Hello Commanders, I don’t know how many of you were able to use the new artillery units in the Beta, the Kodiak or the Blisterback, but I know I was using them as much as I could. They were devastating to infantry units and excelled at harassment. I liked how their firepower and range advantage was balanced out for their slow speeds and low HP, save for the Blisterbacks. Then there were those scenarios where it seemed that fully upgraded Kodiaks weren’t outputting the same damage as upgraded infantry. It really did not warrant having them in the late game. I think introducing different ammo types for the artillery units would increase their utility.
My proposal is for them to have anti-infantry and anti-building/vehicle shells or rockets (Blisterback). Shrapnel based rounds for infantry and high explosive rounds for the buildings and vehicles. Switching between them would be a tap on the bottom D-pad after selecting them, since I hardly ever used that input during my play through. What do you guys/gals think? I really want these new artillery units to be a force to be cautious around when they’re seen on the battlefield.
Your suggestion sounds neat, but I would imagine balancing problems. Units don’t really change their counters. Snipers will always be anti infantry, flammers will always be anti infantry (and building a bit), locust anti-building, air is anti-vehicle, infantry is anti-air, and vehicle is anti-infantry. The only unit that can change its effectiveness are the base turrets which are immobile. Having a unit that can dynamically change may screw with balance, rendering certain units useless.
Like Carnage pointed out above; it’s a neat idea but it would slightly ruin the general control scheme and simplicityof the game if different units had more commands than others.
This problem you have could easily be fixed with a slight buff. However you must keep in mind that in RTS games not all units are fit for late-game.