Indirect fire is meant to punish overly defensive players and as support for a push. What indirect fire shouldn't do is win you any infantry fight that it is in range of. The mortar pit acquires targets quickly, fires accurately and hits hard. So much so that if you have a squad in cover fighting another squad (even for 20 seconds) the mortar will hit that squad and you lose the fight almost all the time. If not because the mortar hit you but, because you had to move the squad. The mortar pit currently counters all infantry, not just team weapons or camping.
As the mortar pit means the brits (for the most part) win every fight, your single objective is forced to become its destruction. The Brit player knows this so prepares accordingly. Knowing what your opponent will do, MUST do is an advantage that shouldn't be underestimated.
What you're describing here is live-version mortar pit with 120 range.
OST mortar has 80 range; FBP (and revamp) mortar pit have 85 range. If the mobile OST turbomortar can wipe infantry units, and relocate other parts of the map, why shouldn't the mortar pit also help win infantry engagements within its 85 autoattack radius (nerfed in FBP and revamp mod).
Yeah, the 120-range barrage will force players to relocate. However that happens only every 40-60 seconds; if you use the barrage to support an infantry engagement at one point on the map, it follows that you cannot use your mortar pit investment to do anything else until the cooldown receedes.
If at this point, we're discussing a carpet-nerf for the lethality of all mortars; sure. Otherwise, I'm not sure why the immobile mortar should also be the crappiest mortar.
So how does a good Brit player prepare? Set up MG's in trenches or heavy cover and AT guns protecting the approaches to the mortar pit.
Isn't this identical to MG42, pakwalls and mortars? Trenches should be neutral so that they shouldn't be spammed.
Also, keep in mind that the OST force is mobile and can relocate; the mortar pit is stationary and has an 85 range autoattack.
Worse is a Bofors. Not only does the bofors ward of infantry, it also wards off any light vehicles. Add into the mix the repairing forward base for never ending fast repairs.
Bofors benefits from brace, which I hope you agree, is OP.
If you remove brace and the FHQ aura, Bofors automaticall becomes balanced:
- 5 AT shots and Bofors is dead; no exceptions
- Requires a squad garrisoned inside to fire the barrage, which means that the squad is taking damage to indirect fire while you're dealing damage to indirect fire.
If Bofors feels too weak after effectively removing brace and the FHQ aura, just reduce the price. I never had any issues with Bofors performance in the revamp mod, because I was using it as a 2nd line unit, and the mortar pit could actually react to attack commands.
(We also toned down Bofors lethality by 50% in the mod, while upping suppression by a bit)
For an Ost player they still have some limited options. However, OKW is now fucked. With the shitty range and survivability of the Raketten an OKW player cant use them. The Stuka, as an alpha strike unit is useless vs emplacements; cant use that. The Puma gets killed by Bofors and AT guns, as with the luchs. The LEIG gets outranged and killed by the mortar pit.
The only option for OKW becomes an all in push with medium and upwards tanks, however by this time the Brit will have at least one AT gun, and probably a tank of their own (given how the mortar pit is likely to win them most engagements in at least half the map).
By nerffing the only actual counter OKW had to mid-late game emplacement spam, you have forced OKW into a do-or-die gamble for an early game win using the luchs/mech in general. Vs a Brit, no OKW player will ever go for Med HQ. Even that gamble is unlikely to work vs a good Brit player who uses AEC and/or AT sections.
I never experienced any issues killing emplacements as OKW in the revamp mod; in fact it felt way too easy to take down emplacements as OKW, given that we haven't toned down lava nade damage vs emplacements, yet.
Remove brace from bofors, and now suddenly it's at the mercy of raketenwerfers. Or kill Bofors with ISGs. Without brace Bofors will die faster than the mortar pit can retaliate on your LeIG.
This means that the Bofors can no longer be your first frontline unit; it needs to be in your 2nd line of defense.
If mortar pits are built too close to the frontline, to be able to cover the Bofors with barrage, then they become ultra-vulnerable when the Bofors goes down. If they're too far away, they can only contribute damage with barrages, which you can trivially dodge and not have to worry about them for another minute. This is at the same time while you're killing the Bofors; which doesn't benefit from 30-second brace.
Note that without the FHQ aura, you need actual units garrisoning the mortar pits to be able to fire at a normal speed. The cost of building enough sims to provide garrison bonus to your sim city is astronomical; people just won't bother with sim city anymore.
At the same time OKW has smoke, which you can use to sneak squads past the bofors and onto the juicy mortar pits, etc, etc. If you feel you want to use a commander, either go smoke & goliath, or spawn infiltration units to kill the mortar pits from behind.
In the revamp mod we've also cheated by giving Walking Stuka a cheap incendiary barrage at Vet0 (toned down of course), so that we can avoid the issue of alpha-strike being useless vs emplacements.