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HQ unit with unrealistic delay


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I have a HQ posted up on top of a small hill overlooking a village. Great LOS to my intended target. My mortar team is positioned/deployed right behind them but out of site of the village. When I call on the HQ to bring down the rain I am seeing a delay of 4 mins!! What!! The mortar team is practically right on top of them and well within whisper distance. Needles to say I just crawled my mortar team up the hill and opened fire the next turn. Can someone explain why the mortar team had such a long delay given they were within earshot of the HQ requesting the drop down?

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I have a HQ posted up on top of a small hill overlooking a village. Great LOS to my intended target. My mortar team is positioned/deployed right behind them but out of site of the village. When I call on the HQ to bring down the rain I am seeing a delay of 4 mins!! What!! The mortar team is practically right on top of them and well within whisper distance. Needles to say I just crawled my mortar team up the hill and opened fire the next turn. Can someone explain why the mortar team had such a long delay given they were within earshot of the HQ requesting the drop down?

Yeah, I brought this up originally when the CMBN demo first came out.

Right now, the game treats any "spotter link" fire call to on-map mortars the same. It doesn't matter whether the spotter is is 1km away from the mortar and linked by radio, or 20m away and able to communicate with the mortar via a loud whisper.

This is something I would like to see changed. A "vocal link" strike shouldn't be as fast as "direct lay" fire, where the mortar team itself has LOS to the target area, but it should have some time advantage over a radio link call.

As far as I know, despite multiple threads on the topic, BFC has not yet made any comment as to whether this is something on "The List" for a patch.

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My guess is that BTS does not take any account of the command link between mortar and observer. Thus, all connections get the delay that BTS feels is proper for a radio connection.

It would be nice if they worked on this. Especially given that one could fire mortars in CMx1 with no delay at all.

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I have to agree with you. After reading Eugene Sledge's "With the Old Breed", I know that it does not take that long for a spotter to direct a mortar crew to a target. Especially if the spotter and crew are part of the same unit and the two are just meters away from each other.

I long ago got frustrated with this aspect of on board mortars so I started moving my mortars to get direct sight of their intended targets. I was originally worried about my mortars getting chewed to pieces, but to my surprise they were able to take no or few casualties and they are able to get very accurate fire off very quickly. Usually they are behind a hedgerow so that it offers some degree of protection, however a top of a hill might be OK if so long as the enemy is further off in the distance (200m+).

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I have to agree with you. After reading Eugene Sledge's "With the Old Breed", I know that it does not take that long for a spotter to direct a mortar crew to a target. Especially if the spotter and crew are part of the same unit and the two are just meters away from each other.

I long ago got frustrated with this aspect of on board mortars so I started moving my mortars to get direct sight of their intended targets. I was originally worried about my mortars getting chewed to pieces, but to my surprise they were able to take no or few casualties and they are able to get very accurate fire off very quickly. Usually they are behind a hedgerow so that it offers some degree of protection, however a top of a hill might be OK if so long as the enemy is further off in the distance (200m+).

Ya, this is brings up another change wrt on-map mortars I'd like to see: IMHO, mortar teams in direct LOS of the enemy should be more vulnerable: easier to spot (especially if firing), and somewhat more exposed than a comparable-sized team using an MG or small arms. Infantry teams that spot an enemy mortar should also prioritize the mortar as a target, since it's a very dangerous unit.

Because the direct fire sight is located near the top of the tube, and rounds have to be dropped down the muzzle, IMHO a mortar crew has to expose itself to use the weapon in a direct fire mode somewhat more than an MG team firing off of a bipod or tripod (for example).

In short, hiding a mortar in a defile just behind your front line and calling in fire with a spotter in voice range should be easier. Putting a mortar right up on the firing line and letting them have at it should be harder (or, at least, more risky).

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Ya, this is brings up another change wrt on-map mortars I'd like to see: IMHO, mortar teams in direct LOS of the enemy should be more vulnerable: easier to spot (especially if firing), and somewhat more exposed than a comparable-sized team using an MG or small arms. Infantry teams that spot an enemy mortar should also prioritize the mortar as a target, since it's a very dangerous unit.

Because the direct fire sight is located near the top of the tube, and rounds have to be dropped down the muzzle, IMHO a mortar crew has to expose itself to use the weapon in a direct fire mode somewhat more than an MG team firing off of a bipod or tripod (for example).

In short, hiding a mortar in a defile just behind your front line and calling in fire with a spotter in voice range should be easier. Putting a mortar right up on the firing line and letting them have at it should be harder (or, at least, more risky).

Agree, I've had an infantry squad no more than 100m from a mortar unit unable to suppress them with small arms fire sufficiently to prevent them from raining mortars in return. My squad was wiped out. Mortar crews seem totally oblivious to rounds cracking past them ( ok, my guys were rubbish shots too, in 1 min of firing, they failed to hit a single member of the mortar team ).

I had ( foolishly ) assumed the mortar team would go to ground and be unable to continue firing the mortar.

Seems just a wee bit unrealistic.

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4 minutes is way too long of a time to call in mortar fire when the spotter and mortar crew are within earshot of each other. Somewhere in the range of 2-3 minutes would be more realistic.

Until if/when a change is made, there isn't really much of a reason to have on-map mortar crews directly moving with the rifle squads, unless the player plans on using them in direct fire mode or there is no way to maintain a radio link with them.

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I would suggest that any on-map mortar within shout/eye distance of it's direct HQ should be good to go in 1 minute.

Offset this by the need for 3-4 spotting rounds and all the associated baggage they entail re: LOS of spotting impact.

Even with the faster response I bet folks would still rather go direct fire after burning rounds and time finding the range.

I know there are already 1 minute timers. I think it is FO-directed 60mm on a TRP.

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EDIT - Has anyone tried buying the "Formation" FO(as opposed to specialist teams) and directly attaching on-map mortars???

hmmmm

scurries off to test...

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darn.

Still 3 minutes in-LOS, and 2 minutes for TRP with Vet/High/+1 FO and directly attached mortars in close-C2 range.

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