Mortar: the forgotten elite...

Mortar: the forgotten elite...

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Posted by: Liewec.2896

Liewec.2896

will we ever see Mortar become useful?

lets post some suggestions!

for my suggestion:
Mortar should become a kit, upon using the kit you stop moving and the mortar is placed infront of you(its purely aesthetic), clicking the skill again will “pick up” the mortar and let you move.
there could even be a cast time on activating/deactivating if needed for balance.

the mortar skills will now be tied to the engi rather than an object, so now they will scale with stats and have the ability to crit.

naturally being an elite and immobilizing the user i’d expect the skills to hit harder than with other kits.

share your thoughts and suggestions on how to bring this long forgotten elite back into play!

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Posted by: Silinsar.6298

Silinsar.6298

QoL-improvements:

  • No minimal range requirement
  • No camera angle adjustment when “equipping” it (always points towards the sky which is really annoying since you have to target the ground)

Plain buffs:

  • global cooldown down to 1-1,5sec from 2.
  • CD and max. duration 90sec instead of 120.
  • Flight path set to the one of nades (lower, a bit faster)

Ideas for a different implementation of the stability:

  • 5-8 sec on use
  • 10-15 sec on use, lost when mortar gets destroyed
  • pulsing 2sec AoE stability for up to 10sec or until destroyed (about 300 radius)

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Posted by: Dirame.8521

Dirame.8521

In my opinion Mortar should change into a full transform.

A mech suit that looks like a mish-mash between dredge and Charr tech.

Or it should become an Elite turret that you can man or automate to fire explosive rounds that take into consideration your explosive traits and your turret traits. Using Mortar destroys all your existing turrets and you cannot place any turrets until Mortar is gone.

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Posted by: Ranael.6423

Ranael.6423

I wish Mortar would auto fire skill 1 over my target when I’m not controlling it, like a super AOE-turret. Then either the CD of the skill should be higher or the fire rate should be of 5 seconds instead of 2.

Another suggestion is to be able to either blast it or put it back in the bag and reducing the CD by the remaining time multiplied by the remaining health of the mortar.

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Posted by: Krag.6210

Krag.6210

2000 range
more responsive
more damage
auto-fires like the deployable mortar kit consumable when no one is controlling it

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Posted by: Dice Dragon.4326

Dice Dragon.4326

2000 range
more responsive
more damage
auto-fires like the deployable mortar kit consumable when no one is controlling it

I agree with all of this. Can we have it count as a turret too PLEASE? I want to taste the tears.

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Posted by: Penguin.5197

Penguin.5197

Last time I heard them talk about mortar, they thought it was good because it has an ice field. Of course that was probably about a year ago and I really hope now that they have buffed our kits this patch, they got time to look at mortar in the next one.

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Posted by: dancingmonkey.4902

dancingmonkey.4902

Personally, I would like to see it refashioned in the manner of the charzooka. A time limited, mobile kit, in my opinion, would fit right in.

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Posted by: tigirius.9014

tigirius.9014

They should give it the defenses of the traits automatically since they can’t seem to understand that there’s a global weakness with pets and summons across the board on this title.

Secondly, it should be automatic but like a gadget give stability like regen so long as someone is near it and it’s alive it will continue until it dies.

Third, it should automatically fire mortars however they should me much much faster shots than they are now, because enemies shouldn’t be able to simply step to the side as slow as possible and it miss.

And finally, they could actually add a system where more than one is present if a trait is selected for crate supplies to be extra.

All of these things might bring it up to elite status.

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Posted by: Dirame.8521

Dirame.8521

I found that Mortar has less health than my Thumper turret. That’s atrocious.

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Posted by: SwiftDeathSK.5708

SwiftDeathSK.5708

2000 range
more responsive
more damage
auto-fires like the deployable mortar kit consumable when no one is controlling it

Definitely this. Far far too situational and underpowered to be viable in many situations. Mortar PvP is suicide.

Mesmers mesmerize the world, Necros bring it back
to life, Warriors fight it, and Guardians protect it.
Engineers? We just want to watch the world burn!

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Posted by: Liewec.2896

Liewec.2896

loving all of these suggestions so far, especially Silinsar’s and Ranael’s.
c’mon anet surprise us on friday!

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Posted by: Xyonon.3987

Xyonon.3987

make it a kit for 10 sec with a 30 sec cd and give us a rocket launcher like horrik with actual good skills

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“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: ArrDee.2573

ArrDee.2573

Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!

Vee Wee posted a few suggestions for Mortar in previous threads! But here are some of Vee Wee’s ideas!

  • Place Mortar down and target an area! It will bombard the target area at steady intervals for a certain amount of time! What type of projectiles it launches is up for debate! Maybe we could activate the turret again to change the bombardment location and the type of projectile it shoots! Regular attacks could be like once every 3 seconds! You could add in caltrops mortars once every 3 shots! Chill mortars once every 5 shots! etc etc.
  • Turn it into a pseudo-kit that works similar to a Guardian tome! Once activated it could transform you into a rocket launcher wielding thillybear with powerful attacks! The transformation would last like 10-20 seconds!
  • Turn it into a full kit! Restrictions would have to be in place so it won’t be overpowered! Vee Wee recommended a charge system! Each skill would have a certain amount of charges! Use of an ability spends one charge and each charge has a 30 second cooldown! Skills can only have a max of x amount of charges and charges can only come off cooldown one at a time!

Wahoo! Bye frands!

#1 Engi NA and world first rank 80!
#1 Frandliest person NA!
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Posted by: Sagat.3285

Sagat.3285

A kit? I don’t want to light a fire but it looked more like a turret, I did forget that skill existed.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

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Posted by: dancingmonkey.4902

dancingmonkey.4902

A kit? I don’t want to light a fire but it looked more like a turret, I did forget that skill existed.

It is actually a turret that functions like a kit.

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Posted by: ukuni.8745

ukuni.8745

shoulder mounted rocket launcher please.

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Posted by: nihasa.5067

nihasa.5067

I’m not picky on what they should do, I just one Anet to give me a reason to take this over Supply Crate.

Nihasa The Engineer [WvW] Seafarer’s Rest [EU]

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Posted by: gartz.7013

gartz.7013

i see it making more sense as a turret instead of a kit tbh

solo cheese engi/ex teef

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Posted by: Susulemon.3204

Susulemon.3204

It would be fun if it was a kit, supply crate is already filled with turrets, then we have the elixir, but where is the kit?

?

??

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Posted by: Rym.1469

Rym.1469

I’m just waiting for AK-47 elite. Charrs aren’t that far behind Kalasznikov.

Opportunity for it, maybe ?

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Posted by: Amethyst Lure.5624

Amethyst Lure.5624

The ability to launch yourself over things.

But seriously it just feels really awkward to do everything about it, including entering/exiting, using it, etc.

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Posted by: Sungak Alkandenes.1369

Sungak Alkandenes.1369

1) Replace it with the ‘sniper rifle’ tripods the Charr leave open in various parts of Ascalon.

2) For WvW – have ‘Mortar Mastery’ work with the Engi mortar.

To be honest though, I’d prefer any change at this point. It continues to be bugged enough that I’ve never spent the points for it. In fact I’ll usually pull up ‘Take Root’ (Sylvari racial) as an Elite option after Supply Drop.

“The Meta Game does not stop at the game. Ever.” — Me
I like to view MMOs through the lazy eye of a Systems Admin, and the critical eye of a
Project Manager. You’ve been warned. ;-)

(edited by Sungak Alkandenes.1369)

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Posted by: Carighan.6758

Carighan.6758

My favourite implementation would be a high-area, high-saturation support kit. The elite nature would be reflected in that everyone can use it:

  • Health increased by 100%.
  • Mortar ignores all AE damage other than cleave-attacks.
  • Shots 1 to 4 become a 1500 base range, 600 radius from targeted point area of effect attack. They quickly fire 5 shells of their normal attack, each hitting a random spot in the area. Skill 1 would also need it’s AE radius bumped to the radii of 2-4.
  • Shot 5 would fire it’s current skill 5 times into an area of 900 units from the targetted point, firing 25 knockback shells in total over ~4 seconds, saturating the area.

The trait would lose all its current effects, instead giving each shot +2 projectiles (10 more for the fifth skill) while also increasing the targeted area by 33%. Which is virtually the same density, only you can now hit an even wider density with the same average per-target damage dealth.

Anyhow, that’d be my version. Would be rather unique in that it’s entirely built to saturate an area, not to engage any specific target.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Rodrigo.1486

Rodrigo.1486

I like the general concept of the mortar. It was the one skill I wanted to unlock most of all for WvW because it felt like it was the perfect attack/defense skill at walls. In practice though it feels disappointing.

It should be 2000 range so that it can be set beyond longbow range.

The skills are good support, but the 1 skill is low in damage. I wouldn’t increase damage; rather, I would decrease the recharge rate to 1 second.

There should be no minimum range. This would make it somewhat useable outside of WvW.

Finally, I would have the turret grandmaster traits affect the turret in some sort of elite form. Maybe a larger reflective bubble for fortified turrets and protection from crits for experimental turrets

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Posted by: AlucardIII.6428

AlucardIII.6428

At least increase the range

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Posted by: lakdav.3694

lakdav.3694

Apart from what was suggested already, i would only ask it to have an in-built mine field on placing. I wouldnt even mind the minimum range if there was an actual deterrent for enemies just to run right up to you and start hitting.

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Posted by: Basaltface.2786

Basaltface.2786

I’m just waiting for AK-47 elite. Charrs aren’t that far behind Kalasznikov.

Opportunity for it, maybe ?

There are actually already machine guns in the game. Look arround the roads at the southern parts of fireheart rise if you wanna check em out. (edit: found a screenshot on google:)

https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/58029/gw769.jpg

Sadly they arent interactible… though they do show they name is targeted. Also there are machine gun turrets in the citadel near the smelter. Looking like the very left one on the concept art:

http://wiki.guildwars2.com/images/d/d8/Machines_01_concept_art.jpg

I got a strong feeling that these where meant as quickfire turrets that unload at the enemie like a P\P thief or something like this.

(edited by Basaltface.2786)

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Posted by: Stalima.5490

Stalima.5490

actually i got a cool idea for the mortar: make it permanent stealth the engineer and any turrets when you stop firing for a few seconds but immediately reveal you and the turrets when you fire ofc. (and make the turrets not fire until revealed)

so the engi can set it up, sit and wait in his little camo trench for an unfortunate victim

obviously the mortar would need to stealth too for the full effect

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Posted by: Shaogin.2679

Shaogin.2679

What I really want to see is it become a kit.

  • As a kit it should have a lengthy cast time both when equipping and leaving the kit.
  • Damage and range needs to be increased.
  • Every other aspect of current Mortar remain the same.
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