The New BK Champion wrote:
kwok wrote:Omg I agree with Mencius so much it hurts. I’ve hated the skill-less nature of mortar halfteacks ever since I first saw mortar halftracks.
Mortar hts are easy tactical choice but at the same time quite high skill is required to keep them alive, becuase opponensts always prioritise taking them out. They are as valuable as fragile despite their obvious mobility advantage.
Can't tell if you're joking or not.
Keeping mortar hts alive is def not an issue in my opinion. Especially since their biggest asset as an indirect weapon is their mobility, it helps them get in and out of trouble. It's pretty much the whole intent of the mortar ht, to be a nuisance that keeps being able to slip away. When the mortar ht is the most killing unit for most players at the lowest levels and sometimes highest levels of skill, I can hardly think of any reason to say that it is a "difficult unit" to use. I find it laughable that people believe it takes serious skill to use mortar hts while complain about stationary artillery pieces like the inf doc mortar pits or RA doc super charged round mortar pits, each of them easily countered by mortar halftracks.
Sorry, I need to call some players out:
When Panzer Lehr use to play his crutch was mortar halftracks. He consistently makes 2 per game and all he did was ran them around behind his mg42 and pak 50s.
Wurf scores at least 70% of his early to mid game kills with mortar halftracks, consistently making it his 4th to 6th unit (varying since he has been changing up his build order from the luft buffs)
Tavares makes a mortar halftrack ASAP and continually makes one if he loses it through the entire game. The mortar halftrack probably handles 40% of his kills the entire game.
Almost every US players USE to make mortar halftracks purely to counter mortar halftracks and the typical mg42 lines (but the extremely early mortar opening and rocket jeep is surging in popularity as a quick "hit fast early and win before i can be attacked" alternative)
Back when I was learning BK from a really good player named ivelios, who easily had the best micro in the community even compared to today (I can only think of mencius being right behind or on par), the only way I could beat him was with mortar halftracks despite his overwhelming micro advantage. He was extremely stubborn and didn't even use stationary units like HMGs, it was his principle (ironically he refused to make any mortar halftracks too, and this stubborn nature let me beat him). Ivelios was a high mobility, high micro player and his weakness was mortar halftracks because he refused to mortar halftrack me back.
Even units that resemble the same capabilities as mortar halftracks are the backbone of many player strategies and quickly become a crutch rather than a tool. I'm going to call my boy shadow out on this one:
Ever since the arty cromwell was intro'd to RAF and then quickly removed, he has been pining for its return. When the arty cromwell came out, it became 70% of his kills and somewhat hurt his overall skill with RAF. When it got removed, he had a hard time adjusting back despite having years of experience with RAF without the arty cromwell. Sure the arty cromwell is just slightly more durable than the mortar halftrack and has a longer range, but the capabilities exist: relatively cheap, indirect fire and mobility which is a formula for extremely easy unit to make it worth its cost.
Another similar backbone unit within the RA doctrine is the AT halftrack that converts to an arty unit. Completely unused within the RE doctrine but almost always used within the RA doctrine. Pretty much same principles. Almost every meta following RA player, including you illa, rushes for this unit because it makes up for the brit's lack of a mortar halftrack.
Some of the things that make it not something people complain about the last two units mentioned as much when it is in other doctrines is the munition cost and the inherent reload/cooldown time between using its abilities. I did the same thing in my mod and included it for stationary mortars as well. It adds more micro skill needed to the unit, creates a resource allocation decision, and naturally punishes poor planning/purely reactive playing.
I get that there is worry that having all indirect fire have a cost might encourage camping because it will net buff emplacements and defensive units. My answer to that is the same as always: play bigger maps. A unit can only cover so much of a zone. When I play bigger maps, I don't find as much of a need to use arty of any kind. Playing bigger maps is even a nearly good enough nerf to mortar halftracks on its own, but if players continue to keep playing tiny arty party maps then I agree with mencius and that mortar halftracks are a huge, demoralizing, aggravating, fun sucking way for higher level players to piss off each other