Loading...
  OR  Zero-K Name:    Password:   

Fight move should override hold fire

12 posts, 330 views
Post comment
Filter:    Player:  
sort

DErankTopkack
5 months ago
im posting here because i reckon more people see this in forum than in ticker thus discussion
+1 / -0

DEranksnoke
5 months ago
(edited 5 months ago)

i use gremlins as scouts with fight move on hold fire, to avoid enemies (fight move) and not decloak on planes (hold fire)
edit: i mean, works fine for me as it is
+6 / -0



GBrank[GBC]1v0ry_k1ng
5 months ago
What is the situation where you would you want fight to make hold-fire units open fire?
+0 / -0

GBrank[Fx]Drone
5 months ago
What DEranksnoke said is legit but thats a neat little trick, a one off

If I was a derp nub and my units arent firing, I would expect FIGHT command to do just that.
+1 / -0

DEranksnoke
5 months ago
If I was a derp nub and my units arent firing because i set hold fire, i would expect that.
+0 / -0




AUrankAdminGoogleFrog
5 months ago
This is more complicated than it appears. What if you queue a move order and then a fight order? Presumably the fire at will should only take affect once the fight command is active. What if a unit had a hold fire command, switched to fire at will due to fight and then was manually switched back to hold fire while fight is still active?
+0 / -0


USrankAdminSprung
5 months ago
I think manually given Hold Fire should not be overridden.

I think there could be a toggle for whether non-manual Hold Fire (eg through cloaking, or default state such as bombers) is overridden by Attackmove.

I'd lean towards override by default but there's a side problem, what about one-use weapons? I think when people use Attackmove on a tacnuke or a bomber they actually mean Forcefire since with regular Attackmove it would get burnt on the closest target instead. Some Dotalikes have another toggle which controls whether Attackmove targets the thing closest to the unit, or closest to the place where Attackmove order was given. This would solve tacnukes but seems complicated. Replacing Attackmove with Forcefire for those units is probably more intuitive.

quote:
What if a unit had a hold fire command, switched to fire at will due to fight and then was manually switched back to hold fire while fight is still active?

Under the system above the unit would become Hold Fire indefinitely (until switched to something else manually) because manual is not overridden.
+0 / -0


CZrankAdminLicho
5 months ago
Also what if you have some group selected with mix of firestates? Or if you want some unit to auto keep distance but not fire yet.

+0 / -0




AUrankAdminGoogleFrog
5 months ago
There is already a widget for bombers which sets fire at will on fight.
+1 / -0


USrankAdminSprung
5 months ago
Potentially that could be a problem. If someone doesn't know about Forcefire and instead uses Attackmove to paint a target (like in other RTS) then they will waste their bombs when flying over random enemies.
+0 / -0

DEranksnoke
5 months ago
quote:

There is already a widget for bombers which sets fire at will on fight.

makes point. there can be good use for this, optionable.
+0 / -0



GBrank[GBC]1v0ry_k1ng
5 months ago
Maybe do this for return fire, not hold fire?
+0 / -0