I'm just saying that there are more differences that we shouldn't forget when comparing these units. Survivability is definitely better on the 120mm compared to the Howie and ISG. The pop difference especially to normal mortars is huge (2-3). The 120mm should basically perform like 1,5 "normal" mortars. Compared to the Howie, damage is not really better, rather a bit worse. Especially if you consider that also the Howie has been reworked towards its barrage, which still reaches 20m further than the 120mm.
at maps such as Baku pack howie can actually deal solid damage from a very safe distance. But in damage from the same range 120mm is decently better (checked it with Scatter this!).
Howie is also easier to decrew because it needs 1 guy less to kill (4 guys vs 5 guys) and the squad seem to be more clumped on pack howie. I kind of agree with Gachi that it is way easy to get away with stupid stuff with 120mm vs pack howie. But if you do decrew and capture it, it makes it easier to steal as well (which is very rare, because it is that hard to be decrewed)
Typical Vipper and his shenanigans to masterly bait people into debate. Ffs the guy said that 120mm has bigger AOE. Why is this 1 page long holy war is even a thing is beyond me.
If an axis squad is already clumped up behind green cover it's going to be hit just as hard by the normal mortar as by the 120, so long as the mortar hits right on it. Which is why I mentioned it being a "placebo" effect, because one of the posters was saying that it was "melting" infantry behind cover like it has some kind of special damage against them.
you are technically correct, because 120mm shines because of longer mid and far AOE radius, but mortars do not do 68 on direct hit, they do that damage at a point of "Distance near" radius.
That means basic mortar deals 68 damage at range of 1 and 120mm at range of 1.5. From that point towards point of impact (0) it rises in linear fashion to 80. So hypothetically if mortar hits a dude right in the dome, it should kill him even if he is fresh out of the base.
Personally I never paid attention if it happened, even tho I'm perpetual "build with a single 120mm" type of a guy.
Some stats:
If I'm wrong, pls correct, since this is how I see the situation through numbers.
Nerfed? All i read was they reduced the suppression radius of it. Hardly the thing that matters, more like your units no longer exist in your base and it destroys your buildings super fast.
Recharge time from 70 to 90 (- ~28%)
Suppression radius from 14 to 10 (- ~28%)
If you really think that the unit OP and people are wrong about it, go play SOV and spam it. See if you will slice through ladder with this lowkey OP strat. Because, lets be real, being wrong goes both ways and I'm not gonna pretend that meta commanders weren't popular before, just because nobody actually cared to try, e.g. SOV Airborne and OST Jaeger Infantry both were described as "OK" for a long time.
If it was true B4 commanders would be in at least top 5 picks across all teamgame mods, but yet they aren't
Edit: they are all below top 5 pick...everywhere.
Just from a perspective of a SOV main, I don't think there are enough advantages picking any of those commanders, because you have Katy, which does similar job while being stock. I'd rather have guards, 120mm, AT overwatch (my personal pick), ISU, IL2 bomb strike or mark target which are all very valuable in teamgames. Pick a combination of these abilities (minus AT overwatch) and you have a meta commander.
You generally get the MHT in campy situations (eg: Hamburger right fuel) where using normal mortars will bleed you horribly.
250 MHT has the specialist anti-emplacement munitions
M21 MHT delayed HE shells are mainly for buildings and weapon teams
I'd say that fuse delay is OK vs static armor and great buildings, while incendiary is excellent vs positions packed with infantry, team weapons and emplacements. It creates really good area of denial. Personally I use fuse delayed rounds only vs OKW battlegroups, bunkers and pak43s (Lefhs are unreachable most of the time).
WP on the other hand is the sort of mix of a smoke with weak incendiary (damage overtime) by its effect + slow. Very nasty vs forward retreat OKW guys, but good luck decrewing pak43 with that.
That sounds like USF HT has more, but the thing is Allies don't have "solid" buildings like OKW battlegroups, so Incendiary is enough.
USF NEED light vehichle to dominate mid game. If USF also goes for MHT, tank will come too late. Because USF needs extra tech (or special commander) to build AT, this is huge disadvantage.
This, it is far easier to play with USF while not missing light vehicle timing, especially considering that mechanized is not meta anymore. That stuff is very important to be dilled in, otherwise the faction is nightmare hard early-mid game (at least in 2v2). Later once sherman + jackson are on the field things become more reasonable.
I still cant belive how maps like Road to Kharkov, Rails and Metal and Minsk didnt get voted out in the 2vs2 map voting. Stadtschutt was completely fine, maybe a little bit too much heavy and red cover, but overall much better than other maps.
I hope coh3 has more emphasis on medium tanks, medium range weapons and open maps.
Imo Kharkov is double with any faction, even usf. Prime map for a pak howie with fast rotations to assist teammate, but for some reason I had issues with the South-East spawn, when you face 1 house and lots of fence with green cover from a prop vehicle. Never noticed such issues with opposite spawn with 2 houses. Apart from this, the map is OK, but definitely not the best.
Also Wolfheze is beyond stupid with weird and completely not obvious sight blockers. The house near eastern VP is just meta, which is beyond ridiculous, it completely screws the flow until it gets torn down. Imo extremely unfair towards South spawn.
At some point, USF players will probably get bored of it enough and start playing UKF and SOV, at which point the problem "fixes" itself.
you have no idea how tryhard some people can be. Some people still getting 2x/3x Lefh in 3v3 and 4v4 or going JT/ele almost every match, spamming tank destroyers, going 3x HMGs into mortars, basically picking the most boring and gimmicky stuff over and over, like they are playing some sort of mobile game So that notion that people might get bored is optimistic at best
USF is almost unplayable in top 200 2v2 without pathfinders, but that is because of the current state of maps in that mode. Nearly all the good riflemen maps like Stadtschutt or Lierneux got patched out and replaced with super open lane maps such as Belgorod, Baku or Wolfheze where riflemen get bullied back to base by A-move LMG grens, volks blobs and Obers.
I never understood why Stadtschutt was removed. Never banned the map and had no issue with paying it.
I'm still trying and might be on to something. But yeah, paths are must, because you either get completely shutdown with HMG42 or outblobed with OKW, which in a short time will get an HMG34 and will still shut you down. Imo the Airborne unfortunately is the only way to go. Going captain into AA HT with pak howie, while having an HMG is a lot for USF + spotting for enemy AT guns and HMGs with paths is crucial. The planes are also very clutch. Imo my deafeats were mostly cause of the hectic nature and not being familiar with the tools, which results in not being able to use them in time. Basically "muscle" memory.
So there might something with USF past cali and Scott spam, especially considering how good HE rounds on Shermans are. But that's maybe my extremely low USF rank speaking that is lower then my other faction's by 2 or even 4 levels lmao.