I suppose this will just lead to huge bugs or exploits. Do you just have to jump a squad in, click Brace and can jump out? Or is the squad garrisoned then. Does brace still have a timer or can you keep it this way as long as a squad is in there? Can the squad fire out of the emplacement?
I am not sure this is such a great thing, although it might be interesting.
The way I would implement it is as follows (provided it's technically possible).
The brace action keeps its current cooldown timer/stats.
The brace action requires a squad garrisoned to use, similar to the bofor's barrage.
Clicking 'brace' disabled the 'leave garrison' action for the duration of the ability.
If the structure is destroyed, damage is applied as it is with destroyed bunkers/trenches/vehicles.
The first two points are identical to the Bofor's barrage, and I'm not aware of any exploits there. Similarly, the fourth point is also currently in the game.
The only issue is with the third point, which I'm not entirely sure is possible to implement.
I'm sure this idea isn't perfect, but I think it could be a good starting point.
Not really, because that would let it reliably deal 600 damage from max to a mortar pit in a single barrage which is significantly more than the Panzerwerfer, which deals about 300-400 damage on a good barrage from medium range.
In that case, couldn't the Stuka be given a specific damage table entry for UKF emplacements - something like 0.67x multiplier? This would result in a rocket consistently doing 402 damage on direct hit - and I don't see a way to get more than 2 rockets from single stuka to hit directly.
Since there are only 3 main emplacements, I would think this shouldn't be hard to implement, from a 'work done' perspective.
I wasn't aware of the existing damage-table entries that you added to your post. While this does change things, couldn't they also be adjusted to allow for a consistent 400 damage per hit?
It can fire over anything that isn't a two story building or a big patch of the tallest trees (that acts as a shot blocker). That's adequate for most mortar pit positions on 2v2 maps because tall garrisons or the tall tree shot blockers are very rare in those maps.
I don't entirely agree with this. On many maps there are 2 story+ buildings that a mortar pit is quite effective behind. We also need to consider 3v3 and 4v4 maps, which have many buildings like this; the worst (I can think of) being City 17's North-East side.
You also added some points about 3v3 and 4v4. While these are valid, it's still necessary to bring them up specifically in the "brummbar vs. Mortar pit" discussion. I'd also argue that firestorm is an awful
pick for OKW in larger team-games.
Additionally, I'd still say that many 1v1 and 2v2 maps do have these shot-blockers. While they don't block shots from such a large variety of directions (compared to 3v3/4v4), they are still present, and block shots from many angles.