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Title: [A] Small Teams All Welcome
Host: Nobody
Game version: Zero-K v1.9.7.0
Engine version: 104.0.1-1544-ge1f249f
Battle ID: 1150281
Started: 3 years ago
Duration: 22 minutes
Players: 8
Bots: False
Mission: False
Rating: Casual
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Team 1 Won!
Chance of victory: 69.1%
XP gained: 103
GBrankdyth68
USrankcabinboy
GBrankGeoruku
NLrankdutygo1
Team 2 Lost
Chance of victory: 30.9%
XP gained: 88
unknownrankMmmmM died in 21 minutes
FRrank[Kf3in]C21 died in 20 minutes
GBrankthe_green_squig died in 22 minutes
NLrankrecklessleeper died in 22 minutes
Spectators
USrankDave[tB]




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3 years ago
Fencers on the right at repeatedly move forward to point blank range when told to attack an enemy unit. First happens at 6:07 and then at 7:30.
+1 / -0


3 years ago
Thanks for the report.




I'm not exactly sure what you want here in terms of unit AI. If you manually issue a Force Fire order on a particular target then the units will move until they have a clear line of fire, then fire. Moving towards the target is the simplest way to guarantee that a line of fire will be found. Moving sideways would often be smarter but it puts more choices on the unit AI (which way to go, for one) and I feel like those sort of positioning decisions are up to the player.

Perhaps in terms of mechanics you would rather have wrecks not block projectiles, or at least have Fencer fire in an arc, so this sort of control isn't required?
+0 / -0


3 years ago
quote:
have Fencer fire in an arc, so this sort of control isn't required?

That would immediately destroy the requirement for Fencers to make firing lines, as well as remove their vulnerability to being attacked from the side.

Personally i settarget things i want focus-fired by fencers without causing them to pack up and do crime.
+3 / -0