And grens wouldn't even lose models with their damage decrease vet
Obviously you just want your uber 5man grens to survive direct Pak howi hits now
Oh no the 1 man gren still lives with 10 HP!!!! THE SKY IS FALLING!!!!!!!
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Permanently Banned
And grens wouldn't even lose models with their damage decrease vet
Obviously you just want your uber 5man grens to survive direct Pak howi hits now
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Pak is the more pressing one imo by a long shot. As shown in those AOE profiles up higher, the pak howi is still dealing full damage out to the range the leig is only dealing half. That a huge splash of damage. Auto firing and dealing chip damage is a very different animal than auto firing and wiping models.
I'm actually curious how the pak howi stacks up against the 120mm
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Exactly , the AOE profile is what makes the Pak Howitzer Overpowered
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thats what makes it a "howitzer". if you want it to be a mortar, just remove it from the game
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leig is supposed to be a hwy but has different aoe profile,
thats what makes it a "howitzer". if you want it to be a mortar, just remove it from the game
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Exactly , the AOE profile is what makes the Pak Howitzer Overpowered
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120mm mortar
Range:25-100
Damage:80 (68 near/40 mid/20 far)
Aoe:1.5 near/3 mid/4.5 far
Reload: 8.9 seconds
Scatter:10 max (barrage is set at 8 max)
For reference the auto attack max scatter on the pack is set at 8.
So the 120mm mortar isnt to bad in comparison but you really see the effects of the increase scatter and especially the higher reload. I think the 120mm mortar projectile moves faster but because it fires at a higher angle takes longer to travel, that's just my assumption considering the 120mm projectile travels faster than the packs but fires at a higher angle.
In conclusion, the 120mm is a poor mans pack howie (compared to how the pack performs) in my opinion as it takes forever to land a round, large scatter,large barrage times and considering soviet artillary options, the 120mm just isnt pratical which is why they are extremely rarely used.
Edit: for some reason the 120mm barrage aeo near is 1.1 compared to the packs 1.5. Ill also throw this in, the reload on ethe 120mm mortar is 5.175 compared to the packs 3 seconds (leig is 2.3-3.6).
Sorry for being abit off topic.
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you've made some very good points here, and your conclusion seems solid.
regarding the scatter comparison i'd be careful taking the distance scatter max values only. especially for indirect fire units, distance scatter is usually much lower than the max scatter would indicate, due to the low distance scatter multiplier.
angular scatter is important as well, and should be included to get a better overall picture.
i'd also take the reload times with a grain of salt, since there's usually considerable aim, windup or winddown delays for mortars. for example, the hm-38 auto attack has a reload of 8.9 s, but the actual time between shots is 13.5 s.
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Now I know another reason why its so god dam painful to use (after I had a couple of matches).
It takes 2.5 seconds to tear down and 3.5 seconds to set up with an additional 2 seconds for the crew to begin firing (attached duration) if I am correct.
On top of that, every time you tell the 120mm to barrage besides perfectly perpendicular to the 120mm, it will tear down and set up again with the possibility of having an extra 2 seconds to 'man the gun' can take a whopping 8 seconds to fire its first fkn round.
I would like to add, the 120mm also bugged out and sometimes dosnt show a firing or reloading animation, the mortar round appears out of nowhere (I was using attack ground, could be the case with other mortars but never seen it).
Posts: 366
Bath posts are very informative. Just to enumerate the reasons that make it lethal: close range aoe value is relatively high; fast setup/tear down/time to fire, good scatter, good range. Am I missing something?
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thats what makes it a "howitzer". if you want it to be a mortar, just remove it from the game
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1. Thankfully, the Pwerfer, like all rocket arti (besides the perfectly balanced stuka zu fuss, and arguably Calliope) needs to be essentially hugging the front line to work consistently. IE if you are consistently losing pack howitzers to them, you have them way too goddamn close.
2. There's a lot to unpack here, but if you are getting snipers in response to pack howies, you're using snipers wrong. If you're using snipers successfully to counter any sort of indirect, you're opponent is just dumb. if you double teched for pack howies and m20s, and it isn't in the late game, I pity any allies you might be playing with.
3. Imagine mentioning diving with armor being ineffective, while literally 2 sentences later mentioning that its effective. except one is vs expensive one hit killed rocket artillery, and the other vs recrewable team weapons. Since you went captain, you have this magical thing called an AT gun, which makes it excessively risky to dive a p4, or something, for a team weapon that is easily recrewed, especially with the ost player knowing a jackson isn't far behind their first tank. Want to know what happens when I lose a pack howitzer? I say "oh no!" immediately recrew it, and send it to be almost instantly replenished by my forward ambulance. Don't need veterancy if vet 0 suffices.
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Pzwfr has 240 range and pack howie has 120 and you are saying that 120 range is less? That's still 2x the Jacksons max range and 4x if you count jackson being close to howie. Pzwfr has a turret and it fires all its missiles in a single salvo unlike katyusha hence it does not even have to stick around after firing and getting spotted in the FOW.
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Posts: 282
Axis weeaboos crying about overpowered howitzer, ISU-152, Jackson, Brits, soviets, M20, Scott, and whatnot.
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Bath posts are very informative. Just to enumerate the reasons that make it lethal: close range aoe value is relatively high; fast setup/tear down/time to fire, good scatter, good range. Am I missing something?
Posts: 17914 | Subs: 8
@Relic Please can you release a hotfix patch addressing the US Pak Howitzer and its abilities. It is incredibly overpowered in its current state .
Posts: 1351
Mental incapability to move units away from barrage/line of sight is not a balance problem that relic can address.
Posts: 17914 | Subs: 8
...but the lethality of indirect fire that is just much higher than that of other indirect fire units can br changed.
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