have you heard of hand mortarsChallenger_Marco wrote:Meteor Hammers is actually fine ,they are the only unit which can counter art.
Meteor hammers
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Re: Meteor hammers
- Riotcoke
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Re: Meteor hammers
But you can't just z move hand mortars.Hazza54321 wrote:have you heard of hand mortarsChallenger_Marco wrote:Meteor Hammers is actually fine ,they are the only unit which can counter art.
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Re: Meteor hammers
hand mortars also have terrible accuracy, they mostly work well against people who cant micro art and just leave them there to fire.
Re: Meteor hammers
I don't understand the hand mortars thing. Don't you just press 4 (or whatever control group you put art on) and then right click the falconets?
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Re: Meteor hammers
The slow projectile speed can be abused to do some fancy shot-dodging but 7 mortars still deals with 2 falcs easily. The real issues with the unit appear later in the game due to the massive swing power of the first volley in an artillery fight. Hand mortars have the same range as culverins but have a massive obstruction radius and path horribly when massed, resulting in 10 firing while the other 20 try to path. By this time culvs have already gotten off a perfect split volley and killed the first 10 mortars while barely 1 culv dropped, rinse and repeat. Projectile speed and horrible pathing also makes kiting impossible so it's difficult to deal with heavy artillery spam even when no culvs are involved.
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Re: Meteor hammers
Thats later yeah, however china can usually get away with slamming their shit in vs art. Not once have i heard art is good vs china, in fact quite the opposite
Re: Meteor hammers
If only ep had added another 10% onto the quadruple carded heavy cannons and let you upgrade the factory ones too...Kawapasaka wrote:The slow projectile speed can be abused to do some fancy shot-dodging but 7 mortars still deals with 2 falcs easily. The real issues with the unit appear later in the game due to the massive swing power of the first volley in an artillery fight. Hand mortars have the same range as culverins but have a massive obstruction radius and path horribly when massed, resulting in 10 firing while the other 20 try to path. By this time culvs have already gotten off a perfect split volley and killed the first 10 mortars while barely 1 culv dropped, rinse and repeat. Projectile speed and horrible pathing also makes kiting impossible so it's difficult to deal with heavy artillery spam even when no culvs are involved.
In all honesty yes hand mortars are pretty awful but they are stupidly cheap. Get what you pay for. It is unfortunate that the mortar unit is also a culv for all the reasons you listed
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Re: Meteor hammers
Of course sending 2 falcs with only a handful of goons, no blockers and no scouting of China's composition is a horrible idea, not denying it.Hazza54321 wrote:Thats later yeah, however china can usually get away with slamming their shit in vs art. Not once have i heard art is good vs china, in fact quite the opposite
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Re: Meteor hammers
More referring to the cuir block mass goon and some skirm that gets z move’d downKawapasaka wrote:Of course sending 2 falcs with only a handful of goons, no blockers and no scouting of China's composition is a horrible idea, not denying it.Hazza54321 wrote:Thats later yeah, however china can usually get away with slamming their shit in vs art. Not once have i heard art is good vs china, in fact quite the opposite
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Re: Meteor hammers
I'm sure the 2 falcs shipment still gets perfectly fine value in these situations. No, it won't save you from being outmassed but not being a miracle worker doesn't mean it's not worth sending. The value of artillery naturally drops a bit once other units are stacking multiple cards anyway.Hazza54321 wrote:More referring to the cuir block mass goon and some skirm that gets z move’d downKawapasaka wrote:Of course sending 2 falcs with only a handful of goons, no blockers and no scouting of China's composition is a horrible idea, not denying it.Hazza54321 wrote:Thats later yeah, however china can usually get away with slamming their shit in vs art. Not once have i heard art is good vs china, in fact quite the opposite
Re: Meteor hammers
I think you don't ever want to send 7 hand mortars as a response to 2 falc , it dealing with the falcs is a bonus in most cases.
- Makrokosmos12
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Re: Meteor hammers
What are you smoking? Hand mortars are insane vs artillery. Its not like falcs can doge the shots while unpacked.helln00 wrote:hand mortars also have terrible accuracy, they mostly work well against people who cant micro art and just leave them there to fire.
- chronique
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Re: Meteor hammers
It depend of the mu, against spain you want 7 mortars because it make the aggro ff obsolete.helln00 wrote:I think you don't ever want to send 7 hand mortars as a response to 2 falc , it dealing with the falcs is a bonus in most cases.
Re: Meteor hammers
They can though since the projectiles move really slowly, once the mortar fires you can move them enough to either dodge it or take significantly less damage. This isnt like dodging culv shots whichI find to be magic but dodging hand mortars are much easier.Makrokosmos12 wrote:What are you smoking? Hand mortars are insane vs artillery. Its not like falcs can doge the shots while unpacked.helln00 wrote:hand mortars also have terrible accuracy, they mostly work well against people who cant micro art and just leave them there to fire.
Im not saying that they dont counter them, but you do need a good number of them to ensure that you trade well and for most cases I think I would just send in cav.
Re: Meteor hammers
Isnt that mostly to break the forward base though, thats what I mean by dealing with falcs is a bonus. Hand mortars are definitely the best in age 3 for just breaking any forward position.chronique wrote:It depend of the mu, against spain you want 7 mortars because it make the aggro ff obsolete.helln00 wrote:I think you don't ever want to send 7 hand mortars as a response to 2 falc , it dealing with the falcs is a bonus in most cases.
- Makrokosmos12
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Re: Meteor hammers
True, coz you can stay out of range and get buldings down very fast, faster than with 2 falcs.helln00 wrote:Isnt that mostly to break the forward base though, thats what I mean by dealing with falcs is a bonus. Hand mortars are definitely the best in age 3 for just breaking any forward position.chronique wrote:It depend of the mu, against spain you want 7 mortars because it make the aggro ff obsolete.helln00 wrote:I think you don't ever want to send 7 hand mortars as a response to 2 falc , it dealing with the falcs is a bonus in most cases.
Re: Meteor hammers
Not the most common or hardest MU, but hand mortars can imo also be good vs ports: otherwise you risk being kited to death by cassadors and goons and/or losing to CM pops. With HM, you can destroy the TCs at range and force the fragile port units to come near your deathball.
To a degree, this can also apply to defensive Jap or Dutch, if China doesn't FI anyway.
To a degree, this can also apply to defensive Jap or Dutch, if China doesn't FI anyway.
- howlingwolfpaw
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Re: Meteor hammers
I like hand mortars, super cheap, 1 pop, good range, dual purpose. so if you mass them the enemy has much more micro to do than focus all on a couple mortars or culverins.
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