Okay, okay, I’ll revert back to the topic of the thread. Some people are saying that the responsiveness is a bug. This doesn’t seem to be the case, at least from my experience. The delay in response seems to mostly be due to two features of the gameplay, the first is the mentioned turn rate, and the second is the formations.
If you were to change anything… I could settle with getting rid of formations. For those who may not know, when units in a selected group move in WC3, they will adjust into a formation where melee units are at the front and ranged units and spell casters are in the back. In concept, it’s not bad, and many RTS have done it effectively before (Age of Empires II comes to mind), but with the early 3D engine and collision of WC3, it makes moving units wonky, to say the least.
As a comparison, Starcraft does not do this. In Starcraft, your units move directly to the spot pointed, no matter whose first and what attack types they have. This is why Warcraft 3 seems and, well, is slower.
If we were to ‘fix’ up the unit movement, this would be the thing to improve or maybe scrap all together. To improve would simply be to make it smoother, decreasing collision sizes of units, making tighter formations, and other tricks to lessen the delay of unit response whist everyone is waiting to get in line.
In the case of unit responsiveness, I think the problem is rooted in more than just ‘bugs,’ but actual flaws in the mechanics. The mechanics could be improved, like formations could be smoother and maybe the rotation delay sped up slightly. Tossing them entirely is simply what I don’t want to happen, and that is what I’m defending.