How The Mortar Became The WORST Defense In Clash of Clans...

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Published 2024-01-13
How The Mortar Became The WORST Defense In Clash of Clans...

All Comments (21)
  • @user-jo7oo9or9c
    the mortar seemed to loose relevancy over time as you progressed in the game due to most troops used at highwe th levels are either air troops or have high health
  • @peterfischer1400
    The Mortar is actually useful at high th levels because it can outrange the flame flinger and take time of its lifespan
  • Who else remember that time when the mortar was feared by every single player once? It's surprising how it is nearly useless now.
  • @Riyozsu
    Mortar at th5,6,7: Nah I'd win Mortar at th10+: Space filler
  • @user-mh6rp1bu3m
    scattershot is just a direct upgrade. even cannon is better
  • @arktourous1329
    I think if we slightly buff the damage of the mortar and change its favourite target from any to whatever is the lowest housing space troop in its range, it would be better as then it will focus on the wizards, witches and annoying swarm units instead of Golems and Yetis
  • @idkidk4334
    Still better than the stupid expensive walls
  • @farewell418
    We definitely need a combined feature for mortars in the upcoming th16 updates like the ricochet cannon. The supercell developers always seems to make balanced and unique ideas and I think they can implement it very well.
  • @geneticallygamer
    One special thing that mortar has in low th level is its pushback ability. It a pity they completey abandoned it cuz i feel like it would be a really nice thing at higher th
  • @Hidde_
    There is one key difference between the home village mortars and the builder base mortars, and that is splash damage. The whole reason why the multi mortar in the builder base was so good is because it splashes a huge area, but the mortars in the home village (even the geared up one) has almost no splash damage. I believe making the splash radius bigger in the home village would improve the mortars a lot. Another idea that i had, is when you level up mortars, their attack range should increase. Their default range is 3-11 tiles if i'm not mistaken. But for instance, if your mortar reaches level 8 at townhall 10 (a.k.a. Where the flame flingers can be used for the first time), their range should go from 3-11 tiles to 3-12 tiles (or 11.5 tiles if that's too broken). And then at townhall 16 the mortar should get another range increase of 1 tile. The only thing mortars are good for nowadays is outranging the flame flingers (which x-bows and the monolith can do as well), so by implementing these things I listed, maybe they get other uses besides for sniping the flame flingers. tl,dr: increase splash damage like multi mortar in builder base has, increase range as levels go up.
  • @user-om9je7uh6z
    I think that the reason that makes the idea of buffing it impossible is that ground strategies are not used that much compared to air strategies, so buffing the mortar will be an additional reason to leave the ground strategies.
  • @aquatix5273
    I think a cool buff to the mortar would be to make it deal more damage the more housing space a troop takes. That and maybe like- making it miss less
  • @piggyjeff1514
    A buff that I think could help the mortar is to allow it to hit air troops if they are within its blind area, as they would be close enough for it to hit them
  • @herranton
    They need to do what they did with cannons and archer towers. Just combine 2 into 1, and make it an entirely different defense. Something useful.
  • @qxlf
    the mortar could use the same mechanic as the canon cart from the builder base, as soon as a shot lands the ground, shoot another canon ball. this makes the mortar faster. and also lower the arc of the mortar, making shots land faster. this would be a decent counter against faster troops
  • @shotgunuser9560
    I really don't think the mortar is that bad. It's found its place being one of the few defenses that counters the flame flinger
  • @nickstone3195
    Since merging defenses is a thing now, perhaps TH17 can have another mortar added to the base (so player can keep their multi-mortar). The merged mortar would have increased range, very heavy damage, and its aoe would be perhaps twice that of the large bomb. This would make it so that hiding troops directly behind your tanks difficult as it could shred through the support troops. And I think it would be good for its aoe to hit both ground and air. It would be a ground targeting defense that hits everything in its range. one more idea is that the merged mortar would deal damage to troops near it every time it fired (mini crusher) due to the force of launching its shells
  • When I was a kid when I reached town hall 8's Mortar I imagined it would have fire damage(Damage over time once hit) because at that level, the mortar changed from boulders to flaming boulders. Boy was I disappointed. I think the DOT damage should be implemented for the mortar and a bigger splash radius.
  • For it to be relevent again, on the next update they need to make all 4 mortars as geared-up mortars.
  • They’ll prob do a evolution of it like the merged canon and archer tower where it either has more aoe or it could shoot potions (like poison or maybe even goblins like the evo mortar in clash royale) like how we use mortars to release smoke screens or tear gas. I think needs a place again and it won’t ever be a major defence like the air defence or eagle artillery /monoliths etc. so I think making it have a support function like potion throwers for your base is the best way to make it useful again.