Then why not put a damage modifier to prevent okw base deaths without medium tanks and fortifications surviving the bombing with 25-50% hp?
Guess this change in patch notes effects air superiority too? since they are both listed under Artillery changes. In that case it does exactly what you said.
Heavy Artillery Shells
We want to reduce the effectiveness of artillery shells against production buildings.
Now do 25% less damage against base structures
For 325 muni it SHOULD wipe OKW trucks. If you dont want your HQs getting wiped reduce the damage and cost of the ability.
No ability, no matter how expensive should wipe a base building on its own, unless combined with other artillery sources. If a team wants to be able to wipe enemy base with artillery, it should be a strategic decision, ie. combining multiple off map abilities in one place (instead of using it of different locations) or calling in an artyllery unit (mp/fuel/popcap cost).
I agree however that muni cost should be reduced when it gets nerfed.
Losing a building that is 60 fuel and 200mp worth isn't that tragic to me, especially if that happens in the late game and the enemy is paying 325 ammo for it. I also never lose my Flak HQ because I place it far behind my lines.
However, if you place all your buildings at the frontline and even close to each other, it's entirely your fault and a L2P issue.
Fun fact: Stationary russian artillery is 600mp and gets wiped by multiple Ostheer commanders for just 160 ammo (aaaand everything soft around it).
Its not just about the resource costs, its about
the field presence, OKW get a huge, often unrecoverable, tactical blow when the trucks get destroyed.
Wrong placement is a valid argument when dealing with regular units, but against this airstrike a truck will get wiped no matter how far it is placed, once scouted, and it will get scouted, especially in the case of a Flak HQ, unless you place it so far away that it never engages enemy units.