The idea was to give it circles instead of a line target symbol. (Wow, a great buff). The proposal makes sense as it will lead to less frustration using it. Are people criticizing it really serious? Many matches in recent tourneys (especially 2v2) showed specifically that Stuka scores many fewer kills than other rocket arty (which says a lot, especially if you put it against the background of smaller axis squads). A lot of those misses were because of the spaces and "strange" damage patterns when targeting buildings, infantry, armour within the line of rockets.
Not sure if people were even criticizing the idea to change the target reticule to "circles", but I'll address this one quickly because it indeed doesn't make sense and would actually make things worse (the current in-game targeting indicator may not be perfect, but it is pretty accurate nonetheless).
I guess a lot of frustration comes from the fact that people don't know how scatter works for the Walking Stuka, or in other words, where to expect the rockets to land.
To make it short: each rocket has a 8 x 8 m square where it can land in, regardless of distance or orientation (due to the absence of range-dependent scatter), with all 6 squares forming a 48 x 8 m rectangle (see graph below for clarity).
The 'center point' of this rectangle (or the pivot the indicator rotates around) lies in the middle of the 3rd square, so the last rocket will actually impact a bit further from the center point than the first. Apart from this, each rocket will always land in its respective square, not anywhere else, meaning there are no gaps or anything such where rockets could never impact.
The actual point of impact in each square is of course totally random, so two projectiles can, at best, land right next to each other or, at worst, up to ~9 m apart - this is where the perceived gaps in the impact distribution arises from.
Now, as a TLDR, what does this all mean?
- The rectangular indicator is already a pretty good representation of the rocket impact pattern, and the only way to improve it would be to give it the actual dimensions of the in-game scatter box (48 x 8 m).
- There's no real secret to placing the barrage, apart from knowing the dimension of the scatter box and lining up the ability accordingly (including all the guesswork of where the target will have moved to by the time the rockets arrive, of course).
- There is, however, the possibility to either maximize the damage output or reduce the chance of dealing no damage at all to a given target, depending how the reticule is placed:
To maximize damage output, the target should be placed right in between two adjacent squares. This way there is the (rather small) chance of two rockets impacting right next to the target, but the odds to miss completely are also highest.
On the other hand, if the target sits right in the center of any square, chances to completely miss are rather small, leading to more consistent damage output on average.