Flare is difficult to change:
Flares prevent to tech medic supply. Medic supply is necessary on all IS and it's one of the reason flare isn't used.
- Need either to have both of em be techable on a same IS OR to have the flare moved from IS to sapper so it doesn't prevent IS to have medic.
Pyrotechnics Supplies cost 40 ammo to unlock Coordinated Fire on 1 IS.
- Having it on only 1 IS limit its use, could be nice if it was techable in a Tier so any IS could use it ((like soviet Molotov/atnade).
Flare is very hard to balance cuz it got no clear function (or earlier alcohol and that clock saying it's 5.40 AM are failing me). Throw it at a Battlegroup Headquarters and it won't do anything (for 85 ammo we can't expect much anyway, if it did then it would be too cheap) so it's not made to deal with it. 85 ammo to help clear 1 garrison is ... you know. (I never tried to use it dat way cuz getting close to dat mg42 with dat ONE Pyrotechnics Supplies squad is impossible and stupid. If the purpose was to clear garrison then the range would be longer since tommies aren't meant to get close to anything (legend say some ppl pay 150MP/15F to make it so nothing ever get close to em

). Same for Aera denial: how to get dat one tommies martrix those fallshirmjagers and sneak behind mgs to throw dat flare on the pak wall? How are those dat red smoke & slow 25 pwnders supposed to do anything to avoid dis flanking pnzrgren to do his job ? For flare to be decent at something it need to have a bigger range OR to shot and land faster OR to deal extra damage against base building such as aggressiv (advanced) Battlegroup hq.
45 ammo is a grenade price, a weird price for 1 and then 2 25 pwnders to work. too expensive to just red smoke tommes feet but too cheap to do more than what a grenade could do.
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I mortar pit must be far enough from the front line to not get smashed but somewhat close to shot when fight arise somewhere (400 mp doing nothing kind of hurt). So I build it atleast so it can shoot at a MG42 securing middle VP. On big map it's kind of advanced, so it's exposed. UKF not having other non-doctrinal arty leave big responsibility to mortar pit, we need it do have the shit done. it's stronger on maps and weaker on others (with size). when its owned by a ieig or any long range arty is kind of saddening cuz it can't be helped (sayin it can be dealt with pretty easily). repairing while it's being shot at often lead to losing sapper. maybe if sapper could repair while inside it ? sound broken yet I don't see how to deal with ieig if i can't get it with infantry. Kinda lost my shit when I saw a ieig doing more kill dat my mortar pit (active for the same amount of time)(saying mortarpit is not op). when exposed it need to be protected and all. it's not such brain dead unit (it is if opponent do not try anything against). it may feels strong cuz it didn't need much direct micro but it cannot move so we can't let anything get close of it.
hard to balance such a thing. maybe reduce autoshoot range and make the barrage without cooldown, so it make the same thing it does but with micro ? they idea of having the crew die but the pit not destroyed too easily is nice (crew dead lose vet but mortar pit more durable). if so maybe lower stats but increase vet bonus so it's weaker when vet 0 but strong vets ? the sim-city commander make the balance harder impossible cuz what's not op without will be with.
dunno if I make sense, too tired to reread. don't throw rocks at me cuz I didn't play ukf in a while so some of my sayin could be outdated. (was like ukf grade 87 or smth)