Given that half of the stated reason for removing IWC was glitchiness due to the engine's inability to handle TWT, that there is in fact no relationship between the two would suggest a reassessment of that reasoning is appropriate.
That is not true, it was explained here:
@jip said in Deceiver < Stinger < Atlantis / Czar Do you think this should be a bug or a feature?:
The engine disables all weapon ranges of units that are inside a carrier. All weapons of those units are disabled too. Intel is not disabled by the engine because unlike the average unit-related system, intel is entirely managed in Lua. You can read up about it here
Given that the unit is unable to interact with the simulation. And given that the unit is unable to be damaged. And given that you can not select the unit (even though when the game thinks you can, but can't) it seems a natural conclusion that the unit does not exist at that moment.
All changing of unit interactions is also a balance issue to some degree. I get that it blurs the line between game patches and balance patches, but I think that is just how it is. Would you have preferred it if the change was delayed to the next balance patch? Why would that be better?
@indexlibrorum said in Deceiver < Stinger < Atlantis / Czar Do you think this should be a bug or a feature?:
Do you believe that knowledge of the game should translate in an advantage while playing the game?
I think in general my answer is yes, but I don't see how it is relevant. From this question we can't deduce that we should definitely keep this unit interaction.
@slicknixon said in Deceiver < Stinger < Atlantis / Czar Do you think this should be a bug or a feature?:
these are not good signs.
@veteranashe said in Deceiver < Stinger < Atlantis / Czar Do you think this should be a bug or a feature?:
Consistency is key
@indexlibrorum said in Deceiver < Stinger < Atlantis / Czar Do you think this should be a bug or a feature?:
I genuinely believe that the recent changes and decisions by the balance team are taking the game into a direction that is unhealthy.
I see that you have concerns, but I don't really understand what exactly you want.
Let me try to address the removing or rather changing of unit interactions as this seems to be one part of it, albeit not everything.
These ones have been explicitly named:
Ctrl k sat to destroy nuke
Asf hitting nukes to detonate
Asf hitting strat bombs
T1 aa hitting nukes
Off screening is bannable
The problem with the first three is that they are not hard to pull off and there is no counterplay. It was not a good option to just leave them as is as they turned out to be a real balance concern. If you just leave them in you get "faf is unplayable because of op cheese", if you patch them you get "faf removes all of the fun". There was an effort to patch these interactions in a way that preserves emergent behaviour as much as possible. For example the sat still does damage (I believe), but lands in a random location. The nuke now has a lot more HP, so it kills the AA projectiles and the colliding ASF instead of dying itself. So it still allows for simulated projectiles, but fixes the glaring balance issues.
Of course it was cooler when the nuke exploded because a random plane hit it, but is it still cool if nukes get catched by a scout swarm every game, making nukes useless? Do you have solutions to keep these interactions while still addressing the balance issues they cause?
That said, it seems you are also talking about a more general trend, but canyou be more explicit about this? Right now it feels like simply complaining, but I would like to arrive at solutions.
What do you think why things are running the way they are right now? What do you want to have changed?