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## Specializations will be coming to CTE tomorrow

Posts: 671

Date of registration
: Sep 19th 2012

Platform: PS3

Location: Virginia, USA

Battlelog:

Reputation modifier: 7

Thursday, August 10th 2017, 2:54pm

So there *IS* a mortar buff coming then, right? Because right now it takes 2-3 direct hits to kill even without flak!

I'm getting the creeping suspicion that DICE hasn't thought this all the way through.

Sona tank jungle

Posts: 7,832

Date of registration
: May 30th 2012

Platform: PS4

Location: SURROUNDED BY FUCKING MOUNTAINS

Battlelog:

Reputation modifier: 18

Thursday, August 10th 2017, 2:56pm

Bro of Legion, the lurker ninja mod | Tesla FTW | RNG is evil.

### Quoted from "MsMuchLove"

I find majority of the complaints I hear about this game somehow never appear in my games.

Posts: 198

Date of registration
: Jun 6th 2014

Platform: PS4

Battlelog:

Reputation modifier: 6

Thursday, August 10th 2017, 3:21pm

I wouldn't mind a buff but I can see why DICE might be a bit wary of buffing the mortar. It's real nice and accurate and very easy to use and if it could kill people or multiple peoples in one shell reliably that might be a bit much. There's not a lot you can do to avoid it sort of just never sitting still.

Right now it breaks up formations and stops camping which I think is a good role for it. I wonder if giving is gas or incendiary shells would help it do that. Or would that be too much?

Posts: 671

Date of registration
: Sep 19th 2012

Platform: PS3

Location: Virginia, USA

Battlelog:

Reputation modifier: 7

Thursday, August 10th 2017, 4:55pm

### Quoted from "Oscar"

My apologies, Oscar... Old habit and I'm still getting used to how multi-quote works on this board.

### Quoted from "LeGarcon"

I wouldn't mind a buff but I can see why DICE might be a bit wary of buffing the mortar. It's real nice and accurate and very easy to use and if it could kill people or multiple peoples in one shell reliably that might be a bit much. There's not a lot you can do to avoid it sort of just never sitting still.

Right now it breaks up formations and stops camping which I think is a good role for it. I wonder if giving is gas or incendiary shells would help it do that. Or would that be too much?

Right now I'd settle for a mortar that could one-shot an enemy with a direct hit, because so far I haven't seen it yet. And yes, I'd take smoke/gas/incendiary shells in a minute, since as it stands now incendiary is going to be tool of choice against flak users...

Posts: 1,819

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 13

Friday, August 11th 2017, 2:25am

The Mortar isn't weak, it's just not very good against infantry. However it is amazing against tanks, especially for forcing them out of cover since direct hits on the roof are pretty nasty and can only be countered by moving continuously until you get out firing range.

Mortar + K-bullet + rocket/at grens are a holy trinity against tanks, people are just adverse to teamwork.

Posts: 3,219

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Friday, August 11th 2017, 7:54am

### Quoted from "tankmayvin"

I wouldn't say adverse, just dim-witted or more often at the wrong place at the wrong time.

CQ has the problem of having forces distributed throughout the entire playable area (not evenly, mind you) whereas game modes like Operations, Rush, and Frontlines compact the playable area into sections that unlock after X objective(s) has/ have been taken. This compacting tends to see more teamwork occur because most of the necessary players are in the vicinity and not off fucking about somewhere else which is just an inherent problem with CQ to begin with.

In all 3 linear game-types the flow is directed; the only objective(s) is/ are in a certain direction and enemies can only come from a certain direction, which means force multipliers (tanks) can only come from a certain direction and thus will be targeted with AT ordinance more often.

CQ just doesn't lend to many teamwork opportunities unless you zerg (and the zerg is also at the right place at the right time). Which is cancer because zergs cannot be reasonably defeated.
To Aim Assist or not to Aim Assist, that is the question.

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### My "Contributions"

Posts: 195

Date of registration
: Jun 9th 2012

Platform: PC

Battlelog:

Reputation modifier: 9

Saturday, August 12th 2017, 12:08pm

### Quoted from "JSLICE20"

@sid_tai

"CQ doesn't lend to many teamwork opportunities" and "CQ has always had a lot of teamwork opportunities" aren't the same thing. My statement acknowledges that teamwork opportunities are possible and plentiful in CQ, but the chaotic nature of CQ tends to complicate that. The less chaotic nature of Rush, Operations (moreso controlled chaos), and Frontlines however see MORE opportunity THAN CQ. Not saying CQ is devoid of opportunities just that they are less likely to be taken.

I don't know where you read that I suggested or implied that one infantry is enough or should be enough to take down armor, but you are mistaken in either case. I even referred to tanks as force multipliers which, in and of itself, implies 'more than one infantry to take down'.

The context of my reply to tankmayvin was in reference to his comment about the "holy trinity against tanks" being the Mortar, Rocket Gun, and K Bullets and how "people are adverse to teamwork." Looking at the context would have prevented this conversation from even happening. But since you took my response out of context, we're left with this.

It also depends on how you define chaotic, because in rush and frontlines, on the telegraphs and in the capture zone, it is actually pretty chaotic as well. Also I don't see how rush and frontlines lend to more teamwork opportunities than CQ. I would say they are pretty much equal.

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