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Bersercker

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Imo its kinda too easy to kill at and aa guns etc with phase A low caliber mortars that usually cost much less. Also, repositioning at guns after they fire a shot is not a great idea since they usually won't hit anything with the first shot. And if you reposition them after they already are under mortar fire, the at guns usually are left with one or two men and will die when they come under fire next time.

Haven't tried counterbatterying much yet but it wouldn't work against vehicle mounted mortars anyway. Also haven't tried the 120 mm mortars yet cause the 50 and 80 mm ones annihilate everything anyway, but i assume they are largely the same.

The suppresion is kinda ok i guess but maybe nerfing the damage or accuracy on the mortars would be a good idea?
 

TheDeadlyShoe

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The super light mortars only have 900m range, and the medium ones 1200; spotted at guns are horrifically vulnerable to air even if they nerf mortars.
 

Vyllis

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Guns unpack fast and move fast, you can dodge mortar round and long range artillery shells actually, even on the middle of the road. No need to stay static.
 

Bersercker

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The super light mortars only have 900m range, and the medium ones 1200; spotted at guns are horrifically vulnerable to air even if they nerf mortars.
Well at least the bombers cost much more, reload more slowly and can be countered by interceptors. I'm ok with losing several 50 pts at guns to 150 pts bomber, not so much to 40-pts mortar.

Guns unpack fast and move fast, you can dodge mortar round and long range artillery shells actually, even on the middle of the road. No need to stay static.
You need to stay static if you want to hit something due to abysmal first shot accuracy and accuracy scaling with consequitve shots. Besides i don't want this game to turn into an clickfest at a higher level play, where you might have to constantly micro several mortars and babysit all your at and aa guns at the same time on top of everything else.

Smoke and suppresion worked just fine in wargame as a counter to atgm teams and would work the same in steel division too imo, even without light mortars murdering at guns.
 

TGApples

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I think mortars are about right. Longer ranged artillery seems rather weak though. Mortars are able to get damage on target quite quickly, but the longer ranged stuff seems to take much longer to zero in, giving the target more time to dodge. The splash range is low enough that the extra damage doesn't really help. I guess they can be useful for shelling an area before an advance, but they're rather expensive for that.
 

TheDeadlyShoe

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having thought about it, i think its probably correct that mortars are too deadly. Suppression power is fine. but given that they cost the same as an ATG and ATG is precious it is fairly harsh. This would promote the use of assault guns, or other units to finish off the atg, rather than just attriting with mortar.