![]() ![]() Mortar teams almost always use standard shells and prioritize enemy defensive structures like Rifle Pillbox, Anti-Tank Pillbox, bunker garrisons, as well as Bases. The group must always try to stay behind the front line for its own safety. Having more than one player allows the team to carry more shells. The third player is there to defend the mortar team with a rifle or SMG. Using a microphone is very much recommended for faster coordination. They also scan for enemy infantry approaching them. One player with binoculars is the spotter, they send coordinates, check for the hit, and send coordinates adjustment for next shell if needed. Adjust your shots by taking wind into account by checking the flags on foxholes and other garrisoned structures.Īlthough you can use a mortar all on your own, it's recommended to have a mortar team of 2 or 3 people. To use a mortar: crouch, switch shell type with F, reload with R, aim with RMB, adjust distance with Mouse Wheel, and fire with LMB. It is the job of the spotter using Binoculars to watch the shells land to adjust the distance and azimuth for the wind.Īmmo: Mortar Shell, Mortar Shrapnel Shell, Mortar Flare Shell The wind can change every couple of minutes, and even more often and more erratically during a Snow Storm.ĥ levels of wind strengths can be observed on the flags: The direction and relative strength of the wind can be observed on all flags in the game, such as on the Watch Towers or Pillboxes. This deviation doesn't change with range, it is the same whether you fire 50m or 300m away, unlike the inherent inaccuracy of artillery pieces which will increase with range. Depending on the strength and direction of the wind your shell will be deviated a certain distance in the wind's direction. All artillery pieces below have their shells affected by wind. ![]()
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