#Add Mortars
1 messages · Page 1 of 1 (latest)
Who would be allowed to use them?
Idk maybe they can add mortar teams or grant engineers the ability to build them
Only if we get rid of the HQ player manned artillery guns. Even more explosives on top is too much.
Arty needs to be nerfed and really taken out so the silly gameplay loops around it disappear. There is no fixing them.
Mortars could then be interesting. See SQUAD. If they would have more limited range then the current arty especially, so they would have to be closer to the "front" and be therefore reachable by everyone.
The real question would be where to put them. It shouldn't be a separate Loadout hidden behind EXP.
Maybe really just an engineer buildable idk. There would need to be a hard limit about their number as well.
I've had this same conversation with my buddies and we all agree it would be pretty fun. Would help out when friendly arty can't or won't hit targets and the solo tankers refuse to communicate and help support a push on a defensive position
When it gets added HQ arty needs to be removed full stop.
Next to mortar crew is a 3 man squad, the SL puts the blue print down and the crew men build it, there will be 2 crew man loadouts the ammo carrier and the operator both available from lvl 1. The operator has a 25 supply box that builds the mortar, the ammo carrier has a box of shells that needs to be placed within 3-5M of the mortar then its usable.
It should function like arty now but only have a range of like 400-450M so the recon arty meta finally dies, this way recon has to play cat and mouse hunting the mortar squads instead of spawn camping mid HQ all game and there more in the action while being relevant.
Do we allow 1 person to operate a mortar idk probably not, the SL should benefit from kills off the mortar even if away from the mortar to watch the effect of fire and to tell the boys to adjust fire or scout a new location for the mortar if they are discovered.
I also propose a change for this squad that may be unpopular but I've got reasons, this squad doesn't get a ability to build an OP. Reason there not a front like troops who shouldn't be dying alot and this gives jeeps a reason to be used. I'm not married to this but I think it would be interesting and being easily wiped out would incentives them to kill them and would encourage the mortar team to not overstay there welcome in spots.
Post Scriptum used the system of buildable mortars that could be put down by engineers.
I think it was a better system entirely.
PS mortars had shorter ranges than HLL arty of course, but they could be built anywhere. Artillery has to be removed from HLL, but artillery and smoke barrages would then be switched to commander AOE attacks with cooldown timers, like in PS.
Since mortars are fairly loud, it was much more of a cat and mouse game in PS to set up mortars, shoot as many rounds as possible, and move before enemy scouts or counter battery fire discovered your location and killed you. It also forced mortars to move up or fall back as the points were captured, due to their shorter range.
So supplying mortar fire for your team and eliminating the enemies mortar fire was much more dynamic than HLL's current "fire artillery until enemy recon camps it" meta
From their Q and A a month ago https://www.reddit.com/r/HellLetLoose/comments/12tyk99/developer_brief_185_roadmap_qa/?utm_source=share&utm_medium=ios_app&utm_name=ioscss&utm_content=1&utm_term=1 @brave gazelle
291 votes and 185 comments so far on Reddit
ah ok thanks
I think having two types of vechiles, a mortar half track and a SPG gun and then have them use the tank system.
One drives, one shoots and a commander. Have it require ammo and need to resupply at a HQ.
Balance it with the half track having a smaller round with more ammo and the SPG have a bigger round with less.
That way recon squads and recon tanks can have a dynamic around causing chaos behind lines because as it stands recon tanks are dead in the water with the current meta