Even free ability, Smoke arty is pointless since it take too much time to relocate barrel and bumping full smoke baragge itself. Soviet tactic not forcus on Smoke - Hyper moverment like USF to be begin with.
Not to mention big Howie is not a smoke machine from the beginning. We are not Wargame series, We dont need Smoke from big gun to cover 50 tons MBT !
Instead of Giving ML-20 vet buff or actually useful ability, Balance game just waste time and scope for a big Smoke for no reason.
Can we delete 152mm ML-20 smoke ?.
Imaging giving Smoke some sort of Buff/Debbuff effect and complain about how imbalance they are because people abuse them =)) .
To be honest, Just make smoke from different calibers have different size and durrations.
As much as I respect his fortitude and decision and tenacity to create such simulations, they serve no real purpose. On paper they look nice and all, but the amount of extra, beneficial information they give you is nil. Mainly because there is no standard empirical method with which you will measure. It's a game with a large amount of variables/parameters, and trying to fit it to some model is... well. Not really necessary. Not to mention impossible. As nice as it looks, it's just a bunch of simple equations fitted to some data model, which was taken from the seralia stats. Not really telling anything. The most accurate and simple truth is: M1 81mm mortar, compared to OST mortar, has 25% lower AOE profile. That's it. That's the only difference if and only if the stats on seralia page are accurate. You can take what you want from it. Some will say M1 81 is useless, some will say it's OP. Don't care. I say it's meh performance wise, but being in USF, it's useless.
That aside, you also have a faction that needs to be mobile and aggressive, and spending MP on a mortar spells doom. But of course, I don't expect you to understand that.
Tens of thousands of games, and still you su** bal*s; With each faction. So stick to your paper general wannabe mathematician analysis or whatever rocks your boat, and leave me out of it.
Not to mention, nowhere does he explain the methodology he used in generating such stats. Which equations, which model, which representation. He just puts graphs on a paper, says he did 2500 repetitions and calls it a day. That wouldn't fly in a high school physics journal. I'm not saying he's lying. Of course not, but just putting graphs and giving a short explanation is... in poor taste.
Thank you very much. Have a pleasant day
MMX works is okay. In Fact, his data showed that M1 mortar suck ass and need more mirco to barrage, moving to good location more than everyone's mortar/ indirect fire weapon.
https://www.coh2.org/topic/106172/indirect-fire-performance-a-comparison
talk about MMX thread:
As you can see, M1 mortar looks good for 240mp at 0 minutes, Right ?. No it dont !.
1/ Compare to the Standard, M1 mortar performance suck at in 60-80m in both auto fire/ barrage with LOS or without LOS.
2/ even in 20-40m combat range. M1 mortar somehow is worse than PM-41 mortar espically in Fig 8 to 10. So why you pick M1 mortar over 3rd rifleman, fast officer in early stage ?. Well, unless enemies go 2 pios 2 MG-42
3/ Every Mortar/indirect fire had something unique and it useful to OP. For example: 120mm need 1 crews to use, Pak Howie give 3 type of shell, Gw34 counter barrage to shut down almost every mortar...v..v. M1 mortar ?. Non. Just like stupid smoke barrage from ML-20.
Sum up. M1 mortar stat is suck. only buy them in 2v2 if you are BDSM guy like me.
the fact that, M1 mortar deal less damage due to AoE force player to:
+ Constant laying barrage, increase mirco input.
+ Had to stick on defendsive play style
+ Tend to get overrun during early to mid game.
Yes, Unlike Soviet, Weh. You are limited on STOCK Scouting solution: only M20 as best ( still lose to Weh Armorcar 5 range lmao). Soviet have Flare, T-70, tripwire...v...v. Hey, Pios got 40 viewrange too.
MMX data is ok, Still not potrait a full point of view through. I rather trust my rank 70, wikis rather than a clown who had 20000 games in rank 1000.
I assumed that if tank at/below 40hp, there was a chance it would abandon/ instant die as ammo rack cook off or something liked that. And because of this. We had this kind of weird shit:
Both Firefly and M36 got 2 hits from Jadtiger. but M36 alived, Firefly cooked off.
Kingtiger HEAT shell with 312 dmg increased the chance of that RNG kick in by a lot than typical 300 dmg gun. is it working as instended or a gitch ?.
worst thing of Tank crew repair: You cant stop it if you got catched. Like watching your tank slowly dying shot after shot ((
As least player can stop it, let the tank move with huge speed debuff