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What particular weapon is using direct fire that you think shouldn't?
Artillery guns seem to use low angle fire. It's especially noticeable when you try to shoot behind buildings. The trajectory is still far more curved than direct fire, obviously. And shells fired at low angle of course arrive faster at the target (and are less affected by weather, but that's not relevant in this case). But high angle fire is useful to reach targets behind obstacles that are in the line of fire. It takes more time to reach its target.
I was wondering if it's possible to add the option to switch between high and low angle firing. It makes artillery more realistic and also more versatile.
P.S. After placing my Artillery gun(s) I zoom my camera to the ceiling then go into direct mode and move forward till the target reticle reaches the max distance, there I can see if there are any blockages in the way and/or if the presumed target I want to reach is within the Arty's range, if not then I return back and try to reposition the gun forward then was rinse and repeat for a clear line of fire to the target area.
I'd think that if high angle fire is possible for mortars, mechanics should be able to simulate high angle fire for howitzers/artillery pieces.
(Btw, your comments are appreciated. :) )
Just looking at the model for the Soviet M1927 it seems it would never be able to elevate to the same amount.
Having the Germans able to hide behind a building and shell the enemy but not being able to counter that as the Soviets seems rather imbalanced even if it is historically correct.
Seriously, are we firing with warped cannons?
Having to manually clear every offending tree with a vehicle is extremely tedious.
We should be thankful this game doesn't employ the German 50 mm mortars of that time era. The fuses where so sensitive the High Command forbid the firing of these mortars in the rain or snowstorms, they would explode right out of the tube when a rain drop struck the fuse head.
Concerning the M1927 vs leFG18: having the guns more historically accurate would probably mess up the balance, so I don't expect them to make it more realistic in that sense.
Hoping devs will notice this and maybe agree: my main point is that the possibility to change between high and low angle fire would make for more versatile artillery.
Low angle fire advantages: reaching a target faster, more accurate than high angle because it's less affected by wind. Disadvantage: terrain/obstacles obstruct the shell.
High angle fire advantage: less or no problems with objects in the line of fire. Disadvantages: Shell takes longer to reach the target, less accuracy because it's more affected by wind.