Here, personalized for you, so even you will understand it this time:
It seem that not only you have trouble understanding what others write but also what you yourself write. Highlighted for you are the comment that are directly direct to me since you have trouble following your on posts.
...
Everything that happened to the unit between that patch and now is just a balance, design, again, was completely unchanged and penals perform the exact same role as back then, with long range soviet non doctrinal infantry with dps scaling instead of durability one.
So according to you the 300 manpower Penals (equipped with flamers able to "ourah" and high DPS) that where introduced in 27 June patch are are designed "exactly the same and serve the same role" with the PTRS Penals.
Ok you are entitled to your opinion.
In case you probably missed it, US doesn't have any other early game way of dealing with HMG, contrary to, you know, ALL OTHER FACTIONS with smoke, snipers or early game transports/flamers.
You mean like flanking, or smoke that they can get for RE for the amazing price of 15 fuel?
And what do UKF have to deal with HMGs in the early game?
Now PLS stop trying to derail another thread by trying to prove me wrong.
You have an opinion and I have mine try to respect that and pls stop being personal.
You mean what literally every indirect fire weapon in the game does?
If the extra vision on Flare Sections is a problem, just remove the extra vision. If Section Flares don't outrange HMGs, then they don't serve the role of indirect fire.
No it does not. If Soviet player is using a mortar a Ostheer player does not have hto attack he can use is own mortar to fire back.
In addition UKF are far better defending than Soviet and even Ostheer.
Base howitzer are not there just to counter hmg. You can do it easier using by spotting flanking and using a grenade.
And again if USF need a rework, UKF also do so (even more probably), what they do not need is "cheap" off maps, if 25P are to counter hmg they can easily get smoke rounds.
Could you focus your discussion on USF's tech rework?
You can make other threads to talk about UKF or how Volks lava grenades are BS. (They are)
That said I do feel this rework is the only buff USF needs, now the changes could move onto further Commanders reworks, as those who help you skip tech will fall behind with how easy and rewarding. is to back tech now for USF.
My comment was exactly about USF tech. It has being argued in this thread that since USF have a mortar unlocking the pack howitzer is not worth and thus the howi (in the usual unimaginative manner)should be buffed to become more attractive.
I simply pointed out that riflemen are better than grenadiers , USF and Wer moratrs are about equal thus buffing the USF howi would make USF have better tech tree, better infantry and better indirect fire weapon. I really don't see a reason why.
I suggested instead that the mortar should replace the howi in the tech tree and the howi could become a doctrinal unit.
Imo the pak howizter does not need buff, becoming more attractive is simply not a good reason.
In addition with the new tech tree I see even less reason for USF to have access to a no tech mortar.
It makes it serve its actual function: to barrage an HMG out of position. The whole idea of an indirect fire weapon is you can attack stationary targets from beyond their range.
The flares currently require you to flank a properly set up HMG to throw them, and if you can do that you don't need the flares in the first place.
Tommies are notoriously bad at flanking due to the very low moving modifiers.
Flares do not simply serve as HMG counter since they are good at taking out structures and forcing enemy units to reposition.
Being able to spot and barrage at range 50 would force the opponent to eventually attack the UKF position, when UKF are already very good at defending and Ostheer quite bad in attacking.
There is little need for such a buff.
Unless you're playing at a fairly low level, units spot for each other.
Firing range is what matters for indirect fire. Sight range is almost completely irrelevant.
So you are suggesting that a single infantry squad should be able to do what a mortar and spotter can do while it can also upgrades with dual bren or piats and fight. And all that because although it can see further way from hmg it fall in arc and get suppressed.
Once more if USF are going to have a rework simply rework all faction and stop wasting resource and time.
....
And the reason for it is because it's not a ballistic weapon, like a rifle for example, but an explosive such. At least that's what I think, but I could be wrong, I haven't opened the mod tools in a very long time now.
Just to clarify, RW is a ballistic weapon as most AT weapons that have collision. Rifles are small arm and Artillery are explosives.
The ground collision probably has to do with the height from which the weapon fires.