With the changes of MortarUSF in v1.05, I have done some tests in the WBP v1.05, some issues and inconsistencies continue in the patch as in live
-------------------MORTARS WEHR/USF/SOV--------------------------
WEHR/USF make it faster hitting has less cooldown, but more lethal to the opponent. What everybody understand by the phrase
'this x mortar is OP' and it is because there is less time to fight.
SOV They have the broken cooldown and you can throw more flares (paying them obviously)
vet1 flares
-----------SHELLS WITH MORE CALIBER SOV/USF/OKW-------------------
Here SOV/OKW has the weapons of the hell, mortar120 has the cooldoown at -20s ie he can interrupt the barrage and re-barrage. OKWleIG super cheap, its spawn is in T2 (which, it is the only core unit that is created in an advanced truck, this is badly designed), it is easier to be spamable for its price and its output of an advanced truck.
Playing against two or more of these 'toys' is complicated.
-----------MORTAR MOVIL USF/OKW & MORTAR BRITs-------------------
These two units reach very quickly veterany to have free upgrade fire/phospore and it is very complicated to fight against them being mobile mortars with barely penalization in cooldown.
A battle mortarHT vs normal mortar always wins mortarHT
British mortar acts as double mortar and they share the same cooldown, perhaps someday we see an individual mortar as the other factions.
Total-->
As can be seen in the times, hits, barely existing cooldown and the generalist ability to hit the ground, make mortars and variants have a high lethality in expert hands