Attack move
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Since it is a bit difficult to estimate the range of units would it possible to either change how this ability works or to another for units with sort range-mid range so that they actually stop at close range for SMGs and mid range for mid range weapons?
Posts: 3260
Posts: 1351
Posts: 3260
Would be really nice if they could come at least slightly closer, because from my experience the first model starts shooting and the rest are just out of range and seem to be holidaying
I find its main function for infantry is to stop them charging to their deaths: they stop and bark at you for orders.
In that sense, perhaps CQC units attack moving to close might well be a bad thing.
Posts: 1351
I find its main function for infantry is to stop them charging to their deaths: they stop and bark at you for orders.
In that sense, perhaps CQC units attack moving to close might well be a bad thing.
Yep
Posts: 13496 | Subs: 1
I find its main function for infantry is to stop them charging to their deaths: they stop and bark at you for orders.
In that sense, perhaps CQC units attack moving to close might well be a bad thing.
It could be a toggle option for QCB.
The problems are:
These infantries have little reason to move closer than 10
It is difficult to estimate distance
Even if you do estimate correctly some model will be left behind.
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Posts: 3260
It could be a toggle option for QCB.
The problems are:
These infantries have little reason to move closer than 10
It is difficult to estimate distance
Even if you do estimate correctly some model will be left behind.
Perhaps. Then it's a matter of judging if the functionality is worth the extra complexity in the UI.
It's mostly moot though: I'm next to certain this isn't something that could be added without a janky workaround and a ton of work to implement it.
Posts: 13496 | Subs: 1
Perhaps. Then it's a matter of judging if the functionality is worth the extra complexity in the UI.
It's mostly moot though: I'm next to certain this isn't something that could be added without a janky workaround and a ton of work to implement it.
It seem that it is simple enough to implement.
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Anyone knows why attack move on most scout cars such as the UC is bugged af? From my experience they literally drive up to faust range before they stop moving and shoot
Deacceleration, you can see this most prominently on OKW flak HT, which with a-move will start setting upwaaaay earlier then it stops, because it "stopped" already, but model was still deaccelerating.
For some reason it works like that with a-move, but not with manual micro as in manually controlled vehicles response without this kind of "drifting".
Posts: 13496 | Subs: 1
Anyone knows why attack move on most scout cars such as the UC is bugged af? From my experience they literally drive up to faust range before they stop moving and shoot
This is rather weird but the UC has crazy high mobility stat that might be messing with the unit's pathing.
Posts: 3260
It seem that it is simple enough to implement.
Could you make a test mod for it?
Posts: 817 | Subs: 5
It seem that it is simple enough to implement.
If the modding tools cannot do it, then the patch-team cannot either.
Move commands are not abilities, these are actions hidden away in the core-game.
Posts: 13496 | Subs: 1
If the modding tools cannot do it, then the patch-team cannot either.
Move commands are not abilities, these are actions hidden away in the core-game.
There seem to be way to do it with the tools. For distance flamer units will move to range 20.
Posts: 817 | Subs: 5
There seem to be way to do it with the tools. For distance flamer units will move to range 20.
That sounds like it is linked to the maximum weapon range.
Posts: 13496 | Subs: 1
That sounds like it is linked to the maximum weapon range.
Well one could probably add a "invisible weapon" with no damage with max range the desired one.
Posts: 178
Well one could probably add a "invisible weapon" with no damage with max range the desired one.
Not only is that not possible, that would be the most inane way to try going about it and would only cause more problems down the line. Attack Move is fine and doesn't need some ridiculous Spaghetti code added.
If you don't understand the backend of the game and the tools you're attempting to theorycraft for, don't speak so matter-of-factly about how "easy" supposed solutions would be, because I guarantee you they aren't easy.
Posts: 13496 | Subs: 1
Not only is that not possible, that would be the most inane way to try going about it and would only cause more problems down the line. Attack Move is fine and doesn't need some ridiculous Spaghetti code added.
If you don't understand the backend of the game and the tools you're attempting to theorycraft for, don't speak so matter-of-factly about how "easy" supposed solutions would be, because I guarantee you they aren't easy.
I have explained what the problem with attack move are.
Posts: 178
I have explained what the problem with attack move are.
Sorry, correction.
"Attack Move is fine if you have 2 braincells to rub together and understand the basic concept of micro."
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