Initially this was posted in the October Balance Preview Feedback thread, but I'll put it here too for visibility and discussion:
The drop in performance of the Pack Howitzer compared to the Infantry Support Gun is huge and nonsensical considering the prices and targets between the two. In a field test with the auto-fire, the ISG suppressed an enemy squad at max range on every shot except one, until the squad's eventual death. The Pack Howitzer missed about eight shots before hitting which killing 3 Volksgrenadiers and suppressing the squad, then proceeded to miss about a dozen more before wiping the other two members. That is extremely inconsistent and impractical, and it must be amended before the patch goes live!
As for Range, the Infantry Support Gun is far superior to the Pack Howitzer. The Pack Howitzer has 80 range while the ISG has 100, the ISG gets 5 range at Vet 1 and 33% more at Vet 3 for a total of 140 Range. The Pack Howitzer would get 33% more at Vet 3 for 104 if it wasn't broken. But unfortunately it is and the Pack Howitzer remains capped at 80 range while the ISG gains nearly double that number. Even the Soviet Heavy Mortar has superior range (100) to the Pack Howitzer. This is also very ironic because the Pack Howitzer outranged the LeiG 18 by over twice as much in real life, in-game it's strange that a short barreled Infantry Gun has much better range than a Pack Howitzer.
Onto the Barrage and Cooldown stats, the Pack Howitzer again finds itself behind, not only firing less shots but also doing so less frequently:
Pack Howitzer
Vet 0: 3 shots, 60 second cooldown, 80 damage
Vet 3: 3 shots, 39 second cooldown, 160 damage
Infantry Gun
Vet 0: 4 shots, 30 second cooldown, 80 damage
Vet 3: 4 shots, 14 second cooldown, 80 damage
Vet 5: 8 shots, 14 second cooldown, 120 damage
The Pack Howitzer starts with double the cooldown of the Infantry Gun right off the bat, but while the Infantry Gun gets a 40% quicker recharge at Vet 3, the Pack Howitzer only gets a 30% reduction at Vet 3. Since cooldowns start once the first shot is fired, the Infantry Gun is fully able to barrage again immediately once the barrage completes, the Pack Howitzer has to wait about 20 seconds to barrage again (cooldown numbers on the list don't match the math, they were what I observed in-game by firing one round of a barrage, immediately cancelling it, and checking the timer ). At Vet 4, the Infantry Gun gets to fire 8 shots while the Pack Howitzer never fires more than just 3, but that's Vet 4+ and is supposed to be superior, so I'll concede that point. Reguardless I think both barrages should be 5 - 6 rounds, 3 is too little.
Lastly, the projectile lowest angel increased from 10 to 40 does not apply to White Phosphorous Barrage.
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