#Change behavior of units that lose sight of attack-target

1 messages · Page 1 of 1 (latest)

plain herald
#

Currently when a unit has LoS on an enemy unit/static, and you A-click it, it will start firing on it from the spot it's standing at (or move closer). However, if there's no radar or the enemy unit is in a jammer, once the unit loses LoS on the enemy unit it will attempt to move to the spot where it was last seen. This is best explained in this example:

  • Enemy has an HLT
  • I bring t1 artillery units
  • I have vision on the HLT because of a radar I built just on the edge of it's range
  • I order all of my artillery to Attack it with A-click
  • Enemy destroys my radar -> I lose sight of the HLT
  • Artillery units now attempt to move to the spot where the HLT was last seen.

What I propose is, that if a unit loses los on an enemy unit it was supposed to Attack, it will attack the ground where it was last seen instead of moving there.

The current situation is just extremely annoying, two seconds of looking away during which the enemy destroys the radar, and all arty is dead.

lapis olive
#

Agree, but not about the part of attack ground. Seems logical that if turret disappears, units stop firing and dont move.

plain herald
#

even not continuing to fire at the spot would be fine, just make the stop the movement

vast pecan
#

the behavior u described wouldnt happen if you A+left click and groundfired. The only scenario where they would walk into the target if its ghost or radar blip disappeared is if they were on fight command or you specifically clicked their icon with a right click. I think its fair that you are relying on targeting the ghost the unit should move if the ghost disappears.

Its like anything else, you want it to chase the target by slightly moving into range. imagine you right click a commander and you are just out of range, you dont want your unit to move up to its range to hit the target? that sounds much worse

#

Although, i do think that the default should be right click - > set target. Its much better for micro and honestly keeps a lot of people back. almost all good players enable it.

atomic iron
#

Don't you need the unit to be set to Maneuver or Roam so that it starts walking about.

vast pecan
plain herald
#

the issue is there's no easy way to target ground if a unit is there - i have to zoom in a lot.

#

Not to mention the cursor has a tendency to snap to visible units/statics

plain herald
#

Its like anything else, you want it to chase the target by slightly moving into range. imagine you right click a commander and you are just out of range, you dont want your unit to move up to its range to hit the target? that sounds much worse

I (and I'm sure basically everyone) don't attack move commanders - too easy to get dgunned. It's way better to hold fire, set target, and manual micro the movement to get in range

wicked flame
plain herald
#

Of course I know about set target - the problem is that it doesn't make units attack at their furthest possible range

#

And no, fight move isn't viable, because the unit will keep moving after it loses sight of any valid targets

vast pecan
#

I think current functionality is great dont really have any issues with micro

worldly atlas
#

I'd prefer it to stop the attack and go back to it's default state when vision/detection is lost.

Driving forward to find it is not a good thing to do.

ancient urchin
plain herald
#

but why is there a need for me to do that? to drag a line that tiny so all the shots hit the center almost perfectly requires me to zoom in needlessly

#

Having units not move to the last seen location of their A-click target would solve everything

ancient urchin
#

Hmm, yeah fair. I guess I just always order arty like that out of habit. In contrast I a+left click grunts and I DO want them to move to the last known location, not stopping or attacking ground. Usually when chasing down rovers that outspeed them.

plain herald
#

once you lose LoS and radar sight on units, the a-click command is lost anyways

#

@glossy basin what do you think about this suggestion?

glossy basin
#

I think we are lacking in willpower in the widgets department on the developer side. I haven't seen much activity in that department recently.

#

The problem you describe sounds valid and annoying. I believe a fix to this would be accepted. After all the discussion in this thread, do you have the ideal behavior figured out? Can you present it in a bullet point list format?

plain herald
#

Well, either:

  • The unit continues to attack the ground spot where the target was last seen
  • The unit stops attacking and does not move
#

I think the second option would be more preferable

glossy basin
#

The chase behavior is... I dunno. Difficult to say what should happen. A rushdown style unit should go in for the kill maybe but arty should definitely stay at max range.

#

Maybe the determining factor should be the movement state - manuever or roam will chase, hold position will... Well... Hold position.

plain herald
plain herald