Why? Because then it will always be the fault of someone giving me coords if the OB / Mortar turns out bad, not mine. It doesn’t matter if someone stepped right into the coords for no reason and got gibbed, I am not taking the ahelp for it.
I have a map I made from my mod days, just to see if I could simulate it. It was easier than I thought to make. The map let me input the coords for X spot, and then I could click anywhere on the map to automatically get the coordinates for the location.
I think I showed a dev this once in a stream with them. Ultimately it comes down to the fact that mortars are pretty unimpressive, out of all the tools we have, they are the most underwhelming. I see like, 1 xeno die every dozen rounds to mortars.
Mortar’s always waffled between OK and bad, and right now it’s pretty bad - hit with a triple whammy nerf of restricted ammo supply + no explosion on incendiary + no range; almost the worst it’s ever been but at least for the 3 times you get to shoot, 10 feet from the frontline, for 15 minutes before xenos are back in impenetrable cover or you’re overrun, the mortar still kind of works?
Practically speaking you only see them used on fob siege and only for 4-5 shots, because nobody wants to buy ammo for a mortar that can’t hit anything, and there’s no point wasting money buying something that only works for a fob siege, like you’re planning to lose.
There was literally nothing wrong with the mortar as it was a few months ago - if anything it’s needed QoL ‘buffs’ like being able to tab between the x and y inputs - but we seem to go through this same rigamarole every 8 months with a salt PR that gets instantly merged without any input or care. Nobody who actually understands and uses the mortar would’ve made the changes it recently got.
The flame nerf was absolutely nececary, as it was literary the HE shell, with added fire. This made it the worst part of fob siege since whenever you tried attack you had to deal with 20 fire shells stored up since nobody bothered to use it for the last hour (or more depending on the use of it earlier).
And now that it’s a “short” range mobile mortar instead, it now has actual counter ability in the way you can attack the mortar crew. So all in all good change.
i will say the flame nerf was needed but the “short” range mortar just makes it a utter pain to use. frankly the issue is not in of its self the short range but the fucking narrow band of use. The minimal range on the mortar is way to fucking long and the long range is way to short.
This makes actually pretty hard to set up and even use the damn thing. you just tad to close to the front the you can’t shoot you too far? can’t shoot! the sweet spot is way to narrow!
I disagree - the removal of explosiveness from incendiary was unnecessary.
Rather what I see is a change that slightly weakens an already situational tool, it feels like a salt-PR rather than looking dispassionately at data and making changes that mean something.
In other words, I take issue with it because it’s targeting an edge case - like a xeno player getting almost literally directly hit by the mortar - and believing the xeno player deserves surviving that.
Like I’m sorry but maybe you should die? You got directly hit by the incendiary mortar shell. What absurd reasoning do you have that you feel entitled to surviving this? How many warnings and how much handholding do you need at this point? Should we just give xenos invincibility and call it a day?
Mortar is already very inconsistent - I’d say less than 10% of shells fired will score a kill, and individual shots are so weak it’s typical to compensate by firing 2-3 shells per target, which still inconsistently kills even when all hit.
IMO these are not attempts at balance, it’s just bias and salt and looking to remove a marine tool from the game.
Weapons should have meaningful kill potential and the explosion nerf targets a scenario that the xeno player should actually be dying in. It’s trying to make direct hits from incendiary even more forgiving than it already is.
Of the three changes, I agree it’s the most inconsequential, but it belies a direction to the nerfs: Not chasing balance but rather removal of the mortar as a weapon. Which has been successfully accomplished.
For me, its never about the kills, but about how much crowd control you get with a mortar during a fob siege, or rather how much you GOT during one. The amount of ammo you would get FOR FREE was insane. And because most maps are the way they are, xenoes tend to get pushed to unmortarable locations at like 00:45. To which they probably get to push out 30-60 minute later which you now just have 60 shells just lying about which will most likely last until either the FOB falls, or the xenoes die. And to top it off, it was expecially cancer when marines were defending the nuke, since then it just felt like you could do nothing because the mortar will not run out of shells before the nuke goes off.
And for the fire mortars. Why do they exactly need to be a full blown HE shell, but with a 8 tile radius green fire? Why do they just have to be HE+++? Now they still perform their duty of locking down a huge area for a while, but not also stun everything while dealing 300 explosive damage or so.
You can still do the combo of HE+INCN shell you did before, its just now 300 less damage, and less stun.
idk, i still saw it used. And people still died to it. It was already a “nieche” weapon before that people didn’t want to use, so unless it goes rounds without play, I don’t see it being played differently. I guess the teamwork aspect of it is driving people off it?
You can tell its a xeno main because xeno mains have the idea that marines are a hivemind of no fun players who only exist to rip and tear. Even if a admin rules against it, how do we proce your using a file locally on your computer?