Having to manual aim shots to make the unit useful is unnecessary micro tax to player in an RTS, the game should help the player control his units no hinder them.
I could be acceptable if it was consistent across all unit but it not.
It would be good desing for a game where a player is controlling a single unit.
Having to gain vet 1 with late, expensive high XP unit in order to become cost efficient is bad design. People on the receiving end of the ability complain about the the unit performance (although it the barrage and not the unit) and people trying to use the unit complain about the performance before gaining vet 1.
I fundamentally disagree with the concept of a higher micro unit being bad design.
One of the resources in rts which isnt as tangible as manpower, gold, or minerals is player apm and multitasking. Knowing how to distribute that among all the tasks you have to do is a very important part of rts, and some units requiring more just means you have to weigh the advantages and disadvantages of using too many of those micro or apm heavy units.
Knowing how to tax your opponents multitasking and apm is just as important. |
I have said in my post, based on my tests( tests took us hours to complete), Panzerwerfer is having more wiping and damaging dealing potential than any other stock rocket unit. It is, however, worse than Calliope. A lot of players like to declare an inconsistency in Panzerwerfer's performance. We also noticed it. Yet, however, this inconsistency will start to shade off as the battlefield is becoming more and more chaotic, which means it is an excellent tool in 4v4 and 3v3.
Also, in our tests, Stuka shows the best consistency and the most balance damage output. Katy, on the other hand, is very, very, very RNG based. It is only consistently performed against OST (OKW excluded) team weapons and grenadier spam, and that's it.
And, probably a lot of people have not noticed, the reaction time for you to dodge Katy close range is exactly the same(1.3~1.5 sec) for you to dodge Panzerwerfer rockets if the initial rockets launching audio warning bugged out. And the required conditions for the bug to happen are either: 1. More than one Panzerwerfer fired at the same time. 2. Heavy crossfire taking place on the camera position And at least one more position on the other area of the map. Both conditions happen very often in 3v3 and 4v4 games.
Any rocket arty has good wipe potential if your opponent doesnt notice them being fired right away. |
In terms of wipe potential, I'd rank
1. Calliope (hard to dodge, large number of rockets, good saturation, consistent fire rate)
2. Katyusha/stuka(katyusha is harder to dodge at close range, but stuka is better vs stationary targets)
3. Panzerwerfer(long travel time makes it easy to dodge and small rocket count can result in poor saturation, tighter scatter at close range can be effective when opponents multitasking is taxed)
4. Land mattress (horrible scatter, short range, poor mobility)
Neither the werfer nor stuka feel overpowered to me. |
A slight armor buff and MAYBE a range buff from 35 to 40 is about all I could see. |
I'd be ok with adding first strike bonus at vet 3 but a fifth man seems pretty drastic to me. |
well then, i guess we should see plenty of rangers in usf vs ost games.
Thats not how it works. Just because a unit can do one thing well doesn't mean it is picked just for that thing. The reasons a unit is taken or not taken is usually more complex than just "This unit beats this one other specific unit."
Why do you need rangers when a double bar rifleman can already bully grenadiers? |
Well that's the point, by the time rangers show up there's usually 2 vet 2 lmg grens on the field.
My point is unless nearly every conceivable advantage is afforded to the grenadiers, the rangers win. |
To be fair Rangers(specially thompson ones) have a chance to get shreded by lmg gren, which is bot hilarious and kinda pf a bummer.
What... rangers with thompsons who close on LMG42 grens massacre the grens.
Unless the grens are vet 3 and full health, and the rangers are vet 0 with prior damage. |
I dont like the idea of additional activities producing vet. Itll be either be abusable or unusable and will probably favor different factions. If there are issues vetting up specific squads, reduce vet requirements or increase vet gain after being upgraded. |
It hits at a much earlier timing than T3 in 1v1.
It was a joke when it was at CP5, but it got moved to CP3 a couple of patches ago.
If you try to rush out tier 3, it's not that far off from 3cp. Unless the early game is extra bloody I'm usually just about to build tier 3 around the time the guard callin is available.
I'll grab it if I was planning on getting an m5 anyway but otherwise the steep initial cost regardless of the efficiency makes it hard to fit into my builds given how MP intensive soviet early game is. |