1) The game is in desperate need of veterancy overhaul, veterancy has not been touched in year.
XP values are no longer in line with price and performance
Veterancy bonus are not inline with one another or faction design.
Units are balance at vet 0 and not at all vet levels.
Vet abilities need to be look since some are too common, do not fit current unit role, are inconstant in cost, duration, CD...
2) Game needs to become more player friendly and have consistency in mechanism. Over the year a large number of "band aid" solution where applied. These "solution" remain even when they no longer served their original propose making the game unnecessarily complicated.
For example sniper got 82 HP to avoid wipe from mortars and they retain the 82 HP even now that mortars can notshot them.
thats what makes it a "howitzer". if you want it to be a mortar, just remove it from the game
So if it called a "howizter" it should have large AOE, if it called Leig (infantry support gun ) it should not, although both weapon where of the same caliber 75mm.
And although the 120mm mortar was more lethal in real life (8.3kg for pak and 16kg for PM38).
In sort the name "howitzer" has little to do with performance/balance both in game and in real life.
The unit is simply OP compared to other indirect fire support weapons and especially if one factor in the timing this unit hits the field.
I would suggest redesigning both units. Units that are design to one shoot infatry are badly designed for game that is based on unit preservation. They would tend to be either OP or UP.
Add utility with these units have less change to wipe (either lower damage or add maximum number of casualties per squad) and add more criticals vs targets.
For instance vs:
Vehicles causing injured driver/gunner critical
Support causing suppression/stun or retreat
Infantry causing a new critical "shell shock" suffering reduced speed/accuracy for 15-30 or until fully healed.
My biggest problem with USF is that by the time you can deploy Paras or Rangers you already have 6 infantry squads and there is just no room. Just make them 1CP and lock the weapon upgrades behind Major or sth. If you want to have both ATG and MG you need both officers and by the time you deploy your first officer you will have 3 rifles or you will lose early engagements. This combined with starting Rear Echelons is more than enough when it comes to infantry. Guards, Schocks, Falls not only come earlier (at 2CP compared to 3CP of Paras), but are also featured in factions that don't force you to have this much inf and doctrinal units are easier to put into your build order.
Those are "elite infatry" and they are not meant to be the core of one's army but a supplement.
Soviet "elite infatry" come earlier as leftover of the older faction design.
Vet 3 Calliope is a unicorn. You can have ~50 kills with Calliope and still sit on vet2 with ~95s cooldown, while Pwerfer has ~65s cooldown at vet2. Calliope vet bonuses are just bad.
1) Unit gain veterancy with damage not kills
2) XP value of unit has to do with cost and since Caloipe cost more than Wefer it also have higher XP value and vet slower
3) vet bonus of caloipe are fine:
4) Caloipe is one of the most durably artillery type units, with higher armor and HP and can not be one shoted like other rocket artillery.
Nice. tell me do you feel cool copy pasting some numbers that aint nothing to do whith what im talking about?
I simply provided the stat that prove that Ostwind does not have "more splash dmg resulting in more health damage" as you claimed. Do I cool about it? no actually I feel you could had spear me trouble of providing them if you have checked your facts before posting.
Ostwind has more splash dmg resulting in more health damage but who needs that if you can just snipe infantrny with a t70 without having to reload for 10 years in between salvos