for the infantry and tank smoke grenade shorten the fuze time so that the smoke puff out mid-air increasing the area of the smoke cover, increase the volume of the smoke horizontally and duration of the smoke.
for the mortar smoke and arty smoke make it explode mid-air making a cloud of expanding smoke instead of hitting the ground then relasing the smoke.
And time fused shells would be set to long range so they’d not go off for a couple seconds after hitting so you’d be at an even bigger disadvantage than now.
It just occurred to me. Right now, to create a rolling barrage of shells or smoke with mortars, soldiers have to constantly adjust azimuth and elevation manually, which is quite cumbersome.
I hope we can add a path‑setting mechanic similar to Command & Conquer Red Alert. Use the right‑mouse button to mark a series of waypoints one after another. Once set, mortar crews would automatically fire onto these marked positions in sequence to create a continuous rolling barrage. This would greatly improve usability
My mortar technique is typically to drop 3 shells on a target then move to the next target.
Otherwise I might ‘strafe’ an objective by rotating a little between each shell.
Don’t need to ask for airburst for that just suggest a smoke buff.
How exactly do you find current smoke underperforming?
The enemy might be blind firing or shooting at marks. As smoke doesn’t remove marks if an enemy has tagged you.