Retreat path.
Posts: 4630 | Subs: 2
For example, Oka River. I was flanking with 2x Grens with LMGs and PzGrens with Schrecks from left side for bottom ammo (I knew middle was taken). In a moment I needed to retreat. Obvious way, for me, would be path I walked to that point. Free from enemies but no. My suads decided to run through uncovered middle stragith into maxims, schocks, shermans etc. Result? All dead.
Reatrat path algorithm makes units to run the shortest way but not the wisest.
I mean, If I would be a soldier and had to run away I would not do it stragiht into my enemy, right?
I think retreat path needs some improvements so that it would not the shortest but the safest.
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If you're sticking on the right side as axis and the allies have taken the middle VP then all your retreating units will run into death.
Posts: 2693 | Subs: 1
If the retreat system got this map-hack, you could never cut-off the enemy retreat path with a flanking squad because the enemy will always avoid your flank even though he hasn't seen it.
Without the map-hack you would just get real silly retreat paths that are not safer than we have now and will only be less predictable for either player.
So with this in mind, I would like to keep the retreat system as it is now.
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But you could implement a function that creates a retreat route depending on where enemies have been seen in the last 15 seconds or so. Let's say every enemy unit has a radius that the retreat function tries to avoid. Then, when retreating, your units would choose the safest and quickest way.
This. Right now it's like: I see massive blob of enemies ahead of us but let's just run into them.
It should be different. If retreating units spot enemy, they should look for free path.
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The only thing they could add would be retreating over fences... maybe!
Posts: 8154 | Subs: 2
Retreat is OK as it is. If you want a safe retreat then soft retreat. If you want to run home as fast as you can then it will be the shortest way.
Exactly.
Learn 2 retreat
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Posts: 432
Retreat is almost a get-out-of-jail free card, where you trade imminent danger for lost field presence. If you know your retreat path is dangerous, then you will need to soft retreat first by issuing a move-order so that the default path is no longer as dangerous, and then retreat. If you can't do either a safe soft or hard retreat, the unit shouldn't be there in the first place.
The only true issue with the retreat system is 1) it does not factor climbable-fences in the equation (see Faymonville) 2) units sometimes get suppressed on retreat. Everything else is working as intended.
Posts: 175
That can't work unless you include a 'maphack' ability with retreat. You knew the center of the map had high troop concentrations, but if they are in the fog of war, the retreat system would need a map-hack to calculate the safest route.
If the retreat system got this map-hack, you could never cut-off the enemy retreat path with a flanking squad because the enemy will always avoid your flank even though he hasn't seen it.
Without the map-hack you would just get real silly retreat paths that are not safer than we have now and will only be less predictable for either player.
So with this in mind, I would like to keep the retreat system as it is now.
+1, working as intended.
Posts: 210
Like I can set in which route my specific troops can retreat! Its like the rally point...
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Posts: 589
You might lose a squad, or even 2, but it's better than losing your entire infantry. High risk, high reward tictacs should be just that. High risk.
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