If you want the Bytro take on this:
In our view shoot'n'scoot is an unintended exploit that we do not want in the game. Just to be on the same page, shoot'n'scoot is when you attack a ranged unit with another ranged unit but pull back your own ranged unit so fast that the server does not react in time to issue counter-fire. We are not talking about the balancing between arties and tanks here for example. As long as shoot'n'scoot is in the game you are free to use it of course. But the only reason why it is still in the game is because so far it did not get priority and enough resources to be fixed. But it is still on our list to do something about it at some point, for example by adding a movement delay after fireing for all ranged units so that the other ranged army has time to respond (it wouldnt be as long as suggested earlier in this thread though).
This is not so much about unit balance for us, but about the fact that this is a grand strategy game, not an action game. And this game runs 24/7, so naturally there are phases were a player cannot respond. So any tactic that requires extreme levels of activity and micromanagement, and that allows beating players who are currently offline with 0 casualties, is not in the spirit of the game. To less experienced player it is very disheartening and it also looks totally bugged to see your own units die to the same enemy unit type for some unexplained reason.
If we ever did such a change (I cannot tell when this happens) and see that this nerfs ranged units too much, we would buff their other stats (e.g. damage) or increase their normal move speed to make up for it. As I said, it's not about changing unit balance but about balancing game mechanics and bringing them in line with the type of game this is.
In our view shoot'n'scoot is an unintended exploit that we do not want in the game. Just to be on the same page, shoot'n'scoot is when you attack a ranged unit with another ranged unit but pull back your own ranged unit so fast that the server does not react in time to issue counter-fire. We are not talking about the balancing between arties and tanks here for example. As long as shoot'n'scoot is in the game you are free to use it of course. But the only reason why it is still in the game is because so far it did not get priority and enough resources to be fixed. But it is still on our list to do something about it at some point, for example by adding a movement delay after fireing for all ranged units so that the other ranged army has time to respond (it wouldnt be as long as suggested earlier in this thread though).
This is not so much about unit balance for us, but about the fact that this is a grand strategy game, not an action game. And this game runs 24/7, so naturally there are phases were a player cannot respond. So any tactic that requires extreme levels of activity and micromanagement, and that allows beating players who are currently offline with 0 casualties, is not in the spirit of the game. To less experienced player it is very disheartening and it also looks totally bugged to see your own units die to the same enemy unit type for some unexplained reason.
If we ever did such a change (I cannot tell when this happens) and see that this nerfs ranged units too much, we would buff their other stats (e.g. damage) or increase their normal move speed to make up for it. As I said, it's not about changing unit balance but about balancing game mechanics and bringing them in line with the type of game this is.