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
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.
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
@@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
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.
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
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.
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
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
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 think it would be a good change if they made the mortar shoot a fragmented shot at Th11+. Like a shot that blows up midair and does damage in a large circular area
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
Mortars at higher town halls got a slight buff because they out range the flame flingers and do a bit of damage to them so they will be able to destroy like 1 or 2 fewer defenses
@@BlackMythJokowi-DinastyRisingBases that are built to defend from flame flingers make it more difficult than simply allowing you to knock it out with a balloon or two. They often make you have to constantly distract it with troops until the flinger eventually takes it out. Also its health was buffed so defenses around it can shoot down those balloons before you can take it down so easily.
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 👀
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.
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.
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
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
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
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 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 definitely agree with some earlier comments that a stun effect or a burning effect from the mortar would immediately make it relevant again as that could not be ignored by anything in its impact area. Also, it could work how actual real mortars work with specific fuzes, detonating above/into whatever is directly below them, which for the purpose of the game could be air or ground troops (Essentially how the eagle artillery works). And they could frag out as well to bolster the splash damage If they really wanted to get fancy with it you could have unlockable and selectable effects like with the heroes equipment, such as freeze/stun, burn, frag, poison, etc Or maybe even the ability to switch it to flak cannon mode, making it possible to toggle between an air or a ground defense
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 😥
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.
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.
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 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 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.
With the addition of ricochet cannon and multi archer tower, Supercell can actually integrate this with the mortar, So since you get eagle artillery at th11, you can combine four mortars to end up getting the eagle artillery you have, which will solve the issue
The only use of the mortar at the higher town hall is to outrange the flame flinger. And even when it does, all it takes is a tank to distract it and becomes fully and totally useless
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.
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.
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.
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.
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.
I feel like the mortar is irrelevant now at higher town hall levels but I do feel like it still is a key component of a base because it can help with clean up on weaker troops to finish them off so the stronger defenses can focus on the main troops
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.
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
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
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
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.
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)
the "irrelevance" of walls ultimately affected mortars in general, if you cant keep your enemies at mortars attack range then they are truly not that useful.
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 it'd be awesome if they add the "combine mechanic" we've seen with Cannons and Archer Tower. This Mega Mortar would shoot the rocket from Clash Royale. Dealing massive damage
They should just make the mortar's favorite target be siege machines and give it a damage bonus towards them since mortars in higher townhalls are usually just flameflinger counters
I think a way they could combat the mortar becoming irrelevant is to give it a 'preferred' troop to shoot where it would target swarm troops and only shoot other troops when there were no swarm troops in range. It would make it more of a threat and make it more difficult to counter.
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
The mortar is a very important defense after th14 because the flame flinger was added which outranged almost every defense except x-bows and mortars. Mortars are the most important defense at keeping the flame flinger balanced.
i think a way to save the mortar would be add the goblin mortar like in clash royal. Keep accuracy and damage the same except there’s goblins that will attack. That would be a good buff because goblins always landing near the attacking troops would add a distracting factor that would mess up an enemy’s attack
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 😂
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.
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
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.
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.
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
We up grade them only to look cool
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
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.
Moter in home village 😊
Moter in builder base 💀
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
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
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.
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.
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
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
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 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
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
I think it would be a good change if they made the mortar shoot a fragmented shot at Th11+. Like a shot that blows up midair and does damage in a large circular area
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
Mortars at higher town halls got a slight buff because they out range the flame flingers and do a bit of damage to them so they will be able to destroy like 1 or 2 fewer defenses
Yeah, only if there are players who dumb enough to put flame flinger into mortars range. A single balloon or two can easily solve the problem.
@@BlackMythJokowi-DinastyRisingBases that are built to defend from flame flingers make it more difficult than simply allowing you to knock it out with a balloon or two. They often make you have to constantly distract it with troops until the flinger eventually takes it out. Also its health was buffed so defenses around it can shoot down those balloons before you can take it down so easily.
5:05 what is bro doing 🤨💀😭
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
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.
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
Funny how a cannon, archer tower and x bow does no damage to a queen walk until a mortar is firing too.
Those people who use flam fingers ..
There reaction when they see Mortar and X-Bow...☠️☠️
😱😱
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.
Him:multi mortar made mortars usefu-
Siege machines:allow us to introduce ourselves
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
super underrated chanel, thx for your videos :)
Mortars can be useful on townhall 9 when everyone is using witch slap since the skeletons get one shotted by them.
Now, at TH17, with the Eagle Artillery being merged into the TH, we should at the future TH18 merge 3 mortars to form an Eagle Artillery.
Yer TH17 should have merged 2 mortars instead of Eagle Artillery
Glad to know I’m not the only person to have had this idea
If supercell combines two mortar and make A lava launcher like builder hall
it will be great
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
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
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
before supertroops was introduced, mortars was nightmare for my wallbreakers. and now is my flameflinger's turn
Mortars used to feel like the eagle artillery, it fell off so hard
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).
this is the reason mortars are my last priority in terms of defensive building upgrades on my village
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.
Nah. He straight up choose to attack my flame flinger.
I wanna see the mortar get a combination where is basically becomes the lava launcher from the builder base
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
The geared up mortar is not 3 mortars combined in 1, each of it's shots do 1/3 of the damage a normal mortar would do.
rn mortars biggest use is to counter flame flingers but ppl just use 1 barb to tank and take it out
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 definitely agree with some earlier comments that a stun effect or a burning effect from the mortar would immediately make it relevant again as that could not be ignored by anything in its impact area. Also, it could work how actual real mortars work with specific fuzes, detonating above/into whatever is directly below them, which for the purpose of the game could be air or ground troops (Essentially how the eagle artillery works). And they could frag out as well to bolster the splash damage
If they really wanted to get fancy with it you could have unlockable and selectable effects like with the heroes equipment, such as freeze/stun, burn, frag, poison, etc
Or maybe even the ability to switch it to flak cannon mode, making it possible to toggle between an air or a ground defense
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 😥
the mortar need aimbot fr
Mortar at th4 th5: 🗿
Mortar now: 🤡
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.
mortar is important for countering flame flinger
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
For some reason, when I first started playing COC, the thing I hated most when attacking using archers and barbarians was mortar
“Dun shee boom” - Mortar said Angrily
Mortar should be buffed like +1200 hp and + 100 damage per second
flame flinger , ground cleanup troops...
mortar : 🗿🗿🗿
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.
The mortar is good on outside of the base for attacking the flame flinger
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
How about supercell making all mortars able to be geared up, and then have all mortars home in to their target, similar to the eagle artillery
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 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.
With the addition of ricochet cannon and multi archer tower,
Supercell can actually integrate this with the mortar,
So since you get eagle artillery at th11, you can combine four mortars to end up getting the eagle artillery you have, which will solve the issue
The only use of the mortar at the higher town hall is to outrange the flame flinger. And even when it does, all it takes is a tank to distract it and becomes fully and totally useless
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.
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.
They will probably do that combine thing at th17
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.
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.
Don't underestimate motars, they still can kill queens if you are not carefull.
Understood
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.
When attacking with flame flinger destroying nearby mortars is often the key to attack
I feel like the mortar is irrelevant now at higher town hall levels but I do feel like it still is a key component of a base because it can help with clean up on weaker troops to finish them off so the stronger defenses can focus on the main troops
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.
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
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
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
They could give it a flame pool effect where the longer troops stand in it the more damage they take
Can’t wait for Sir Wilfred Stokes to see how they massacred his bot
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.
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 think the flame finger made the motor a lot more relevant
the "irrelevance" of walls ultimately affected mortars in general, if you cant keep your enemies at mortars attack range then they are truly not that useful.
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 it'd be awesome if they add the "combine mechanic" we've seen with Cannons and Archer Tower. This Mega Mortar would shoot the rocket from Clash Royale. Dealing massive damage
They should just make the mortar's favorite target be siege machines and give it a damage bonus towards them since mortars in higher townhalls are usually just flameflinger counters
i never realise how less motor were usefull
I think a way they could combat the mortar becoming irrelevant is to give it a 'preferred' troop to shoot where it would target swarm troops and only shoot other troops when there were no swarm troops in range. It would make it more of a threat and make it more difficult to counter.
I've learnt this too late but upgrading the mortars is a mistake after th10. To make this worse, they are one of the most expensive things to upgrade
Its an early game def tower same goes for those early game troops that are useless from th11 and up
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
They can add that area effect of lava launcher to make mortar a bit better
Just make the mortar shoot nukes. Don't know if it makes it fair, but it makes it funny
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
The mortar is a very important defense after th14 because the flame flinger was added which outranged almost every defense except x-bows and mortars. Mortars are the most important defense at keeping the flame flinger balanced.
i think a way to save the mortar would be add the goblin mortar like in clash royal. Keep accuracy and damage the same except there’s goblins that will attack. That would be a good buff because goblins always landing near the attacking troops would add a distracting factor that would mess up an enemy’s attack