Here's the problem. When I go 'Oh shit, a heavy with rails in our base!' Do I go grenadier, the class assigned to anti tank combat? No. I go rifleman, because stickies are superior in every way. When I go 'Oh, a few engineers!' Do I pick rifleman the designated anti-infantry class? No. I go grenadier, because mortars can rape those engineers, and I can easily take out their turrets at range. There is a problem here.
I go Grenadier for tank driving when comm has a repair yard up. Generally I use Grenadier, but against tanks its frustrating to see your rockets hit them on the same side all the time - and they don't go down. And stickies are hardly ideal in any situation.
Im 70% of my playtime grenadier, same for communism and skiedragon. Dubee even plays almost only grenadier. Maybee thats the reason some people are so good with the mortar. And saying "its not skill its experience" is just redicoulus, guess on what skill is based??????????????????????????????????????
Lol, THE GRENADIER IS AN ANTI-(new concept apparantly)-VEHICULAR class. Let's entirely lug around a 60-70 pound mortar that doubles as a rocket launcher, bunnyhop like it's CS 1.6, and shoot the thing with perfect accuracy.
Ok genius, let's see you chuck that 60-70 pound mortar around in real life, jump, land, and instafire it in the middle of heavy machinegun fire. Go over there to one of the Iraqi warzones, take pics of it, and let's see this happen. The mortar is fire wrong anyways, to fire a mortar you hold the shell at the top of the tube, lean down, and drop it to fire it. The contact with the bottom of the barrel is what launches it, not a trigger.
You just disagreed with someone who is agreeing with you. And most importantly, Empires != real life.
That's not the point, atleast make the firing animation right. I figure it doesn't if you can take a bullet to the face and live, that and flip a 50 ton vehicle clear over And I know what he was doing, I just felt like more clarifying it..
I took over his role while he was beeing completly useless as commander. I was even telling him that we dont want his stupid orders but he completly ignored me... D: D: D:
Actually he has a point. If you make it so there's a 0.5 second firing animation where the player can't move, BAM that mortar is useless in close combat.
I think mortar would be fun if it was actually able to barrage an area. Something like: Doubble ammo cap Cut damage in half Reduce reload time to 2 sec Make it so you have to reload before firing (once the reload animation completes you will fire the mortar) An alternative would be the deployable mortar, you have to spend 2 sec deploying before being able to fire. Increase blast radius. That way, the grenadier would be able to spam an area with mortar shells, dealing a good 60 damage to anyone stupid enough to try to walk out there. The grenadier wouldn't be able to pop out of corners without some good timing on the reloading, and then only if his target remains in the open during those 2 sec.
No one would use such a mortar, The reloading time is under 2 seconds now or about 2 seconds, dunno exactly. If you want to decrease the shell damage to something like 50% you need to increase the splash damage. Its not that easy to hit someone twice with the mortar, just count how many people are able to kill enemys with long range shots now.