Just because a game mechanic means extra micro is rewarded, this does not make the game mechanic inherently good, because the goal of CoH2 is not to maximise micro, it is to maximise decision making as it is a strategy game.
Thanks for the response
First, about the "strategy game": True, CoH2 has strategy elements (Commanders, tech choices, BOs and probably most importantly where to push on the map); then there are tactical elements, like, how to attack a certain position (which route to take, flanking, which units to focus) and finally there is the execution part that involves the actual micro (moving units, cover and ability usage...).
We will all probably disagree to some extent about which element goes where, and certainly about how important the different aspects are and how much they contribute to our gameplay experience. But properly and quickly applying micro is certainly one element of CoH2.
If it shouldn't be about micro at all, only about decisions, well, there are other things that could be automated, for example:
- Volksgrenadiere and IS could automatically start to build sandbags on their side of the post when capping.
- Pioneers could automatically start to wire cover on the opponents side when idle for more than 5 seconds.
- Panzer tactician could automatically engage when the tank is one shot from being destroyed.
- Panzerfauts could be a toggle so that the Grenadiers would automatically fire it when they find a vehicle with undamaged engine if it's health is low enough.
All of these points are more or less no-brainers (so no actual decision involved), but a considerable amount of people would not like all of them being implemented.
That doesn't mean that the benefit of micro can't be discussed at all, of course. There are examples of microtax that I feel were bad. One example were the USF medics which required the push of a button to do their work. This would be more like your analogy: A supercrucial function that requires micro to work at all, and often is relevant while a lot is happening at the same time. Vaulting does not fall into this category for the reasons I listed.
My point is, what would the game lose if vaulting was automatic? Would it be worse in any way?
I agree in that the game wouldn't loose a gameplay mechanic, true. That said:
Personally, I'm bad at micro, and I guess I would fare better the more micro would be removed. However, due to the optional nature of vaulting, I'm not stressed out by it, because I know it's not a big deal when I forget to do it.
On the other hand, I draw some satisfaction from instances when I manage to use a feature like this to good effect (yeah, I'm cheap
). So, yes, for me the game would be teeny-tiny bit worse; obviously, this is totally subjective, I get that other people perceive it more as a chore...