IceDreamer wrote:Farmsletje wrote:You call it something to babysit, others call it micro and a good game feature.
You can still do this. The mental shift is from "Need to get this unit then this one to level up" to "Must keep this unit alive for a few more kills" which IMO is a step forwards. No micro has been lost. If you choose to micro, you can both micro, and you can get benefit from it. Personally I think the XP rate is too low right now.
Except predictability has been lost because before it was rather easy to know what units counted for so it was easy to plan(for both your units and the enemy.) Now you get a random number from things so you need to know what mass they give and how much mass you need to next level. Then you need to make sure nothing else shoots at the damn thing you need for the vet. Because of how units work in this game, microing that is basically impossible(unless you create individual target painters.)
Vanilla 1 for 1 you just checked kills to see next vet. Then FAF iteration you checked for points needed to level up but that was all simple by tech level. Now you changed vet values to random(who knows what units cost anyway?) AND you changed the way the system works. So people don't know how much they need, they don't know what they are going to get, they don't know what the enemy is going to get and they might not even know when they are going to get it because some random stuff might die somewhere else that gives vet. You've managed to make it unnecessarily complicated and obfuscated.
Which is fine, if making veterancy not part of the gameplay is your goal.
Now the problem is that the veterancy bonuses are still the same. They're game making for some units. Sure, experimental vet bonus has been lowered a bit but T3 bonus and Lab bonus are still the same and most importantly, ACU bonus hasn't been touched. This is a problem. If your system is predictable, having strong rewards like this is okay. People know that it's there, they know hot to get it, they know how to plan for it. If your system is not predictable, having game defining rewards like this is not cool. People know it's there but they don't know how to get it, they have to plan around it.
PS. Two full hp commanders fighting before was almost always a draw before(you could gain vet from the kill but that required you were at the treshold of one kill in vanilla or a few points in faf and you were UEF facing cybran/ or Seraphim facing cybran.) Now EVERY SINGLE COMMANDER DUEL IS A WIN FOR THE SIDE THAT LANDS THE KILLING BLOW. #6839590 Commanders should not gain TWO ranks of veterancy from killing the enemy commander(they shouldn't even get one because if they do UEF wins vs Aeon/Cybran and Seraphim vs Cybran.) This calls for a hotfix right now, not tomorrow.