#Fire x shots order.
1 messages · Page 1 of 1 (latest)
what's the purpose of this tho, @lime gorge ? most units do fire on the move on the bar, and you can setup the hold fire toggle on/off for specific units like Janus.
can you go into detail why it's needed?
In OTA if you clicked an attack order on the ground the unit would fire 1 shot. So you could walk a barrage on the map by shift clicking on the map a bunch of times. In bar if you tell a unit to fire at the ground it will just continue to fire on that spot indefinitely. So you have to constantly retarget it to walk it. Basically I think that an OTA style attack order should be added in addition to what we have.
On top of that you could do better hit and run with longer range units. As in select arti group. Tell them to fire x shots into an area, tell them to move back, hit repeat
I suppose the singular one could be useful for chaining up a series of artillery attacks into cloaked areas/ areas without line of sight
sometimes you get the situation where you think they've got a line or group of units somewhere hiding under a jammer, but you can't explicitly target units
or you want to predict a line of retreat
and either way you can't queue things cause there's no explicit target or confirmation of the kill. also sometimes I'll target guardian or artillery at a spot, and what I really want it to do is punch out 5/10 shots and then return to normal targeting behaviour...
cause it's either killed the thing, or they've got enough healing that it hasn't/ they've moved/reclaimed it...
but either way I want the unit to start targeting other things if they become viable, whereas currently force fire into nothing not only goes on forever, but actively stops picking up new targets until you tell it to stop
Yeah it would be nice for queuing up lrpc targets actually
BAR has two settings to be aware when engaging enemy, @lime gorge
1 - is attacking unit or ground with attack move (indicated with red color)
2 - is being able to additionally set the target onto the unit or onto the ground (indicated with yellow color)
what I suggest to do, is to plan where utilizing one or both is good for the game.
one widget you can get is my "procrastinator" widget (that basically skips whatever the current action is)
#widgets-download message (i have binded it on B)
then say you do queue attack moves with LRPC, then, with your lrpc selected you can press B to "go to next target" @ivory geyser
that way, you can queue and move to next easy. it's also useful for constructors (slapping down multiple frames fast)
if you want to expand on this, I think this behaviour you are looking for is already done with bombers, which for sure, just drop one load and then move on to the next action, so figuring out how bombers does it could be a way of implementing it.
for @balmy patrol yeah, without widget thats probably the hardest part. with radar coverage there is some options but nothing is automatic. have to be microing for the most part.
with my widget you can also technically cut the order just as the bombs launch, not waiting after.
also with things like t1 veh artillery, you'd be better off drawing set target on the map if you want to be on the move all the time (or dont at all). most engagements are fine with patrol / fight move or attack move dragged onto units (have to think about whats the best attack move, because you get two of those behaviours as well).
Yep that's another classic use.
The widgets sound really cool, I'll definitely check them out.
I got your widget and got it to show up in the widget nenu. How do I bind a key to it? I tried editing bar_hotkeys_custom.lua but that doesn't seem to be working
im not sure how those custom works, bind is
bind b procrastinate
so in the custom lua you might want to do
{ "b", "procrastinate" },
and probably switch in the settings to enable custom keybindings
maybe check pinned posts in #⌨|keybinding-support as I posted one method there which i use, which isn't using lua, rather the older implementation