Frankly, you could even just remove retreat fr it entirely... The other long range indirect don't have retreat (leig, pak howi, erm... Mortar pit) and they manage fine
But they have instead pinpoint accuracy, or deadly AoE or durability.
120mm doesn't have any of that anymore, its just regular mortar with much lower rof and bit higher aoe and range.
Another thing is, all the units you've mentioned are stock, therefore available 100% of time regardless of your choices, at absolute worst arriving a bit later then they could due to own choices, 120mm isn't. |
LOL, we can play 1v1, add me. You're always on my thread always wanting attention like a cute idiot with nothing to offer but insult.
Apparently I'm also living in your head, rent free. |
They both are performing according to their cost.
I know many people do want to still cry and whine, but there really isn't much if anything to cry about with current state of balance, if there is a one thing to complain which is too weak in comparison to others, its your very own skill. |
only bs abuser defend this pathfinder spam.
Only exceptional scrub thinks its OP. |
Teeechnically, relic calls it a field gun, because it was a field gun and not an anti tank gun, ZiS-2 was an ATG. |
Why is this even remotely necessary?
The usual, failure to use unit properly therefore it needs buffs. |
Sure, what would you prefer in return?
-solution A, where StuG can stun, but does very little armor damage, like guards
-solution B, where you need to be point blank for it to work
or perhaps
-solution C, where it has very little effect and is too risky to use unless vetted up anyway, like AEC?
I suppose solution D, where you need to pay up for an upgrade first and then pay 100 muni to use it every time is also a way.
Stug shot has ZERO downsides. Literally none.
That's why its behind vet. |
What rocket artillery did u mean? Panzerwerfer? It cant wipe even 4x crew AT cannon. Stuka? It cant shoot in one point, so only 1-2 rockets reach the target.
About grenades - SO OP PG`s grenade -> killing 1-2 soviet slaves and there are calmly retreating
Have you tried learning to use it and accepting its not max range katyusha?
Drive to about 50 range and it'll nuke any weapon team with no effort. |
That's more of an idea for CoH3, such change is too major for CoH2. |
Where do we start? This game features several factions that have mortars. The Soviet faction has a doctrinal mortar - HM-38 120mm Mortar Squad. While every unit in the game has certain disadvantages and conditions, this mortar has no disadvantages and conditions.
1) HM-38 120mm Mortar Squad can retreat to base;
2) Squad strength of this mortar is 5, while the Minimal crew is 1;
3) Mortar barrage - Range of Fire - 95, and GrW 34 - 75 (for comparison)
4) HM-38 120mm Mortar Squad has Delayed Fused Rounds
Fires the heavy high-explosive rounds that detonate shortly after impacting the ground. (no commander, for comparison, the 7.5cm le.IG has an Incendiary Barrage in only one doctrine)
5) Reinforce Cost - 15
RESULTS:
HM-38 120mm Mortar Squad has a high firing range, excellent survivability (squad strength, retreat capability, minimal crew - 1), excellent AOE, ability without a commander. Similar units are vulnerable to flank attacks by assault infantry (not always assault), all units with the exception of the HM-38.
SUGGESTIONS:
1.increase Reinforce Cost to 22
a) minimal crew - 2
or
b) cannot retreat
or
c) reduce range to 75
or
d) reduce AOE damage
Replay where you've lost to it where? |