yes it does. It also has the same range on auto fire as it has on barrage. You said in your OP that this unit can't be nerfed. You are wrong, it should be nerfed, but not very harshly. It's auto fire range should simply be reduced. You almost never have to tell this unit to barrage something since it's auto fire will hit it with its insane range anyway.
If you build the mortar pit on crossroads inside your base, which somehow is allowed and it isn't fair at all, you can hit 80% of the map without even tapping a button after it's build since its auto fire has absurd range. Your enemy can't dislodge it for the first half an hour because it is inside your base and it can brace.
yes, just like the cheaper isg. So isg should nerf alao according to your logic.
0. Does your opponent use any form of recon and you know his or his team mates commander has the dive bomb.
Keep on the look out for the sound.
1. Do you have a Howitzer/b4/Leifh/anything kind of arty/emplacements? If not, continue to question 2.
If your answer is yes, your kind of arty is dead unless you can move it like a calliop or katusha or sexton or idk what else more arty that can move. If it's a steady arty gun like b4, it's rip.
Make sure that if you have emplacements you brace them if the sound of the falling bomb is the loudest near the emplacements.
2. Do you have a big tank like an isu? If not, continue to question 3.
If your answer is yes, you can hear by moving over the battlefield where the bomb will drop. If the sound of the falling bomb gets louder the nearer you move to a certain place you will know it will drop there. If you move away from this certain place the sounds will get less loud. If you notice the sound is the highest near your isu for example: move your isu.
3. Do you have clumped up tanks/units that move slowly? If not continue to question 4.
If so, make sure to use sprint abilitys for infantry to move them out of the way asap so at least one memeber of the squad will survive. If you have clumped up tanks, make sure to move them out of the way, but all in a different way. Also, watchout for pathing issues.
4. Do you not have any form of artilley or big tank or clumped up units?
The player is a noob and just used a stuka dive bomb to kill your bunker or static mg
Dive bomb is easy to dodge unless you are on the retreat or have a static artillery piece. You will then have to counter the dive bomb next time by making an anti-air vehicle like an aa halftrack or an upgraded soviet halftrack or a centaur. If your opponent want's to kill your static artillery piece or throw a dive bomb in your base he will have to throw recon. Your halftrack/centaur will kill the recon which will mean he can't throw the dive bomb
Bye problems with stuka dive bomb
It is not fair. It requires too much effort to read your tutorial.
[Tutorial]How to dodge a normal off-map ability with flares?
1. Move your troops out of the red flares.
Bye problems with all kind of off-map ability.
When this simple tutorial comes into comparison, it seems that SDB is simply too op that people have to read thousands of word to learn to dodge it.
The game being asymmetric is one thing. Denying factions access to basic tools is another. Right now OKW doesn't have access to smoke on infantry right off the bat, and using smoke is one of the key elements of gameplay as it is a LoS blocker.
I agree, so let's give usf and ukf non-doctrinal mobile artillery and heavy tanks as well,then give okw smoke in stock.
have you read my previous post or you will just pretend the point I've made is non-existant?
Here, I'll save you some time looking and repost that part:
EDIT:
I knew I should have dropped the topic after "UKF weakest faction bullshit" some people shouldn't be allowed to play multiplayer games.
I have read of course. I agree some of it. So if they are not going to touch the mortar of ost, they need to buff the opening of UKF such as giving UKF to build sniper at the beginning.
And the chat record is simply not complete, do you think it is reasonable for me just keep typing myself without any reason?
USF shouldn't recieve a mortar to begin with. But that's not the point.
Rifles beat Grens in vacum, thats why Ost is built around superior (in theory) support weapons to compensate that.
There must be something to be done to fix this issue, because UKF is designed to be even more static than Ost. Ost mortar just completely forbid any team weapon play and tommy's cover play of UKF at the beginning.
Either nerf ost mortar or buff UKF's opening is needed.
While destroyed HMG is clearly a bug and should be adressed, the accuracy on the OST mortar is fine. 1 st shell dropped close enough to wound all models, 2nd one hit in the middle wiping a squad, unlucky for you, but not unusual. If you hear mortar firing at your support squad just pack your shit and relocate a little. Every Axis player had to learn that lesson since even more deadly USF mortar was introduced, so I guess you with your 2000 hours of game experience will get a hang of it pretty fast.
But the deadly USF mortar get nerf into the ground after the patch. So, Axis player don't have to learn anymore but British player only.
Well, it were 2 shots, not one. Both hit exactly your mg. I don't know if it is a bug or not, maybe it can happen that the teamweapon gets destroyed by 2 shots.
By the way, I played Coh2 over 3.300 hours, sometimes the mortars hit nothing, sometimes my own mortar or mg get killed by 1 shot, not by 2 shots like in your video.
But I never open a cheating thread, because mortar is hardcounter for mgs, it is his job to kill it. ^^
Like I said, sometimes maybe with 6 shots, sometimes with 1, it is only luck.
The MG was not abandoned. It got destroyed !!!!! A white bar below the health bar indicate the durability of the weapon. It just got destroyed when it had full health!!! Do you understand the difference between destroy and abandon?