While I prefer smoke that gives bonuses as opposed to these invisible walls that fuck up targeting and pathing, having different smoke profiles seems like a nightmare for players as far as readability and actual gameplay is concerned
I see your point and I would also like to see a different implementation of smoke.
In my opinion one could get away of implementing a system with different types of smoke if one was consistent and the system made sense.
it happend before that outdated or mis interpeted stats where used. And i am not saying wrong just seeing how the usf mortar is percieved preforming it is suprising to see the charts
Do you have any reason to believe this data is wrong other that the do not agree with your opinion? Because I can't find anything wrong with them.
i dont need a sheet with data to state something obvious. from what i see in 1s esp mortars have fallen out of favor a bit. The usf mortar i rarely see in 1s or any mode and streams. This probably has to do with its preformance but mostly other reasons such as better options timing/being down a rifle squad
And I actually see the USF mortar and UKF one if available in many in large modes.
Tell you what for your next 10 4vs4 game count how many time a USF player build one and share your stats.
...
It is not intuitive that (random example) the smoke of a 152mm shell creates some bonus for the soldier/vehicle within it, while the same soldier being concealed by the smoke of a handheld grenade does not/gets a different bonus.
The current system in arbitrary and not intuitive at all.
In my opinion it is far intuitive that a single smoke grenade will not be able to provide a complete smoke screen while a artillery shell will.
And at least with my suggestion similar unit would use similar munition with similar effects.
I am pretty sure that in real life a smoke screen from ML-20 is match more effective in concealing movement from smoke screen from a hand held grenade...
Different types of smoke already exist in game like the commando grenade smoke and the USF grenade smoke, so the current system is already complicated. The suggestion would rather simplify the system and make it more complicated.
Main point here is that current implementation in COH2 make smoke a mechanism that a big impact and little counter play. That result in overuse in game.
In coh 1 smoke provided bonuses to the unit in smoke
In Coh 2 in most cases smoke prevent vision and acts as a "shot blocker", in addition it available to more units.
In my opinion smoke in Coh2 and possibly in Coh3 should be redesigned and be separated into different categories fulfilling specific roles.
Here are few examples of how it could work:
1) cover smoke
Available from small dispensers like grenades/mortars.
Role to help in attacks, either by firing it in "no man's land" or directly on enemy units
It could provide suppression resistance, defensive bonuses and offensive/sight penalties like accuracy/CD/lower sight.
2) defensive smoke
Available from vehicles or special units (commandos on retreat).
Role to help unit survive.
Provides defensive bonuses to unit like lower target size (higher armor?) reduces sight of unit in smoke.
3) Smoke screen
Available from large dispensers like ML-20, off maps
Role to cover the area.
Work as currently smokes work in game
4) Specialized smoke
Available from certain units like Churchill
Role to provide certain bonuses to specific units
Provides cover bonus to infatry and suppression resistance.
Opinions can be based in facts. Just like charts/sheets can be filled with wrong data.
That is a nice generalization but it does not really say much in this case. Are you actually saying that these particular chart are wrong? If so what where are they wrong?
If the usf mortar is truly very close to gw pm41 or so close you almost cant messure a differnce it would see more action esp vs osther. But it doesnt see much if any action. So either it isent nearly as good or usf has no room for it to operate, because it struggles to much in other eares.
Do you actually have any data to support you claim that M1 does not see much action?
Even more importantly do you how its usage compares to other mortars?
I for one think now that removing smoke from rifles and then having the mortar or rear echelons/officers provide smoke was the wrong solution esp since rifles didnt get a significant buff elsewhere imo. The micro and units/recources required to smoke an mg for example is to high for the reward right now.
Removing smoke riflemen was the correct decision and the game at the time was at bad state where smoke grenades was where being used constantly and there was little counter to them.
Mainline infatry should not have smoke grenades in the first place.
The only stupid thing in COH2 is the balancing done by community members for free. They should have payed the team, and we wouldn't be left with 2 OP commanders in OKW, 2 OP in OST, 2 OP in Soviets and 1 OP in USF. Brits are a shi* tier faction which only a few know how to play properly. And we wouldn't have factions which have been changed so much from their original design.
Mode team should had been payed that is true.
On the other hand payment is not really related to the number of "OP" commanders or the current faction design with original faction design.
Eg. due to the fact that OKW has raketen which can retreat, they should not have a stock premium medium tank.
The is no real connection between having a medium all around tank and an ATG that can retreat.
The two unit serve different roles and there is really very little connection between the two.
And due to the fact they have plenty of elite infantry, with the starting one being brutal close range, and volks having a good power spike, they should not have had an MG in their stock roster. Also the lower fuel income was a good mechanic for them, given that their late game armour was pretty much OP. Now, their late game armour, only the KT is OP, but the rest still is more than worth the premium price tag.
The "lower fuel income" was far from a a good mechanic. Actually it was pretty bad and lead onto VG having Shreck which also a bad mechanic.