Mortar Pit Report:
Cheers for taking the time for testing this to us! I hope the adjustments to AA make those platforms feel ok now?
The Mortar Pit is quite viable in 1v1 due to reduced Mp cost, however range is still astoundingly massive. You can cover pretty much an entire 1v1 map if you put it anywhere near the center (e.g. Langres, Kholodny, Glider)
It's true that you can harass pretty remote points with barrage. However, the whole point for this is that the enemy has all the opportunity in the world to side-step the barrage area. After doing that, the enemy is safe from your mortar pit fro 40-60 seconds (depending on the upgrade).
If necessary, we can leave the recharge time for the mortars to 60 seconds, and let the pit mostly operate on smoke barrage for support.
It is reliably countered by infantry with automatic weapons, which is great. Some of the strongest are Sturmpioneers, Panzergrenadiers, Fallschirmjagers, Assault Grenadiers. Grenades and even anti-tank abilities (Panzerfaust, AT grenade) are quite effective too.
That's good; just remember that you need to aim grenades dead-center, due to the new hitbox. LMG grens should also be doing a number on them.
Howitzers (leFH) still reliably counter them, however all other artillery do not. Panzerwerfer and Stuka zu Fuss are quite useless against it, as are G.W. 34s and leIG 18s. AT guns (Pak 40, Raketen) and Tank Destroyers (StuG III G all the way through Jadgtiger) are also quite useless.
Howitzers apply a fixed amount of bonus damage to emplacements, even if they barely touch them. Since we can't touch sim-city stuff, I think it's ok for howitzers to be a safe pair of hands to wipe sim city off the floor, for now. However, if we were allowed to do a proper rebalance of all emplacements, that bonus damage would be have been snapped off.
Indirect fire is meant to be inefficient and unreliable vs mortar pits. That's because we want to desgin around the retardedness of artillery-spam which the current design promotes. Nevertheless, if we reduce the HP of the pit sufficiently, indirect fire could remain some sort of a soft-counter.
Do note that due to the decreased hitbox size, it will now pay off to get line of sight on the mortar pit (for fog of war) and move your indirect fire closer to be more accurate. In the live version, you could barrage mortar pits from max range like it was nobody's business.
Tank destroyers and AT guns are meant to be completely useless.
However, there is one type of weapon that should hard-counter it, yet does not. Flamethrowers are woefully ineffective against it, despite the Mortar Pit being a building. Pioneer and Sturmpioneer Flamers are incredibly useless, and even the Flammpanzer 38(t) Hetzer and Sdkfz. 251/16 Flammpanzerwagen with their vehicle-mounted flamers (with damage-over-time) are absolutely worthless.
Target tables, yaaaaay! Before you mentioned that, I had absolutely no idea that an accuracy modifier vs emplacements existed (all I knew was that a lot of flamer weapons were dealing additional damage vs them).
I'll have a look at the flamer weapons and see to that their accuracy and dot size are big enough to threaten the pits.
TL;DR, my main concerns are:
- Massive range is worrying
- Flamers are utterly useless
Suggestions:
Is it possible to increase the hitbox size to 3 or 5? First off, it will be easier to target with infantry, increases vulnerability to indirect fire (what should counter static play), while still being small enough to avoid being sniped by units like AT guns and Tank Destroyers.
If the pit is too durable to all kinds of threats, then it's good news. We can trivially fix this by reducing the raw amount of HP. The fun begins when we make the pit becomes uneven to different kinds of threats.
I haven't tested the pits enough. However, my original impressions are that even without brace, the pit seems too durable. (the only reason the pit might require brace now is fallschirmjagers and lava nades, tbh).
Now, hitbox size and target size are two completely different parameters.
Target size is what balistic weapons use in their calculations to attack. Ideally, the values should stay within 0.8 and 1.2. Anything higher than target size of 2 and bolt actions become completely obsolete, whereas short-range automatics will start sniping the pit from max range, which is less than ideal.
Hitbox size is what affects the size of the mortar pit and determines vulnerability to AoE. We can't change it at will, and can only reuse hitboxes from other entities (in this case, we had to use the TM-35 mine, as it's the only entity that seemed to be able to get overshot by AT guns).