master of the templars wrote:i believe the devs could make a defensive shell that stops mortar rounds like they did with AA taking out choppers on carriers. its like a shield but only stops AA. same could be done with mortars and Un-cappable flags.
Well i read some where that that is how it works.
Personally, a much easier method would be to simply limit how close you can deploy a Mortar Position in proximity to an enemy Command Post. Not only is it more practical, but it also retains the realism of it's usage without limiting it's abilities to some "invisible force field" dome. Limiting the deployment to a minimum distance of 1500 meters away from an enemy Command Post should prove to be sufficient.
The Mortar itself should have a engagement range of 300-1200 meters. This means that if a Mortar Position should be deployed at the very closest location to an enemy Command Post there will be a 300-500 meter gap. Thusly anyone trying to fire projectiles into the base, would simply fall short. This would also give enemy units a chance to form up and equip themselves without being spawn camped and mauled silly within their own base.
However, it would be laughable if Mortars could not engage targets from a distance of at least of a critical maximum of 1000-1200 meters. The purpose of area saturation indirect fire weapons is about range, firepower and volume of projectiles. This is all at the cost of mobility and defense. The emphasis on the 1000-1200 meter range limit should be practical.
I've decided to do a little bit of math and even test the theories out. Turns out they work well.
1. Enemy Command Post: Marked for distance surveying.
2. Enemy Command Post: 1500 Meter deployment limit. Mortars are out of effective range of enemy main base.
3. Enemy Flag Zone: 975 Meters away. Mortars are within effective range of enemy flag zone.
![Image](http://i285.photobucket.com/albums/ll47/AnonymousUserPictures/MortarFireSupport3975Meters-1.jpg)