he is skilled d) empires =/ realism, so who cares how a mortar works IN REALITY aka the opposite of NOT REALISTIC e) Who told you that the grenadier is "anti-vehicle" its the "explosive-dude" class
Definitions of Grenadier on the Web: an infantryman equipped with grenades deep-sea fish with a large head and body and long tapering tail wordnet.princeton.edu/perl/webwn Well, he's not a fish. (yet), so, really. We're all grens!
except ofcourse for the gren since he doesnt have normal grenades but back to the point at hand the OPs an idiot