Opinion: Was the December pathing change good?
Posts: 1664
Posts: 1276
Another way to help path finding is to reduce vehicle size so they dont clip on literally everything.
Posts: 128
IF they are trying to make noobs capable of reversing the vehicles they should start with editable key bindings instead of this imbecile nonsense!
Posts: 2307 | Subs: 4
Pros:
Nothing
Cons:
It gets your things killed
It's frustrating
There is no reason at all to keep it.
Posts: 1157 | Subs: 2
This change only took more control AWAY from the players under the assumption that they were too terrible at the game to press the reverse hotkey before issuing a move command.
Posts: 4928
Posts: 43
There is no benefit to this at all if you know how to use the reverse hotkey, and it gets in the way of normal movement sometimes.
The trouble is that the reverse key for classic hotkeys is U, which is possibly the worst key you could hope to use. Move the key to something closer to the left side of the keyboard (like R for grid keys) and there would be no excuse not to be using it.
Posts: 243
Posts: 2636 | Subs: 17
There is no benefit to this at all if you know how to use the reverse hotkey, and it gets in the way of normal movement sometimes.
Pros:
Nothing
The December pathing change has actually brought a single benefit to unit behaviour:
When you try to move multiple Vehicles from one area to another, the new pathing will cause significantly less vehicle rotation (and thus less of a traffic jam).
This is PARTICULARLY useful when the enemy tries to summon a sneaky artillery barrage (e.g., stuka dive bombing) right in the middle of your armoured column. With the old behaviour, it would be very difficult to salvage your vehicles. With the new behaviour, you actually have a chance.
With that being said, I would rather they reverted to the old pathing, unless they plan to refine new pathing very very soon.
Possible ideas to fix:
1) When the player gives a move-facing command (hold right-click), the vehicles should first rotate before moving
2) Reduce the no-rotation distance from 50-ish to something smaller (e.g. 30-ish)
3) When the player uses an attack-move command, again, the same
Personally, I prefer #1 and maybe #2 as well on top of that. #1 will make things more predictable.
Posts: 4630 | Subs: 2
Yellow arrow to point direction.
Green - what I expect.
Red - what actually happens
Arrows on green/red lines show front of the tank.
In other words, I think vehicles should TURN first and then move instead of moving in first place and turning at the end of the road (showing rear armor all day long).
Right click and show image for bigger picture.
Posts: 2307 | Subs: 4
The December pathing change has actually brought a single benefit to unit behaviour:
When you try to move multiple Vehicles from one area to another, the new pathing will cause significantly less vehicle rotation (and thus less of a traffic jam).
This is PARTICULARLY useful when the enemy tries to summon a sneaky artillery barrage (e.g., stuka dive bombing) right in the middle of your armoured column. With the old behaviour, it would be very difficult to salvage your vehicles. With the new behaviour, you actually have a chance.
With that being said, I would rather they reverted to the old pathing, unless they plan to refine new pathing very very soon.
Possible ideas to fix:
1) When the player gives a move-facing command (hold right-click), the vehicles should first rotate before moving
2) Reduce the no-rotation distance from 50-ish to something smaller (e.g. 30-ish)
3) When the player uses an attack-move command, again, the same
Personally, I prefer #1 and maybe #2 as well on top of that. #1 will make things more predictable.
I was not aware that they had made any changes to vehicle rotation besides deciding whether to reverse and rotate.
Posts: 175
Posts: 2636 | Subs: 17
I was not aware that they had made any changes to vehicle rotation besides deciding whether to reverse and rotate.
The nature of the change was exactly what you describe.
We all know the negative side-effects of the change.
The positive side-effects of the change are the following:
1) The tank would close the distance to the destination faster (thus getting you out of the danger zone)
2) Since tanks are now on the move, it is more likely that they phase through one another rather than create a monumental traffic jam.
That is to say a tank that would normally have to rotate before (and thus block ALL your other units) will now no longer block your entire column.
Have a look here:
http://www.coh2.org/topic/31417/vehicle-phasing-a-how-to-guide
Posts: 2307 | Subs: 4
The nature of the change was exactly what you describe.
We all know the negative side-effects of the change.
The positive side-effects of the change are the following:
1) The tank would close the distance to the destination faster (thus getting you out of the danger zone)
2) Since tanks are now on the move, it is more likely that they phase through one another rather than create a monumental traffic jam.
That is to say a tank that would normally have to rotate before (and thus block ALL your other units) will now no longer block your entire column.
Have a look here:
http://www.coh2.org/topic/31417/vehicle-phasing-a-how-to-guide
Why couldn't that all be achieved with selecting all the vehicles and telling them to reverse out of the way?
Posts: 2636 | Subs: 17
Why couldn't that all be achieved with selecting all the vehicles and telling them to reverse out of the way?
Good point. The case I had in mind is that some of the vehicles might have been facing the other way to begin with (e.g., right after a tank battle)..
... or you could have some damaged vehicles returning to the front and catching up with your mobile artillery.
Those are corner cases, I agree; something had to be done about those cases too, though.
However, I do agree that players now lack complete control over their vehicles and that is more important.
Posts: 4314 | Subs: 7
Ofcourse its bad. change to pathing before. Now all tank crew looks like drunk
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