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Units tunnel vision and suiciding

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5 years ago
Hey,

I think that everyone experienced their Firewalkers, Lances, Pillagers, Snipers, Impalers and many (not excluding) artilery units suicide when chasing after that flea or something that appeared on the radar.

I wondered how much consuming CPU would be a widget/gadget that periodically every X frames (say 70) updates fight mode to enable it to change targets. It utterly sucks when your units kill themselves in dumb way when you're not looking and I always perceived that it's in zero-k's spirit to improve these situations with all of the micro capabilities that the game presents.

Another issue is units literally killing each other (mostly Snipers and Lances - also Rockos) usually by moving into neighbor that fires. Did anyone come up with some solution to that problem?

Would any of presented below suggestions fix the problem?
* Anti-cluster mechanics like refusing to shoot when too close to another unit and queuing move to position that is at least X (3?) elmos away - if fails for 2 seconds then shoot anyways. Similar what builders have when they can't build.
* maybe expanding some unit boxes to achieve the above but keep hitboxes the same - I'm not sure how boxes work, I just know there are few kinds of them in spring
* lowering lance's hitbox (so it starts much lower than the tower with gun)
* remodelling sniper to shoot from the head and give similar treatment

Curious to hear what you have to say.
+5 / -0

5 years ago
spot on
+0 / -0
5 years ago
Wouldn't "hold position" and "F" command fix this? I mean,in this state your arty won't skirmish and run from threat, but how good heavy arty are at running anyway?
+0 / -0
Yes it is a partial remedy but it removes the auto retreat micro which is very helpful. All I'm asking for is a fix for fight move.
+0 / -0