I think I have come to the realization that the UNSC Watchtower is practically useless.
My strategy, has always been to build a single watchtower turret and three Anti-Whatever Turrets, to defend each of my bases and detect camo units nearby.
I have really been struggling to figure out how useful the watchtower structure is, but in my most recent match, I literally had a cloaked unit demolishing my bases, even though I had 1, 2 or sometimes 3 watchtowers on a single base. It looks and feels like the structure only provides detection for an extremely small area, probably no bigger than 1-2 base building slots. The shipmasters hero unit was attacking my main base, but my watchtowers wouldn’t detect him, unless he was practically within striking distance.
Has anyone else noticed this?
The normal turrets and siege turrets can see all around the base with no issues, but the watchtowers effectively reveal only 1/4th of your own base and just barely push back the fog of war sight lines.
I feel like the range and detect area needs to be drastically tweaked. Otherwise, why would anyone use them? After my recent experience with the structures, I for sure will never make them again. Ever.
Anyone else agree?
(Also, detect on troops could also use a little range adjustment!)
buff range plz. i agree . although it is usefull and not completely useless. its purpose is to inform you with color on the map I think. possibly if they buffed it then it would be op and cloaking would be less useful considering.
Detect doesn’t work that well in this game it seems. Watchtowers don’t always decloak (even if they’re right on your turrets) and detect units don’t always decloak other units or structures.
I’m not sure if it’s because of the Shroud or Shipmaster leader abilities though.
Yea I am not really sure how this cloaking system truly works yet.
It just seems a little too overpowered, since people can literally threash you with the shipmaster, because you cannot detect them.
it doesn’t matter how many snipers or watchtowers I ever have, because not only can he teleport them away, teleport himself away or create the void slip space thing, but he can also shred them to pieces in seconds with his leader.
It’s pretty infuriating losing a match to someone who just cloaks all game.
I have no issue with cloaked bases, only units. Cloaked bases are easily nullified by simply looking at the turret outline and seeing which one is the cloking structure.
I may or may not be exploiting this as shipmaster. Although I do I agree with you, I think they should be able to detect as well as a shroud or nightingale. I always destroy people with a cloaked honor guard. (Sorry not sorry)
Cloak/detect are perfectly fine mechanics that are tried and true in other RTS, nothing wrong with needing to keep a detect unit around. The problem in HW2 is the detection range on units (or buildings in this case) with the detect ability is absurdly small.
I have no issue with the cloaking mechanic itself, but rather the detection capabilities of structures and units.
Its very hard to counter, especially since the units who can detect are primarily weak and easily dispatched of. In addition, the watchtowers provide so little coverage, they are basically useless.
if they expanded the range to cover the base and expanded the cost to 500 or 600, I would be fine using them.
If anything, they should have a 200 power cost range upgrade option.