Mortar: Damage and Flight Time Lower the mortar's base damage and then increase that damage based on the mortar round's flight time. I.e. Base damage is 60. Maximum additional damage is 90. Damage is scaled linearly based on time travelled, with the maximum time corresponding exactly to how long it takes a mortar to land when fired directly upwards. Thus, if it takes a mortar 3 seconds to land when fired directly upwards, a mortar that lands after 3 seconds will do 150 damage (60+90), whereas a mortar that lands after 0.5 seconds will do only 75 damage (60+15). Currently, there is no reward for making a high-angle shot. In fact, there's a penalty; high-angle shots take extra time to land, meaning wait time for damage and feedback. Some maps don't even allow high-angle shots because of low ceilings. Hence, low-angle shots dominate, with grenadiers using mortars as if they were all-purpose grenade launchers. Pros: High-angle shots are more like artillery. More powerful hits are more rewarding. No angle requirements. Longer flight time means easier to avoid. Cons: Low-angle "snap" shots with the mortar are less effective. Some maps have ceilings too low for high-angle shooting. Alternatives: Something similar could be done for splash radius.
Totally love this idea. But instead, I say after 3 seconds of flow time the mortar round disintegrates and "shotguns" into a lot of little pieces which explode upon contact... Yeah, your idea sounds easier.
I don't want to see pew pew pew go against a tank. I like the idea of them being stronger as they fly longer.
Would make the mortar usless against everything but buildings and then people would whine about nerfing mortar sniping... RPG already taken a hit, mines are easily bypassed with defuse and now you wanna smack the mortar down even further...
Hmm, I think possibly it might be a bit better if you give the shell a fuse, if it hits within two seconds it doesn't detonate, but if it hits a dude it will still hurt them (like a rifle grenade in some games) You could boost the speed and power if you did this to make it more artillery-ish, and it would let you buff the RPG because you can't use mortars on tanks any more. It might be a bit confusing as to why the shell does more damage the longer it's in the air, it's not like it magically gets more explosives in it over time, but a fuse does make sense. You could also add a visual cue, for example have no trail when the shell is launched, then when it's armed, make it glow quite brightly as if some sort of incandescent trigger was activated. You could use this system for all artillery actually.
This plus boosting the splash would be great. It would make the mortar actually act like a mortar. Incredibly enough, that's what the RPG is for. You can boost it too. Also, before anyone else complains about the gren being useless now, they shouldn't be engaging the other infantry in straight up combat anyways. That's what the rifleman is for. However, they can still kill a lot of infantry and buildings with their mortar from long range, after this buff.
I actually think it would make it more effective against tanks. If your trying to hit a tank with it close range you will prolly just get ran down or shot. I only see this fixing that close range hop around a corner suicide kill thing and most likely making a lot of people bitch about it being OP against inf.
Untill the RPG actually is improved upon you dont have much to stand on... Gren is a popular choice against infantry,not because its effective against infantry, but because it sucks at what its supposed to excel at...
Anything that turns the Mortar from a handheld sniper into an actual indirect fire Mortar is an angelic suggestion in my book.
Off-Topic: - The RPG is a separate issue and are still good if anyone ever got the research. - Mines are a separate issue and are still good in maps other than Escort. - The Gren has advanced pistols and melee upgrade for fighting infantry. On-Topic: - Mortar does 120 damage currently. (I expected 110, actually.) - I've yet to time how long it takes for a mortar round to land, so the numbers are due for adjustment. - With less damage at close range, a larger AOE could be justified. - Better defining the roles of the Grenadier's weapons is better for everyone. - @Chris: I'd like to still be able to use the mortar, with splash, at close range. It's handy to soften someone up before pistoling them to death. Most direct hits are just lucky, not counting the point-blank variety.
Yeah i like what you are tring to do put i still like the suggestion that we should make it deployable and improve splash and small range buff. That would turn it even more into a support artillery. And with the new weapon scripts that are comming up (i trust all people here to read the news about the mod such as the new weapon damage tables and the new research tree) the mortar and rpg would be easy to balance.
RPG - vehicles Mortar - infantry and buildings Sounds reasonable to me, just decrease vehicle armor for less übergodness.
All you would have is gren's getting easily picked off and mowtar shells just pushing people around. No kills, and if you up the damage it would be too many kills. Gren's need to be mobile or else they are shit. Everyone hates the push back and with a higher splash people would constantly get pushed around fucking up the aim and making the gren annoying. It's like how it is currently, an engineer can repair/heal his tank/friendly's faster then the damage can be done. You would see no more gren's only rifleman. I'm sorry but hiding behind a wall and shooting over it is not fun. I want to be able to see what I am hitting. Don't make a fun class boring. I still play as gren now even though it doesn't do shit. And I don't use nade launchers in any other game. This game is different then these other games you say have nade launcher whores. Every vet who has been sticking with this game for 3 plus years understands how much the mowtar makes this game fun. I can understand removing/changing 9 mines for grief reasons but this is just some thing people want changed because it kills them. Heres a pro tip: Drop unbuilt walls and use them as cover and watch the mowtars not hit you anymore.