Ithilis_Quo wrote:The argument is not realism, even when it is super funny how is napalm bombs killing underwater submarines.
The argument is that it breaks one of the core game mechanisms with layers.
Why will you bother with anti-nuke when you can use interceptor to kill nuke in sky? (because of its different layer? WHO cares? Nuke has 2hp so why not?
Or why not use your asf with nasty 400 dps to deal with land units? They shoot Air when is landed, why no tanks as well? You can even deny shield this way. Will you argue in samé way when all of your Army will be vaporized by asfs? Or you will say that it's broken as f*** while these units are not balanced to compete on different layers?
Do you know that you cant groundfire units directly but you need to move your attack command? What do you think why this wierd prohibition is there? Should not it have something with lame way how to prohibit this abuse?
Better remove the ability for artillery to hit air units, remove the tactical missile collision detection with air units so that Soul Rippers or donuts can't be hit in-flight anymore. Same for the nuke, make sure it can't collide with experimentals or falling air wrecks anymore (yes, falling air wrecks hitting nukes is still a thing even though the air unit itself can't hit a nuke while it's alive). And while we're at it, we'll also make sure that beam weapons can't kill tactical missiles or anti-air missiles anymore.
One of the main reasons I was sad about the air balance changes from SupCom to FA was that the option to have air units fire at ground units went out the window. Air units have been given like 10-20 times the HP and 5-10 times the DPS. Back then, it was possible to have them without making air basically the only combat option.
So why is A not allowed while B is allowed? We can't look at realism, because it's not about realism. If we'd look at layer interference, it's a deeper discussion than "Oh this is bad because..."
What to look at? Effort to do something in terms of resources and APM and damage dealt in the process. Why can't nukes collide with air units anymore? Because it turns out it's easy and lucrative to get spy planes to fly over an enemy nuke launcher. It's definitely not APM-lucrative to kill submerged units with ground fire.
Steel_Panther wrote:I disagree that "this is fine, because shift-g." The reason I actually used shift-g for t3 subs is because the game can be very buggy and units literally do not move sometimes in a very full, late game setons with thousands of units on the map. You give them a move order, and only some units move, or don't at all. But for some reason, they will actually move if you make it a shift-g order. So you are sometimes forced to do so just to move your units. Why do you think it's fine for t1 bombers to deal damage to submerged units? "well, because AOE!"? I think that's a pretty stupid reason because it's both unrealistic and a poor game mechanic.
Well, we're homing in on the problem: units getting unresponsive. For an immediate approach, I have found that ordering units in several smaller groups makes them react a lot better, and that spam clicking a move order also works. As for your solution? You're allowed to shift-g units into one spot, while the shift-g clump is itself a poor mechanic (no effort, maximum damage in killing), but someone else is not allowed to answer that with a ground fire? I'd also like to know how the game was so filled that units were slow to respond, or unresponsive, but still so fast that you weren't able to dodge the T1 bombers. If it were a strat, I'd understand the situation. Anyway, that's a tangent. The source of the problem is still not the ground fire. And again, realism is no argument.