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definetly cuz of game balance. the north's fire support is very powerful it covers a huge area and if the commander is using it at the right place and moment he can get as many if not more kills than the american commander using all his abilities correctly.
I was under the impression it was supposed to be those tiny mortars, like 40 to 60mm.
This is why when NLF arty goes off, you hear the bloorrrpppp of ARVN mortars. They're firing the same exact weapons code-wise which is pretty cool. Like it's an actual simulated barrage and not just some scripted thing. Each sound you hear is different weapons being fired.
Shell types:
Normal Arty
Airburst Arty (Shell hits the ground code-wise but damage and effects is done up high. Can get people behind cover or in trenches but can't normal arty get them too?)
Mortars (Blows up in a black cloud.)
WP Mortars (Blows up in a white firework, sets guys on fire, no idea if it can do extra damage behind cover but I've died from within buildings from arty a few times. I also don't really remember if it has poison smoke like a WP grenade, not that it matters because you'd be running through arty anyway.)
Rockets (Tail of flame visible before impact, sadly the rocket itself is not, blows up in a big red fireball.)
Faction arty:
US ARMY and USMC: Normal arty and airburst arty
Aussie Army: Normal Arty
ARVN: Normal mortars
NLF: Normal Arty, rockets, mortars (Normal and WP)
PAVN: Normal Arty (Again I think they added another gun. No idea if it's now the same, or more than aussie arty in shells per salvo.)
I do not know if shell type effects rate of fire or again if it's a faction thing. I know both NLF barrage and ARVN mortars hit very fast, a constant barrage unlike other factions but I do not remember if the normal arty component in the NLF barrage fires in salvos or constantly.
I mean.
That's literally how it already is lol.
That's not how it is. It has a pretty large radius, and is about 2-4 seconds between salvos. Compare that to RO2 and RS1, mortars are weaker due to being more spread out and the area of effect doesn't help, it just makes it more random. As it stands, you can run right through the mortars and be fine if the game doesn't decide to send a mortar round near you. Again, compare this to RO2 and RS1 where the mortars were more grouped up. Good luck getting through that.
It's got the fastest salvo's and the smallest radius though.