Forum Discussion

Westim's avatar
Westim
New Rookie
3 months ago

Mortars - Why Bother?

The entire design on this item is nothing short of pathetic.  As a Marine Rifleman I can tell you that this fantastical pile of crap is nothing more than an attempt to placate folks calling for a mortar.  You gave it to them, and it is nothing short of worthless.  It has almost no splash damage. The time on target is unrealistic. All that this thing does is mark you for everyone on the other team to see.  And like fools they ALL move rapidly to destroy you.  Now, I could understand that if the mortar was worth anything.  In reality, the other team should just ignore it and leave this pile of crap alone.  The Support unit using it is not firing has LMG at you, not reviving friendlies, and not supplying anyone with health/ammo.  In truth - anyone using the mortar is all but removed from the game. The idiocy of not allowing the use of the mortar from the HQ area is mind-boggling at best.  There is simply WAY too many ways to destroy these things from range. The damage it does is forgettable.  I hit a tank over a dozen times - it did 5 points of damage per shot.  Every now and then you get 5 points for "suppressive fire". In all the times I used it - I have only managed 2 kills - and I am pretty sure I just finished off targets already engaged by my teammates. I did manage to get about 3 kills per round - fire the mortar and get off immediately to set up an ambush on the 12 guys coming for you.  None of it was mortar fire. 

So how do we correct this?

First off, make it usable from the back.  If you do so, don't worry about the time-on-target aspect.  In fact, for every sector between your location and your target - add about 10 seconds to point of impact. Next, limit shots fired. I have humped the base-plate and the tube and the rounds.  6 Shots is more than fair. Make the only way to resupply is a vehicle crate. Next, I would add a greater variety to the rounds you use.  HEDP is awesome and should do more splash damage than a tank. But it should not kill a tank outright.  Maybe three shots. I love the smoke - good use. Next consider other packages.  Willy Pete (WP - or White Phosphorus) can lay down a sizable burning field that is great for area deniability.  But you can just call it incendiary and use the flame mechanics you have now.  I am not sure if they ever delivered an EMP package (there was talk) but an EMP round should kill every device in the area - heavy armor excluded.  Another favorite use was flares for night missions. And yet another was colored smoke to mark area targets for aircraft.

None of this is hard to do. But as it stands now? The mortar is entirely useless. Very bad design flaws all around.

57 Replies

  • Mainfold's avatar
    Mainfold
    New Traveler
    3 months ago

    You basically need a headshot with it to get a kill. Considering how exposed you are when using it, it's excessively bad, so much so that you can't even count any kills as anything more than sheer luck of the draw. And that's not to mention HOW INSANELY USELESS that minimap is to aim with, it even ZOOMS OUT to make it additionally harder to even get a hit when the "general area" isn't necessarily even 2m from the target aim.. if anything it should zoom the map in and or AT LEAST give you a zoom-keybinding to change the minimap-zoom.

    Currently it is no more than a silly way to pass the time.

  • SkarDungeon's avatar
    SkarDungeon
    New Novice
    3 months ago

    A solution I proposed to my friends, was to allow laser designation for the mortar rounds, it would require an additional person, but could make them significantly more deadly without increasing their damage/splash, the threat of a mortar would be significantly higher but still within reason of having the objective marker on the mortar.

  • SkarDungeon's avatar
    SkarDungeon
    New Novice
    3 months ago

    As someone with joint problems, who cant aim well on some days I thought id be able to use the mortar and still help my team instead its starting to feel like I just have to play a different game considering all the downsides to the mortar. With so much attention that gets brought to you via the mortar symbol being shown like an objective, as well as the extremely low damage, the range of it being unsuited for 2 of the maps, 3 of the maps being such close quarters that a majority of the shots land on roofs instead of people 2 having large 2 maps having no real place you can aim the mortar at due to most of the combat happening indoors. The attention getting brought just causes a large amount of people to come over just to target you, even if you are bottom of the leaderboard for your team, I feel as though I cant play this game sometimes because of it. So I whole heartedly agree with your post, and hope EA takes it into consideration.

  • I wanted to share some thoughts on the current state of mortars. As someone who enjoys tactical support roles, I’ve found the mortar system to be surprisingly weak and underwhelming in its current form.

    • Damage Output: Mortars barely scratch infantry even if they land directly on target, which is rare given the delay and spread.
    • Utility vs Risk: Setting up a mortar exposes the player significantly, yet the payoff is minimal. It doesn’t feel like a viable support tool compared to other options.
    • Suppression and Area Denial: Mortars should excel at controlling space and forcing movement, but right now they lack the punch or radius to do so effectively.

    I’d love to see adjustments that make mortars more impactful — whether through increased splash damage, or better suppression mechanics. They have the potential to add depth to squad tactics, but currently feel like a wasted slot.

    Thanks

  • No-one wants an indirect massive splash damage mortar ruining the game.

    It's best use is for dropping smoke.

  • Zer0xtz's avatar
    Zer0xtz
    Rising Rookie
    3 months ago

    I was worried this was going to be the case where they add the mortar but make it so undertuned its near useless to avoid complaints from those who hate mortars. I like the idea of making it only be replenished via the vehicle crates vs the ammo crate. if they simply buff the HE rounds but limit those capacity wise or make the replenish really long it could still be viable tactically while not becoming a camping tool. Smoke rounds need a buff in radius for sure, this can be such a huge tool for break through

  • 1_Hat's avatar
    1_Hat
    Seasoned Traveler
    3 months ago

    Have you seen the smoke land next to you from an opponent mortar user? Maybe mine was bugged, but it's a small puff smoke good for nothing. It's not like a smoke grenade.

    Making the mortar stronger but harder to resupply sounds like fun. I can imagine setting it up temporarily with special purpose rounds as part of playing the objective. At the moment the player tends to sit in a safe position on the mortar forever, making it not really a gadget but an entire class of its own.

    The mortar currently is more suitable for the defenders in Breakthrough to use because it can be set up far behind the defensive lines. I was disappointed and amused to see the difficulty an attacker would have trying to use the mortar to soften the opponent's defences on some maps like Empire State Breakthrough, where the opponents roam around the edges of the attacker's HQ. Even on Sobek City, trying to target the defenders on the rooftop was impractical because you have to set up in a vulnerable area too close to the action. This would not be as much of a problem if the mortar was a shorter-use and more powerful gadget to use on the way to the objective.

Featured Places

Node avatar for Battlefield 6 General Discussion

Battlefield 6 General Discussion

Join the Battlefield 6 community to get game information and updates, talk tactics and share Battlefield moments.Latest Activity: 2 days ago
8,372 Posts