I'm here to make the case that rocket artillery needs something approaching a revamp. In most games, in most circumstances it's fine, and works as a great tool for popping open an entrenched position. However, it can also be abused and when that happens the games quickly turn toxic and destructive.
I'll feature two replays of games I played in, but I want to stress that I was not the one getting rocketed. This isn't a rage post made after getting a few nebelwerfers dropped on my clumped up infantry post, but the culmination of my opinions gathered since the closed beta. These games were both against the same player, playing the 17th SS, with a specific deck built for abuse. His name is 'Marduk', but I only say that so you can understand the replays better - I don't blame him for abusing things, I blame the game design. And that's what I want to change.
First, his deck: http://steamcommunity.com/sharedfiles/filedetails/?id=932379133
Yes, I know, it looks really dumb. And let's be honest - it's not a real deck, it's a 100% cheese deck, for a cheese playstyle. You can see it in action in the replays below, and I encourage you to watch both, but I'll add my annotations.
http://www.mediafire.com/file/dfhc264jagbboe7/Nebelwerfer_Abuse_1.rpl3
4v4 on Bois de Limors. I started on the opposite side of the map, but ended up having to redeploy to help the guy getting Nebelwerfered. Very frustrating, he just rockets you back to the stone age and pushes you off with elite Stugs. Luckily Marduk's poor AA net allowed us to pick off 3-4 Nebelwerfers with artillery and planes. Still, by the time I deployed over there the nail was already in the coffin for that side, but we managed to win in other areas to clinch the victory.
http://www.mediafire.com/file/4a495qisd9j6h2u/Nebelwerfer_Abuse_2.rpl3
3v3 on Caumont L'Evente. Again, I'm on the opposite side so I don't experience the barrage directly. In this game, Marduk starts with a Nebelwerfer and rockets McMacky's starting force before overrunning it. Macky had a botched opening, and didn't deploy well so fair enough - but it's worth noting that Marduk has 2 Nebelwerfers before phase B, and all 6 Nebelwerfers in his deck out before phase C. His strategy is to build a critical mass of rocket arty to where he can just drop it on top of any movement to prevent attacks and kill/damage units. Notice the 352nd players quadruple Sk 18 sitting in the back shelling at will, gleefully out of counterbattery range... that's a cancer of a different sort, but a topic for another thread. Also, this replay is 40 minutes long but I left shortly after McMacky quit so only the first 25-30 minutes are relevant.
Okay! Phew, if you at least skimmed those replays and my notes, I'm impressed. So the thing to notice is that in both replays, the player in front of Marduk ragequits. And you know what? I totally don't blame them. Being on the receiving end of rocket artillery just sucks, particularly if it's being spammed and abused like it was in these two games. This tactic essentially ruined the game for the two players on the receiving ends, and degraded the quality of the game for the rest of the players (who had to deal with a leaving teammate). Let me just say, obviously in this situation we featured Nebelwerfers but most rocket artillery is the same way, to one degree or another.
I know someone is already typing about how this is a niche deck and all you need to do is push in the ground and he can't repel you. That's a great theory, but in practice it just doesn't work - two Nebelwerfers alternating is enough to basically always be firing one while the other reloads, and it becomes trivial to delay attacks and maul infantry with rocket barrages. Remember, he has 2 Nebelwerfer before A is even over, and 6 before B is over. McMacky tries a few different times to push, with no luck - the panic and suppression is too much, and he's inevitably forced back.
"So what's the solution, Raven?"
I'm glad you asked! Alright, so I like the offensive power of the rocket artillery, and I like how it's a big '**** you' to someone who just digs in and camps all game. In the hands of a responsible player, it's a great tool, but the way the game's set up allows it to be abused. Here are my suggestions - some combination of them are necessary, in my opinion, to 'fix' rocket artillery. In no particular order.
Edit:
Here's another replay from a game I played today: Pay attention to Bash (Windhund Division, in the middle) http://www.mediafire.com/file/emv82sj8o6qc2d3/(Panzer)werfer_Abuse_3.rpl3
Basically, Bash starts with two Panzerwerfers, and gets a tank-busting Stuka as well. Same situation as before - rocket-artillery destroys someone's start, makes him ragequit, and then game quality becomes severely degraded for everyone else.
Why do we let these types of units come in phase A? They do not add anything to the game except the potential for 'dickery' in the early game. It's not assymetrical balancing, it's bad balancing.
I'll feature two replays of games I played in, but I want to stress that I was not the one getting rocketed. This isn't a rage post made after getting a few nebelwerfers dropped on my clumped up infantry post, but the culmination of my opinions gathered since the closed beta. These games were both against the same player, playing the 17th SS, with a specific deck built for abuse. His name is 'Marduk', but I only say that so you can understand the replays better - I don't blame him for abusing things, I blame the game design. And that's what I want to change.
First, his deck: http://steamcommunity.com/sharedfiles/filedetails/?id=932379133
Yes, I know, it looks really dumb. And let's be honest - it's not a real deck, it's a 100% cheese deck, for a cheese playstyle. You can see it in action in the replays below, and I encourage you to watch both, but I'll add my annotations.
http://www.mediafire.com/file/dfhc264jagbboe7/Nebelwerfer_Abuse_1.rpl3
4v4 on Bois de Limors. I started on the opposite side of the map, but ended up having to redeploy to help the guy getting Nebelwerfered. Very frustrating, he just rockets you back to the stone age and pushes you off with elite Stugs. Luckily Marduk's poor AA net allowed us to pick off 3-4 Nebelwerfers with artillery and planes. Still, by the time I deployed over there the nail was already in the coffin for that side, but we managed to win in other areas to clinch the victory.
http://www.mediafire.com/file/4a495qisd9j6h2u/Nebelwerfer_Abuse_2.rpl3
3v3 on Caumont L'Evente. Again, I'm on the opposite side so I don't experience the barrage directly. In this game, Marduk starts with a Nebelwerfer and rockets McMacky's starting force before overrunning it. Macky had a botched opening, and didn't deploy well so fair enough - but it's worth noting that Marduk has 2 Nebelwerfers before phase B, and all 6 Nebelwerfers in his deck out before phase C. His strategy is to build a critical mass of rocket arty to where he can just drop it on top of any movement to prevent attacks and kill/damage units. Notice the 352nd players quadruple Sk 18 sitting in the back shelling at will, gleefully out of counterbattery range... that's a cancer of a different sort, but a topic for another thread. Also, this replay is 40 minutes long but I left shortly after McMacky quit so only the first 25-30 minutes are relevant.
Okay! Phew, if you at least skimmed those replays and my notes, I'm impressed. So the thing to notice is that in both replays, the player in front of Marduk ragequits. And you know what? I totally don't blame them. Being on the receiving end of rocket artillery just sucks, particularly if it's being spammed and abused like it was in these two games. This tactic essentially ruined the game for the two players on the receiving ends, and degraded the quality of the game for the rest of the players (who had to deal with a leaving teammate). Let me just say, obviously in this situation we featured Nebelwerfers but most rocket artillery is the same way, to one degree or another.
I know someone is already typing about how this is a niche deck and all you need to do is push in the ground and he can't repel you. That's a great theory, but in practice it just doesn't work - two Nebelwerfers alternating is enough to basically always be firing one while the other reloads, and it becomes trivial to delay attacks and maul infantry with rocket barrages. Remember, he has 2 Nebelwerfer before A is even over, and 6 before B is over. McMacky tries a few different times to push, with no luck - the panic and suppression is too much, and he's inevitably forced back.
"So what's the solution, Raven?"
I'm glad you asked! Alright, so I like the offensive power of the rocket artillery, and I like how it's a big '**** you' to someone who just digs in and camps all game. In the hands of a responsible player, it's a great tool, but the way the game's set up allows it to be abused. Here are my suggestions - some combination of them are necessary, in my opinion, to 'fix' rocket artillery. In no particular order.
- Increase Aim Time - Rocket Arty (and all arty, tbh) shouldn't be a 'panic button' that lets you rain brimstone down on any offensive. As it exists right now, artillery is capable of being reactionary... Meaning, you see a unit moving, it's trivial just to arty it as a reaction to harass the enemy at all times. In my opinion, arty should take much longer to aim, making it more of a planned move to break up stationary units, or pepper some woods before an attack.
- Increase Supply Cost - Artillery is too trivial to rearm right now. I'd advocate the resupply cost of rocket arty (and all arty >_> ) to be increased dramatically. I've played over 300 games in Steel Division + Beta, and I have never once run out of supply. Make arty cost a lot more to resupply, and people will be less casual about its use.
- Decrease Availability - Why is it possible to take so many dang arty pieces in a deck? In Red Dragon the 'good' artillery came 1 or 2 per card, with only 1 or 2 cards allowed. In Steel Division, everything else's availability was slashed but artillery availability increased 2 or 3 fold. What gives? Lower artillery availability, so it's more punishing to lose an artillery piece.
- Look at moving things back a phase - Okay look, the entire point of the phase system was to create three distinct time periods over which the battle gradually ramps up. The concept is amazing but I believe gets cheapened by the way the decks are structured. Why should you be able to take a Nebelwerfer (let alone 3) in Phase A? Doesn't that defeat the whole point of the phase system? Move the heavy artillery - guns, rockets, everything) back and move it far back. I'd like to see all of those types of units only come out in Phase C, while mortars and light howitzers are the kings of A and B. This would allow a more gradual ramp-up, and (I believe) more satisfying gameplay.
Edit:
Here's another replay from a game I played today: Pay attention to Bash (Windhund Division, in the middle) http://www.mediafire.com/file/emv82sj8o6qc2d3/(Panzer)werfer_Abuse_3.rpl3
Basically, Bash starts with two Panzerwerfers, and gets a tank-busting Stuka as well. Same situation as before - rocket-artillery destroys someone's start, makes him ragequit, and then game quality becomes severely degraded for everyone else.
Why do we let these types of units come in phase A? They do not add anything to the game except the potential for 'dickery' in the early game. It's not assymetrical balancing, it's bad balancing.
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