No if you first remove USF T0 mortars...
And tech cost are deniable to the unit actual cost. No one rushes a pak howie and even less on a faction that can have infantry smoke.
Wrong, because at least in this an the prior thread about the same topic, Pak howies are over performing, no consolation price needed.
But you keep missing the littlemost detail: Howitzers are doctrinal, pak howie is not. And all long range arty neither have auto attack nor are as effective at hurting manpower as pak howie.
But thanks for bringing in up all the details that pak howie needs to get nerfed somehow.
I don't even know why I bother replying to you, given your history of basically calling for any and all allied units capable of challenging team weapons to be nerfed and that x and y axis unit is bullied around by OP Riflemen/Pack Howitzer/Scott/Paras etc. The fact you were on board with the JLI back when that cancer was in full swing last year is enough to throw your opinion out entirely. But I'll bite, and I'll try to be civil.
Basically, you want to remove the mortar, because... because rear echelons and officers have tech-locked smoke grenades, I guess. A weird way of balancing things, removing factional free smoke for the entire first half of the game because god forbid team weapons have to be moved, or something like that. And then, that not being enough, I suppose you want to turn the Pack Howitzer into the mortar, at what is essentially "tier 2-3" (tiers are admittedly a poor indicator of timing for USF, but it does require two tech purchases), and 340 mp a pop.
What I want to know is why you think USF should have to spend so much manpower to produce what is basically, now, after your proposed nerfs, a longer ranged mortar, whose sole capability is the barrage, that, like all barrages of it's kind, is essentially only useful for moving a team weapon a few meters in one direction or the other.
Are you really struggling this much versus a single unit? I offered several possible nerfs, not because I think they are needed, but because we have this thread every other week and I am hoping some sort of agreement can be reached; it is notable that the howitzer was not such a popular topic before the 'nerf' to the spawned squad size (and thusly cost), and so a 40-60 range manpower increase seemed the logical solution to end the complaints. A teardown nerf would make the howitzer even more killable than it already is.
Finally let's approach the note about howitzers (the pack howitzer, seemingly excluded from this by nature of... not being doctrinal.) Can a lefh wipe an entire infantry squad in a single shell? Yes. Can a pack howitzer? No. Mobility: a lefh cannot move, but neither does it have to, as the range one provides is more than enough to cover the span of the map. Does this hinder survivability? Perhaps, but the crew of these guns is more resilient than that of the pack howitzer, and it can be placed much further behind the lines.
If you want the pack howitzer to be a barrage only weapon, why not make the barrage worthwhile? It seems logical to anyone not merely attempting to nerf the unit from existence, and the pack howitzer must still get within range of firing, and, of course, stay there in order to complete the barrage. How would this cripple the poor underperforming axis? After all, supposedly it is the autofire which poses such a threat to the permanently immobilized grenadiers and team weapons which inhabit these twisted scenarios, and it well should be, as barrages beyond a certain level of play are effective only at affecting damage against buildings or prompting, as said before, a team weapon squad to dislodge itself temporarily. Would an barrage AOE increase, or even a damage increase, really be the nail in this hypothetical axis coffin? Even if autoattack were, say, removed entirely?
I for one wonder if it would even be enough for USF players to produce this unit. It is seen now because of the autoattack. That much I will always agree; even the WP barrage is only incidentally used, HEAT and normal barrage really only for attacks on the Schwere Panzer HQ. And that would be the only role in which the Pack Howitzer is still effective, were the autoattack to be nerfed from existence. Even if the USF mortar were removed completely, the pack howitzer would only see use if granted a free smoke barrage, just as the mortar once had, and even then only more rarely, as it is not a timely unit and costs considerably more than any mortar would, its shells slower and the cooldowns larger inbetween. It simply is not the same as a mortar, it fills an entirely different role, like that of the brummbar or AI stug (or, the more popular comparison, rocket artillery, which achieves the same thing via different function), a weapon to push off infantry and team weapons from prepared positions, only, in this instance, from a distance. This role is what the unit is designed to excel at, and I should doubt highly it would perform well in any other role without buffs of some sort.
You really have to ask how many units should be nerfed just because players are apparently incapable of preserving infantry and team weapons. At what point would you be happy with the balance of this game? At what point, riding through the lockdown of the map by MGs, with apparently only munitions-bound smoke to oppose them from USF, does this game become fair to you?
Can you tell me? Do you even know?