- Yes
- Yes but in a different way
- No
Currently in game we have a wide variety of Self-Propelled howitzers, each having their own pros and cons. However they are primarily used in a direct fire role, something they were not designed to do.
This is where a Ballistics Calculator would come into play. There are many ways to implement this mechanic in order to maintain balance and effectiveness in the matchmaker, allowing it to be adjusted and tweaked if it is underperforming or overperforming.
The way a mechanic like this would work is simple, the player can use their map to place an “Artillery Marker” in a similar way to the “Attention to the Map” mechanic. Then the system will begin rangefinding and calculating the elevation and azimuth required in order to hit the target.
Depending on the installed modifications as well as the characteristings of the vehicle, the targeting circle will become larger or smaller, showing the area where your shells will impact in the current state of your vehicle if aimed perfectly on the calculated trajectory.
This mechanic would give SPH a purpose in battle, instead of just being used as “Meme vehicles” with low effectiveness but also allowing for more team-play and giving a team the ability to fight back against a very powerful enemy that is camping in a spot that makes them very difficult to counter.
Regarding balancing, the main factor would be your reload speed, round flight time which will force players to pick stationary targets as well as your accuracy since you need to get a direct hit to kill most vehicles in the game with some open topped ones giving you a very small margin of error.
An example of an Artillery Firing Calculator from 1944:
As well as a more modern digital variant