snip
USF mortar range on AA/Barrage is 75, 5 short of the usual 80 range. Smoke barrage is the same as other factions mortars.
No amount of vet can compete with permanent 0.50 suppression modifier everywhere. And if you ever lose an MG, forget about it doing it's job. Expecting things to simple be fixed with vet doesn't work (see Maxim/Conscript/Penals/Vickers). This is a harder type of change to be added but i've this design issue since the game released more or less.
Which is something i wish COH3 changes (making explosive created yellow cover to be a different type of cover from onmap or player created light cover, in the same vein garrison cover is different from heavy cover although both pass as green cover).
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Same as said before, mortar range is 75 and 80 for the rest.
Concept wise is something that COULD be tried but you have to tackle some other issues.
I THINK, due to animation constraint, the absolute limit on fastest RoF is +4s (wind up + wind down). With minimal ready/aim times your reload component is practically 0 or close to it. It would be close to how smoke barrage looks.
I'm not sure they need the extra range.
What are you doing with barrage mode? Do you leave it as it is now or do you change their profile as well? I think it could work having this 2 different kinds of dmg profiles.
Auto attack (AA) will have to have some sort of target tables because their performance against garrison, vehicles and structures would be affected severely. I don't know how target tables interact with AOE profiles. If they are applied before calculations or after.
Basically:
(Damage of shell + Dmg target table) * AOE dmg modifier
OR
(Damage shell * AoE modif) + Dmg target table
And that's to the extent i can think atm.