Editing Unit Management
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===Raiders=== | ===Raiders=== | ||
− | Raiders on fight command will try to stay at maximum range to their target, and engage in dodging behavior by swerving side to side, helping them dodge many slower projectiles. Once they get in range, they will | + | |
+ | Raiders on fight command will try to stay at maximum range to their target, and engage in dodging behavior by swerving side to side, helping them dodge many slower projectiles. Once they get in range, they will circle around the target. | ||
===Assaults=== | ===Assaults=== | ||
− | + | Unit ai is not very effective for assaults. It is generally better to just line move them into the enemy, so they can soak up the maximum amount of damage and screen for your lower hp units like skirmishers or raiders. | |
===Artillery=== | ===Artillery=== | ||
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* Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the impaler or sling. | * Radar does not reveal precise location of things, and artillery will miss slightly if you don't get vision of the target at least once. It will shoot at the radar dot and not at where the target actually is. This has the greatest impact on very precise artillery like the impaler or sling. | ||
* Unit Ai can shoot at units and will not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defense turret, the arty will prioritize shooting that unit(as it is closer), but will probably never kill it. You can get around this by manually setting targets for your artillery. | * Unit Ai can shoot at units and will not prioritize buildings. What is closest will get shot at first. If there is a unit patrolling in front of a defense turret, the arty will prioritize shooting that unit(as it is closer), but will probably never kill it. You can get around this by manually setting targets for your artillery. | ||
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==Micromanagement== | ==Micromanagement== | ||
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Using line move is essential to maximize unit efficiency. | Using line move is essential to maximize unit efficiency. | ||
* It allows you to minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good. | * It allows you to minimize the damage your units take from attacks with splash damage (most riots have this). Spreading out your units is almost always good. | ||
− | * Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets. Units for the most part cannot shoot through each other. Units at the center of a ball are not able to shoot out of it! | + | * Allows you to form a concave, to maximize the % of your units which can fire constantly at their targets. Units for the most part cannot shoot through each other. Units at the center of a ball are not able to shoot out of it! |
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===Retreat micro=== | ===Retreat micro=== | ||
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===Hold Fire=== | ===Hold Fire=== | ||
− | Some units like the penetrator or sharpshooter(sniper) have a very long reload cycle. Default behavior of these units is to just fire at the first thing that gets into their range | + | Some units like the penetrator or sharpshooter(sniper) have a very long reload cycle. Default behavior of these units is to just fire at the first thing that gets into their range. |
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===Shot-Baiting=== | ===Shot-Baiting=== | ||
− | Some units like the picket or hacksaw have high burst damage, but then have a long reload cycle. While this contributes to their unique strength, this sort of behavior can be taken advantage of to minimize damage to your important units. You can send in a unit to absorb shots, like a scout dirtbag or assault thug, and then send in units that do high dps but have low hp, like bandits, a raider | + | Some units like the picket or hacksaw have high burst damage, but then have a long reload cycle. While this contributes to their unique strength, this sort of behavior can be taken advantage of to minimize damage to your important units. You can send in a unit to absorb shots, like a scout dirtbag or assault thug, and then send in units that do high dps but have low hp, like bandits, a raider. Doing this will allow you to more cost effectively take fights. |
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===Drawing units away=== | ===Drawing units away=== | ||
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