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
then you realize xbow and traps exists and those can take care of flame flinger just as well. plus it's not like an attacker can just... deal with the mortar before deploying flame flingers? they can deploy distraction troops or freeze it
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
The problem with the "target lower housing space" is for lower town halls, they typically send a group of giants as a mortar distraction so that would make giants utterly useless
Thats actually a bad Idea since low housing units are more irrelevant than ever they are far to weak and nearly no old meta are played with them anymore most use low housing just as a filler to get rid of like 5 buildings Making the mortar especially target them make them even more worse than ever
At th10+ they are there to mess up your funneling (since they are still classified as a defence). Plus they also kill wizards that are used for funneling (and you cant really use a giant to tank since it both doubles the unit count to funnel and it will go into melle range, thus letting the mortar hit the wizard)
I use archer spam strat to gain loot. Mortars are my biggest enemy if I raid a dead th 11 base. So I lightning all of them. Destroy everything on the outside and first layer of def with archers, heros take out atleast 2 wizard towers, lost 2 games in 120 raids. Used my cc troops on a th 12 as th10 and lost with 48% cuz I didn't know that lazer on th does ranged damage. Lost another with 45% cuz I didn't wanna use my cc troops.
@@kendivedmakarig215having 4 other buildings to counter flame flingers are huge. You don’t just ignore a mortar when placing a flame flinger that’s dumb it counters it just as much as xbow
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
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.
Meanwhile, the clash royale and clash mini devs: Cr devs: let's make it balanced Cm devs: but then people will think its weak and not spend! CR devs: you're right
I think a cool idea would be making it a combination of combining a mortar and a multi mortar, Aditionally then add another multi mortar. Then the master builder can build them tigertet to something like a defensive flame Flinger, that can move through the base and take cover behind walls
they should give it nearly infinite range and shoot 3 shells like a multimortar upgrade and to have the area around it be its blindspot call it the Falcon Gunship or something
I can see the combined mortar maybe getting some sort of homing shot or leading its target which is similar to scattershot sure but it still can’t shoot air and honestly I don’t see the need for a combined mortar to be on the same level as something like a scattershot
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.
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.
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
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
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.
Bro I thought gold storages would deal retaliation damage at level ten! 😂 And walls would spill lava onto the ground (th 11) or zap troops (th 12), I even thought the wizards in the wizard towers could be studying black magic as they leveled up and would slowly develop a small aura of DPS. Take one look at higher level wizards and tell me they don't have anything cooking in their devious eyes 👀
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
it is important that there are heavy defenses and weaker defenses like the mortar, because it would be hard to concentrate on every defense and not on the most important ones. and the morzat is good at higher th levels, because of the flameflinger and to use it like a distranction for defense targeting troups and make the funneling harder
I think the Mortars from Galaxy Life were better, because there were no troops faster than the Riders, but you actually had to actually get some skill to use Riders. And it helps that most of the Troops were centered at slow/bulky troops.
Maybe SUPERCELL can make a merge version of the mortar in a later update for Clash of Clans. Where it can fire multiple rounds that target multiple troops at a time.
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.
All mortar should be multi at higher Th’s also a bit increased range with quick reload …that would fix it fairly as it’s still one of the best defence for Flame Flinger (just keep them at close to corners, not too close otherwise it will be easy to chip-out).
I remember the time players putting mortars in the center of their bases instead of the townhalls cos that's how good mortar is. Now they are placed outside of the walls 😥
Another video topic: Why the builder base spring trap is the worst trap. Reason: Because it can only spring barbarians and archers. At max level its spring capacity is 8, which is enough for either two barbs or two archers.
I'd love to see a merge of artillery and mortar having all 4 mortars combined into an already fantastic defense frees up village room and artillery is super vulnerable once you get close having something to protect it built in might be cool
i think a good buff to the mortar would be that with each level the mortar get upgraded it gets a small buff to both firing speed and projectile travel speed, and maybe even a bump in splash area. Its not gonna make mortars absolutely feared but at least make them more relevant.
The Mortar is literally the last defense that I upgrade before moving on to the next townhall level, I only upgrade it for the looks of it, nothing else
When I'm designing bases, I just place the Mortars in the corners of my base to counter the flameflinger, but besides that I cannot find a single other reason to use em in a different way. Even for that job it's pretty bad, you can just use 1 yeti or even a giant if no other defenses are nearby
Seeing as how they added the multi archer tower and ricochet cannon I think they could add a seeking morter that shoots like 4 consecutive shots that seek out and hit the target faster and with more damage
Turning the mortar into the builder base lava launcher with its ramp up damage could be a pretty cool upgrade. Otherwise, it's fine how it is. I don't want to deal with yet another splash defense that can melt healthy troops like the eagle artillery, scattershot, townhall, etc.
I think rather than making them do more dmg I hope next update they can make mortar fuse together by 2 and the special ability is Mortar special ability 1: When enemy is in its range the longer there's an enemy the faster mortar attacks (more like the little prince of clash royale) Or Mortal ability 2: When mortar hit an enemy it will do 1.5x the dmg more per hit. This is strong against tanks that were slow or those who Queen charge since the longer the mortar Keeps hitting the troops the more dmg it will deal (the ability is called outburst) Or Mortar ability number 3: The troops that get hit by mortar will receive new effect called "Dizziness" where when troops get inflicted by it the troops will be weakened dmg and health (10% more dmg taken or more) which makes troops vulnerable. Or Mortar ability number 4: (SUPER CHARGE - every 2 hit the next hit will do a massive dmg plus knock back probably 3X dmg)
I feel like a new way to make the mortars better is to drop fire like the lava launcher in Builder halls, and heck let’s make the building drop the same effect on the ground once it’s destroyed.
All they have to do is increase the travel speed of the shot so it lands more consistently that be enough to help wirhour pushing it or stepping on toes of other defense or just give it the motar targeting from builder base so it lands always
I could see a merged Mortar shooting flak-style anti-air shells, which explode midair, dealing large AoE damage to air and sending shrapnel flying down at ground troops to deal AoE to them too. _Or_ a Cluster-Mortar. Same concept, merged mortars, but they shoot massive shells that split midair to rain huge AoE on unsuspecting ground troops. The midair explosion caused from splittng could also deal damage to air troops to make it more relevant.
I always saw the mortar as a planned obsolescence thing. It is there as a preventative measure against people spamming barbarians across all town hall levels
I remember the mortars being devastating for barch back in the day and I think they added the 4th mortar just to combat overuse of barch. This mightve been combined with being able to use 2 lightning spells to take out 1 mortar making barch that much more powerful. Its been 10 years since then so I may have forgotten another key reason
I just thoughbof something...maybe we could 1)change the mortar into something like a midieval like artillery that damage is air troops or 2) change the ammunition to make it so after the hit it will have a second hit like a fireworks dealing more area splash but lass damage 3)i know this will be a more different defense but at the certain level we could change the mortar 4) Subterranean Thumper! This innovative defense launches explosive charges that erupt from beneath the ground, dealing splash damage to enemy troops and slowing their movement. Watch as their advance falters and formations crumble under the Thumper's disruptive power. One thing is after it locks down to an enemy its full straight hit or miss and has a bigger splash radius but slower in term of reloading
i used to fear mortars especially when i was still at TH 1-6. after that, i started to use dragons, balloons, edrags, etc. and i see them as the weakest defense when attacking
I think the mortar should have some sort of air mortar ability whenever an air troop reaches the inner radius of the range. Imagine u have a baby dragon going up to a mortar and when it reaches the small radius where the actual mortars range stops, the air mortars kick in and do some extra damage to air troops (but only in the radius inside the real radius). I think this would bring back the mortar, and also be pretty cool having its own little air defence system attached to it. The actual “air mortar” shouldn’t do too much damage. Maybe the same amount of damage per hit as an air defence, but has the same hit speed as the mortar.
I'd give a mortar some bigger damage on higher levels, buff reloading speed and/or probably add something like a stun effect for split second which would force troops hit to pause whatever they were doing for that time and have to do that again. That would be a good defense against ground troops with slow attack speed.
Mortars appeal is that they can damage weak troops behind ur tanks , so that delay on hit makes sense. But now no one really uses witches or wizards or archers which mortar is decent against
I feel like the easiest way to buff it would be to just have the damage increase more with the levels, and to make the aoe of the mortar shell a lot wider (also as the level goes up)
The reason that the mortar (and multi mortar) were (or are) usefull is for taking out support units behind a tank (the lag in the shots means it will hit wizards or cannon carts behind giants). And this works for the reduced attacking options of builder base. But for the main base? When was the last time GoWi (golems and witches) was a thing? No one used the "standard" tanks in front and damage/support in the back style (I guess sometimes you do it with the queen and warden, but those arent squishy enough for a mortar). No attack nowadays follows this attack style, due to the avalability of better options, the fact that a lot more defenses means more damage on the sides (which your tanks wont soak) and honestly just how strong the heroes get higher up
A solution which they will probably implement in the near future is that they will probably make a merge version of a regular mortar. As of what it might be, I'm going with an artillery mortar. It would fire artillery shots which would have 100% accuracy. It might fire just one shot at a time but it would obviously deal more damage than the regular mortar, also still dealing splash damage.
With the addition of merging buildings, the mortar should benefit from that. Perhaps merging them would give them two independent targets to shoot at. Or perhaps a better idea is a higher range of explosion with more damage, which pretty much mitigates the two big issues of low damage and low accuracy.
Im a th 9, and i use weird attacks to have fun. I use ground attacks with wizards and other things, and the mortars usually hammer my wizards in. I usually dont bring too many heal spells.
I think a good buff for mortar would either be adding knock-back to any troop, working more or less like a support defence, or making it preview the troop aimed by speed and target and then shoot at were it is supposed to be, but I think the first option is more viable.
Perhaps a rework they could consider is that at a higher level, mortars get essentially multiple damage radii. The standard explosion is increased in size but maybe does just a bit less damage relatively speaking to not immediately erase weak spam troops. A second damage radius would be very small but deal much more damage and can also damage air troops. Maybe even do knock back. PS i reached TH lvl 9 and stopped playing years ago so idk if these changes really would help.
Mortars definitely need a big damage boost. It makes no sense how something that takes so long to shoot does so little damage. Their supposed to be mini eagle artileries
Mortar is useful against Flame Flinger, they do not get worse over time. His function is killing small troops, and I guess every TH strategy use small troops to attack resource buildings outside. I guess air defence is getting worse, because no one is using air strategy anymore, at least not in higher bases. Also there are a lot of heavy buildings now, they 'do the job' of air defence
I think the biggest thing working against the mortar and really players in general is the amount of "new" ways to attack are just way too strong for most defenses to stand a chance. With the warden's attack block ability and freeze and heal spells the focus is more on how people attack and nothing for how to defend. A fundamental update that reworks the functions of defenses needs to be put into place or the game will feel too off balance, ironic since supercell are all about "balance" having blogposts and official art showing the barbarian and multiple weights.
I thing what they could change is to make it better acuracy like shorter projectile travel time, still only shoot on ground troops but if air troops are where ground troopd are getting hit than it should also dmg the air ones
I would love to see a merged mortal with all 4 mortars in a 4x4 building with decent damage and multitarget support and nearly as big of range like the eagle thing Maybe also a merged super wizard tower that gets rid of all wizard towers
Man I remember the good old times where the mortar was the make it or break it of your defense..... I remember just trying to take down the mortar first as soon as possible and the goblin map M comme mortar was giving me so much trouble.... Good ol' times
I think supercell should make it so that the mortar’s blind spot would also damage troop (like the crusher) but not by a lot (probably 50% of its damage)
The fact it became the most expensive and one of the moste expensive of all of the troops to upgrade even in the higher TH levels is so stupid. I've only two mortar to upgrade at TH14 and they're +-15M, when AT and cannon are +-11M.
Fix idea: Spell infusion update. You can buff your defenses with various spells for various effects. Poison mortar: Would leave poison aoe on the ground that would deal damage over time. Freeze mortar: Would slow down the troops that it hit and then redirect to other troops. Lightning mortar: Would create small lightning effects that would deal increased damage and target troops.
@@King_Jockey Yeah. They are also easier to explain. How lightning would work is more complicated. It would create aoe and first 3-5 troops that enter this aoe would be hit by lighter version of lightning. Still enough to one shot barbs and maybe even hogs. Also it would be substantial damage to giants and even Pekkas. Because it's lightning then maybe it would hit air targets as well.
Also to make it more balanced it would require you to use a spell to change the properties of mortar. Once changed it would stay this way until changed again. However you are not getting that spell back even if you revert mortar to the regular setting.
I think the best way to do it is making optional upgrade, kind of how we could choose which potion on the potion trap. Set it as optional in which: a. have increased damage, a homing feature and remove the minimum range penalty but reducing 1 range b. ability to target air troops c. increased range and splash range with homing feature This is just idea tho, some might tweak it to make it more balance imho
Mortal shell should get faster and faster as you level it up, similar to wizard tower, at first levels it has the same problem as mortar but as you level up, fire balls become faster and faster. Also make damage upgrade more drastic, instead of 4-6 damage increase or whatever make it like 10-14 like so at the max town hall it has like 240 damage instead of 60. ( 60 hp is not enough to one shot archers btw )
it shoots every five seconds so it doesn’t do 60 damage per shot at th16, it does 5x the dps every shot, so 12 dps which is around level 6 does 60 damage per shot
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
Thanks Bro, in Video ist Just too much explaining
What do you expect it has 30 damage 😭
@@hardik602 and then multiply it by 5, that will be damage per hit
@@StartlyWit55that’s only for one
It only is great against low hp troops 😂
The Mortar is actually useful at high th levels because it can outrange the flame flinger and take time of its lifespan
yeah if someone is having stupid sense enough to put flame flinger into mortar range
Tell me you're not th16 without telling me you're not th16
@@bow_gaming3235 Flame Flinger will inevitably move into mortar range. You'll need to distract the mortar
@@bow_gaming3235it's hard distracting it all the time whilst looking at other things when attacking
then you realize xbow and traps exists and those can take care of flame flinger just as well.
plus it's not like an attacker can just... deal with the mortar before deploying flame flingers? they can deploy distraction troops or freeze it
Who else remember that time when the mortar was feared by every single player once? It's surprising how it is nearly useless now.
Still have ptsd from it ngl
@@Azzoz1😂😂
@@Azzoz1bro same
100 dead barbs from mortar was a traumatizing memory indeed.
It was years and years ago.
When I restarted an account last year I was suprised to see how useless it became.
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
that's a really great idea actually, a lot of people don't use spam cards often so it would definetly be balanced
The problem with the "target lower housing space" is for lower town halls, they typically send a group of giants as a mortar distraction so that would make giants utterly useless
Could add a slight slow effect where it hits the ground
Thats actually a bad Idea since low housing units are more irrelevant than ever they are far to weak and nearly no old meta are played with them anymore most use low housing just as a filler to get rid of like 5 buildings
Making the mortar especially target them make them even more worse than ever
@@pugnessthat actually sounds like a good idea.
Mortar at th5,6,7: Nah I'd win
Mortar at th10+: Space filler
Mortars lose relevancy even at the start of TH8😂
@@cjm2371 Actually Mortars loose relevancy at Th7 since most of the attack are Drag attack.
@@kendivedmakarig215 Hog too outrunning mortar shell and even if get hit , we just heal em XD
At th10+ they are there to mess up your funneling (since they are still classified as a defence). Plus they also kill wizards that are used for funneling (and you cant really use a giant to tank since it both doubles the unit count to funnel and it will go into melle range, thus letting the mortar hit the wizard)
I use archer spam strat to gain loot. Mortars are my biggest enemy if I raid a dead th 11 base.
So I lightning all of them. Destroy everything on the outside and first layer of def with archers, heros take out atleast 2 wizard towers, lost 2 games in 120 raids. Used my cc troops on a th 12 as th10 and lost with 48% cuz I didn't know that lazer on th does ranged damage.
Lost another with 45% cuz I didn't wanna use my cc troops.
scattershot is just a direct upgrade.
even cannon is better
Flame flinger has entered the chat
😂
@@NoGoatsNoGlory. Not really X bows are the real counters of Flame Flinger.
@@kendivedmakarig215having 4 other buildings to counter flame flingers are huge. You don’t just ignore a mortar when placing a flame flinger that’s dumb it counters it just as much as xbow
@@kendivedmakarig215go ahead, set your Xbox’s to ground only… I’ll wait
Still better than the stupid expensive walls
They’re cheap now
@@calebtaylor3835what
@@calebtaylor3835 9 million for one wall is not cheap lmao
So true they should be dirt cheap
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
Yes make it somewhat similar to sweeper
Mortars used to knock back pekkas 💀 now they can’t knockbacl wizards.. I mean it’s better if u want dmg but worse if u want to knockback
Moter in home village 😊
Moter in builder base 💀
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.
I think it would be tough to implement an idea like that, without making it too similar to the scattershot
Meanwhile, the clash royale and clash mini devs:
Cr devs: let's make it balanced
Cm devs: but then people will think its weak and not spend!
CR devs: you're right
I think a cool idea would be making it a combination of combining a mortar and a multi mortar, Aditionally then add another multi mortar. Then the master builder can build them tigertet to something like a defensive flame Flinger, that can move through the base and take cover behind walls
they should give it nearly infinite range and shoot 3 shells like a multimortar upgrade and to have the area around it be its blindspot
call it the Falcon Gunship or something
I can see the combined mortar maybe getting some sort of homing shot or leading its target which is similar to scattershot sure but it still can’t shoot air and honestly I don’t see the need for a combined mortar to be on the same level as something like a scattershot
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.
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.
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
This is a perfect counter for balloon spam at early levels
Simple fix allow all 4 mortars to have multi option and quicker it up
Combile all mortar become artery eagle 2
@@はるひかる-r4v 💀
Yeah but with 40% of the original or it'd kinda too op
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
Lower th would fail all their atacks 😂
@@bosgamer111 probably
5:05 what is bro doing 🤨💀😭
The Mortar is like that one grandpa you love but wouldn't mind if he got taken out.
😂
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
Well i think increase the projectile speed
that's just lazy developing tbh
So just like the monolith?
Just increase projectile speed by 10%
That just goes against what the mortar is supposed to be
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.
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
X-bow, monolith, ?
@@palestineball2481he said one of the few
@@palestineball2481you wouldn't put those defenses on the edge of the base ...
@@takutolovex some people are dumb enough to put their flame flinger in the radios of these defenses
@@palestineball2481 minus literacy
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.
Man there is something like that in Builder Base
Lava launcher or something
They should just Gear up Mortars again to make it that
@@self-proclaimedanimatorI love that idea!
Bro I thought gold storages would deal retaliation damage at level ten! 😂 And walls would spill lava onto the ground (th 11) or zap troops (th 12), I even thought the wizards in the wizard towers could be studying black magic as they leveled up and would slowly develop a small aura of DPS. Take one look at higher level wizards and tell me they don't have anything cooking in their devious eyes 👀
Like builder base lava launcher
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
it is important that there are heavy defenses and weaker defenses like the mortar, because it would be hard to concentrate on every defense and not on the most important ones. and the morzat is good at higher th levels, because of the flameflinger and to use it like a distranction for defense targeting troups and make the funneling harder
I think the Mortars from Galaxy Life were better, because there were no troops faster than the Riders, but you actually had to actually get some skill to use Riders. And it helps that most of the Troops were centered at slow/bulky troops.
The builder base mortar ay bh10 is brutal. If they do something like that at the homebase we would get so,e spice in it
Maybe SUPERCELL can make a merge version of the mortar in a later update for Clash of Clans. Where it can fire multiple rounds that target multiple troops at a time.
Or will have a impact field where it deals DoT(damage over time) like a lava launcher
@@michaeljosephtumamac468 poison spell tower 2
Hahahahhhaa
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.
All mortar should be multi at higher Th’s also a bit increased range with quick reload …that would fix it fairly as it’s still one of the best defence for Flame Flinger (just keep them at close to corners, not too close otherwise it will be easy to chip-out).
I remember the time players putting mortars in the center of their bases instead of the townhalls cos that's how good mortar is. Now they are placed outside of the walls 😥
Him:multi mortar made mortars usefu-
Siege machines:allow us to introduce ourselves
Mortar at th4 th5: 🗿
Mortar now: 🤡
What do you expect a auto target missile?
Another video topic: Why the builder base spring trap is the worst trap.
Reason: Because it can only spring barbarians and archers. At max level its spring capacity is 8, which is enough for either two barbs or two archers.
this is the reason mortars are my last priority in terms of defensive building upgrades on my village
"MORTAR IS A USELESS DEFENSE"
Meanwhile Flameflinger be like: *I fear no man, But that thing.... (Stares at Mortar) it scares me*
I actually think bomb towers are an extension of mortars. I think they were added in late as a reaction to seeing the weaknesses of the mortar.
super underrated chanel, thx for your videos :)
I'd love to see a merge of artillery and mortar having all 4 mortars combined into an already fantastic defense frees up village room and artillery is super vulnerable once you get close having something to protect it built in might be cool
For it to be relevent again, on the next update they need to make all 4 mortars as geared-up mortars.
It is already useful on high th levels, it outranges flame flinger
rn mortars biggest use is to counter flame flingers but ppl just use 1 barb to tank and take it out
flame flinger , ground cleanup troops...
mortar : 🗿🗿🗿
I think mortar could get the needed huge change as a merged defense.
Maybe it would fire a large mortar round that would break and target ground and air troops. Also fire damage.
I wanna see the mortar get a combination where is basically becomes the lava launcher from the builder base
i think a good buff to the mortar would be that with each level the mortar get upgraded it gets a small buff to both firing speed and projectile travel speed, and maybe even a bump in splash area. Its not gonna make mortars absolutely feared but at least make them more relevant.
If supercell combines two mortar and make A lava launcher like builder hall
it will be great
The Mortar is literally the last defense that I upgrade before moving on to the next townhall level, I only upgrade it for the looks of it, nothing else
When I'm designing bases, I just place the Mortars in the corners of my base to counter the flameflinger, but besides that I cannot find a single other reason to use em in a different way. Even for that job it's pretty bad, you can just use 1 yeti or even a giant if no other defenses are nearby
Seeing as how they added the multi archer tower and ricochet cannon I think they could add a seeking morter that shoots like 4 consecutive shots that seek out and hit the target faster and with more damage
before supertroops was introduced, mortars was nightmare for my wallbreakers. and now is my flameflinger's turn
Those people who use flam fingers ..
There reaction when they see Mortar and X-Bow...☠️☠️
😱😱
Turning the mortar into the builder base lava launcher with its ramp up damage could be a pretty cool upgrade. Otherwise, it's fine how it is. I don't want to deal with yet another splash defense that can melt healthy troops like the eagle artillery, scattershot, townhall, etc.
That would be too OP for witch users. It will shut down an entire attack strategy
I think it will be great for a fusion defense
Like a ricochet cannon
the mortar need aimbot fr
I think rather than making them do more dmg I hope next update they can make mortar fuse together by 2 and the special ability is
Mortar special ability 1:
When enemy is in its range the longer there's an enemy the faster mortar attacks (more like the little prince of clash royale)
Or
Mortal ability 2:
When mortar hit an enemy it will do 1.5x the dmg more per hit.
This is strong against tanks that were slow or those who Queen charge since the longer the mortar Keeps hitting the troops the more dmg it will deal (the ability is called outburst)
Or
Mortar ability number 3:
The troops that get hit by mortar will receive new effect called "Dizziness" where when troops get inflicted by it the troops will be weakened dmg and health (10% more dmg taken or more) which makes troops vulnerable.
Or
Mortar ability number 4:
(SUPER CHARGE - every 2 hit the next hit will do a massive dmg plus knock back probably 3X dmg)
I feel like a new way to make the mortars better is to drop fire like the lava launcher in Builder halls, and heck let’s make the building drop the same effect on the ground once it’s destroyed.
All they have to do is increase the travel speed of the shot so it lands more consistently that be enough to help wirhour pushing it or stepping on toes of other defense or just give it the motar targeting from builder base so it lands always
I could see a merged Mortar shooting flak-style anti-air shells, which explode midair, dealing large AoE damage to air and sending shrapnel flying down at ground troops to deal AoE to them too. _Or_ a Cluster-Mortar. Same concept, merged mortars, but they shoot massive shells that split midair to rain huge AoE on unsuspecting ground troops. The midair explosion caused from splittng could also deal damage to air troops to make it more relevant.
When I was a lower TH, I remembered how much I feared the mortar but when I got my first air troop, the Balloons, I only feared the fireworks
I always saw the mortar as a planned obsolescence thing. It is there as a preventative measure against people spamming barbarians across all town hall levels
I remember the mortars being devastating for barch back in the day and I think they added the 4th mortar just to combat overuse of barch. This mightve been combined with being able to use 2 lightning spells to take out 1 mortar making barch that much more powerful. Its been 10 years since then so I may have forgotten another key reason
I just thoughbof something...maybe we could
1)change the mortar into something like a midieval like artillery that damage is air troops or
2) change the ammunition to make it so after the hit it will have a second hit like a fireworks dealing more area splash but lass damage
3)i know this will be a more different defense but at the certain level we could change the mortar
4) Subterranean Thumper! This innovative defense launches explosive charges that erupt from beneath the ground, dealing splash damage to enemy troops and slowing their movement. Watch as their advance falters and formations crumble under the Thumper's disruptive power.
One thing is after it locks down to an enemy its full straight hit or miss and has a bigger splash radius but slower in term of reloading
I am sure the best change for Mortar it to add a stun effect whose duration increases from upgrading.
i used to fear mortars especially when i was still at TH 1-6. after that, i started to use dragons, balloons, edrags, etc. and i see them as the weakest defense when attacking
For some reason, when I first started playing COC, the thing I hated most when attacking using archers and barbarians was mortar
Mortor is good to counter flinger, witches etc. Not a useless defense.
It’s not a useless defense it just need a little bit of a buff
I think the mortar should have some sort of air mortar ability whenever an air troop reaches the inner radius of the range. Imagine u have a baby dragon going up to a mortar and when it reaches the small radius where the actual mortars range stops, the air mortars kick in and do some extra damage to air troops (but only in the radius inside the real radius). I think this would bring back the mortar, and also be pretty cool having its own little air defence system attached to it. The actual “air mortar” shouldn’t do too much damage. Maybe the same amount of damage per hit as an air defence, but has the same hit speed as the mortar.
I'd give a mortar some bigger damage on higher levels, buff reloading speed and/or probably add something like a stun effect for split second which would force troops hit to pause whatever they were doing for that time and have to do that again. That would be a good defense against ground troops with slow attack speed.
Mortar is perfect in its own way like in IRL mortar can hit non moving target there's no need to perfect an already perfect defense 💕
Mortars are fine, they’re used on outer edges in order to deal with flame flingers
Mortars appeal is that they can damage weak troops behind ur tanks , so that delay on hit makes sense. But now no one really uses witches or wizards or archers which mortar is decent against
I feel like the easiest way to buff it would be to just have the damage increase more with the levels, and to make the aoe of the mortar shell a lot wider (also as the level goes up)
The reason that the mortar (and multi mortar) were (or are) usefull is for taking out support units behind a tank (the lag in the shots means it will hit wizards or cannon carts behind giants). And this works for the reduced attacking options of builder base.
But for the main base? When was the last time GoWi (golems and witches) was a thing? No one used the "standard" tanks in front and damage/support in the back style (I guess sometimes you do it with the queen and warden, but those arent squishy enough for a mortar). No attack nowadays follows this attack style, due to the avalability of better options, the fact that a lot more defenses means more damage on the sides (which your tanks wont soak) and honestly just how strong the heroes get higher up
A solution which they will probably implement in the near future is that they will probably make a merge version of a regular mortar. As of what it might be, I'm going with an artillery mortar. It would fire artillery shots which would have 100% accuracy. It might fire just one shot at a time but it would obviously deal more damage than the regular mortar, also still dealing splash damage.
With the addition of merging buildings, the mortar should benefit from that. Perhaps merging them would give them two independent targets to shoot at. Or perhaps a better idea is a higher range of explosion with more damage, which pretty much mitigates the two big issues of low damage and low accuracy.
Im a th 9, and i use weird attacks to have fun. I use ground attacks with wizards and other things, and the mortars usually hammer my wizards in. I usually dont bring too many heal spells.
The only thing more useless now is traps and air traps. Except maybe the seeking air mine and skeletons/tornado for delaying
I think a good buff for mortar would either be adding knock-back to any troop, working more or less like a support defence, or making it preview the troop aimed by speed and target and then shoot at were it is supposed to be, but I think the first option is more viable.
An interesting buff would be to eliminate 2 collectors and change them for mortars, they will be bad but at least they will be numerous
Perhaps a rework they could consider is that at a higher level, mortars get essentially multiple damage radii. The standard explosion is increased in size but maybe does just a bit less damage relatively speaking to not immediately erase weak spam troops. A second damage radius would be very small but deal much more damage and can also damage air troops. Maybe even do knock back.
PS i reached TH lvl 9 and stopped playing years ago so idk if these changes really would help.
Mortars definitely need a big damage boost. It makes no sense how something that takes so long to shoot does so little damage. Their supposed to be mini eagle artileries
Back when people were at TH3-6 this was the Eagle Artillery
Mortar is useful against Flame Flinger, they do not get worse over time. His function is killing small troops, and I guess every TH strategy use small troops to attack resource buildings outside. I guess air defence is getting worse, because no one is using air strategy anymore, at least not in higher bases. Also there are a lot of heavy buildings now, they 'do the job' of air defence
They could give it a flame pool effect where the longer troops stand in it the more damage they take
I think the biggest thing working against the mortar and really players in general is the amount of "new" ways to attack are just way too strong for most defenses to stand a chance. With the warden's attack block ability and freeze and heal spells the focus is more on how people attack and nothing for how to defend. A fundamental update that reworks the functions of defenses needs to be put into place or the game will feel too off balance, ironic since supercell are all about "balance" having blogposts and official art showing the barbarian and multiple weights.
I thing what they could change is to make it better acuracy like shorter projectile travel time, still only shoot on ground troops but if air troops are where ground troopd are getting hit than it should also dmg the air ones
Bruh the mortar is like THE flame flinger defense. you can't cover all angles using just 4 X-Bows so mortars are absolutely non-optional
I would love to see a merged mortal with all 4 mortars in a 4x4 building with decent damage and multitarget support and nearly as big of range like the eagle thing
Maybe also a merged super wizard tower that gets rid of all wizard towers
Can't use 4, most players have geared up mortars
What would be the point? thats just a second eagle.
mortars do peak damage when there’s a alone archer queen that’s about to die attacking a gold storage or other high hit point building
Man I remember the good old times where the mortar was the make it or break it of your defense..... I remember just trying to take down the mortar first as soon as possible and the goblin map M comme mortar was giving me so much trouble....
Good ol' times
Don't underestimate motars, they still can kill queens if you are not carefull.
Understood
I think supercell should make it so that the mortar’s blind spot would also damage troop (like the crusher) but not by a lot (probably 50% of its damage)
Mortar at th 3: mini eagle artillery
Mortar at high th: I CAN EVEN DEAL SHOT ONCE
mortar's are always the last defense i upgrade
I'd make that from th10 on the mortar leaves a lava pool that deals DoT or sets the troops on fire, adjust its aim and make the splash area bigger
The fact it became the most expensive and one of the moste expensive of all of the troops to upgrade even in the higher TH levels is so stupid. I've only two mortar to upgrade at TH14 and they're +-15M, when AT and cannon are +-11M.
Its an early game def tower same goes for those early game troops that are useless from th11 and up
Fix idea: Spell infusion update. You can buff your defenses with various spells for various effects.
Poison mortar: Would leave poison aoe on the ground that would deal damage over time.
Freeze mortar: Would slow down the troops that it hit and then redirect to other troops.
Lightning mortar: Would create small lightning effects that would deal increased damage and target troops.
a frozen or poisoned mortar shell sounds terrifying but a cool way to buff it
@@King_Jockey
Yeah. They are also easier to explain.
How lightning would work is more complicated. It would create aoe and first 3-5 troops that enter this aoe would be hit by lighter version of lightning. Still enough to one shot barbs and maybe even hogs. Also it would be substantial damage to giants and even Pekkas. Because it's lightning then maybe it would hit air targets as well.
Also to make it more balanced it would require you to use a spell to change the properties of mortar. Once changed it would stay this way until changed again. However you are not getting that spell back even if you revert mortar to the regular setting.
I think the best way to do it is making optional upgrade, kind of how we could choose which potion on the potion trap. Set it as optional in which:
a. have increased damage, a homing feature and remove the minimum range penalty but reducing 1 range
b. ability to target air troops
c. increased range and splash range with homing feature
This is just idea tho, some might tweak it to make it more balance imho
It would be cool if you could put the mortar into a flak cannon mode. We don’t have a dedicated splash air defense on the main village.
Mortal shell should get faster and faster as you level it up, similar to wizard tower, at first levels it has the same problem as mortar but as you level up, fire balls become faster and faster. Also make damage upgrade more drastic, instead of 4-6 damage increase or whatever make it like 10-14 like so at the max town hall it has like 240 damage instead of 60. ( 60 hp is not enough to one shot archers btw )
it shoots every five seconds so it doesn’t do 60 damage per shot at th16, it does 5x the dps every shot, so 12 dps which is around level 6 does 60 damage per shot
As a th 13, mortar is one of the most time-consuming defenses to upgrade. I think Supercell thinks mortar is a great defense.
Nah. He straight up choose to attack my flame flinger.