Sleksa wrote:I see vast problems with the aa/air interaction with the game in a situation where only a unit type (plane) counters the same unit type (plane). Personally I consider this incredibly nonrealistic/historical/whatever as well, and anyone who suggested it as an idea to be incompetent both as a gameplay designer and a history reader.
And by countering I mean spending less resources on the unit than the price of a unit it's trying to counter. It certainly is within the realm of possibility to deter a plane from unloading it's weapons, but in general (and depending on chosen division), one has to pay upwards to 2-8x the cost of the plane one is trying to stop to get a sufficient treshhold of moral damage, like buying 2x flak88 or a flak 88 + 1-3 different aa guns easily coming up to a 300+ total cost. Alternatively with some divisions if you choose the wrong aa types, you can pay that 8x cost and still not be able to stop the plane from unloading, let alone trying to kill it. In comparison fighters generally come at same price as the planes they're trying to kill, which makes the airplay incredibly lopsided if one side manages to get the enemy's fighters, removing any realistic chance of downing enemy aircraft from that point on. Multirole aa is also somewhat of a question mark. Some of the remotely viable aa units certainly work as multirole, while some of them are extremely hard to use as such and are way too costly to be risked in other uses.
In regards to artillery and it's current state in the game, it's another problem that I'm fairly sure any competent person can see as problematic in it's current iteration. My biggest gripe however remains with the offmap artillery, especially any lack of visual/other type of broadcast that it's being used. More or less every other rts game in existance has telepgraphed these things, such as flares in company of heroes, visual pre-effects in dawn of war, red alert circles in starcraft and so on. I see no reason why this mechanic couldnt've been added.
I can accept that definition of counter.
What is your problem if unittype A only gets countered by either unittype A or mix of unittype A+B(assuming it is priced in a way that is balanced)?
There are very few AA-units which are not multiroles I consider worth bringing. I think a lot of AA units need buffs, especially towed ones, but I do not see a problem with the mechanics in itself.
About the offmap, it is obv a designchoice to have no warning. I do not see a problem with that mechanic either, as long as it is priced reasonably, your thoughts?
Similiar thing happened with the SD's "realistic panic ai" that makes units reverse at half panic meter. This in itself could maybe be acceptable, but when there's an option to overtake the ai by force targeting / attack moving again, it only creates unnecessary need for micro and focus/attention.
Agreed, this is very annoying and rewards high micro unnecessarily.