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Lobster launch targets

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25 days ago
Is there anyway to chose who I can launch based on player\priority or any other state?

For example I want to avoid launching ally merlin to capture enemy strider or lob them into lava?

Would it be problem if I made widget for that and will lobby allow me to play with local widget?
+0 / -0
You can make widgets, but widgets doesn't alter the rules of the game. Game rules doesn't allow to selectively lob certain units and not others, it takes everything in its radius.
The only thing you could do with widgets is preventing to lob anything if some unwanted units are in its radius.
If I have to guess you have a problem splitting your units and instead got everything selected and moving together at all time.
There are various way to control units separately, ctrl+X (or double click a unit) and control groups...

+2 / -0

25 days ago
ctrl+x, doubleclick a unit, you are forgettng my personal favorite all-of-one-unit-on-screen shortcut, ctrl+left click
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24 days ago
That answers my question about lobsters.
What widgets can alter than? I assume that targeting priority or filters would be part of game too. There are some widgets for units AI like caretakers so I don't understand where the line is so to speak.
+0 / -0

24 days ago
The line is generally consistent, repeatable behavior, or as consistent as physics will allow. Also, not making some overly complex micro management hell. Shields are a good example: it might be beneficial to a player to have manual control over what shields they own link with other shields, to block tacnukes for example. But then the player can make decisions that hurt themselves, like not linking a large spread out array of shields vs tremor. Additionally, the offensive player attacking shields now has to know that they have a wide diverse set of tactics, and some of them won't work if the enemy has rifles certain unit states, which is totally hidden. So for shields, the decision was made that you don't have any control of shield linking, it's a physics thing.
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