https://www.dropbox.com/s/1nnpnpy2l2s0exa/IR_Halftrack_new_ability_v2.sga?dl=0
The halftrack has an timed ability which ignores line of sight, same effect as in the video of Olekman. It also detects camouflaged units within the sightcone while the ability is active.
Great. Thanks for the link. |
Optimum range depends not only what you are attacking with but also what you are attacking. Conscripts optimum range against Stormtroops is max range. Against Grenadiers its close range. Optimum range is also not really that relevant due to the cover mechanic (e.g. it's better to be in green cover at 18 range than be in gray cover at some ideal 15 range point or whatever). Then there is the fact that almost every unit in the game has a weapon where max DPS is achieved at close range, so you can't use that as a metric either.
It just seems impossible to implement in a meaningful way, without also making the game play itself. So.. why bother?
What makes you think that it is "impossible to implement in meaningful way without also making the game play itself"?
The game already plays itself and that makes moving units into desired range very difficult due to number of thing like formation and cover gravity.
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I like the approach allot but it should be an ability and no always on and then it would require micro.
Actually it would more like a unit able to fire "free" flare.
Sneakeye is you MOD publish so we can test it? |
Because an Elephant crewman wrote about how shooting at infantry with the Elephant's main gun was basically impossible, like trying to smash a tiny ant 1km away with a high velocity round.
Although "realism" argument hold little merit the 88 gun was a very capably gun.
It actually could be fired with timer to explode mid air above enemy troops with devastating effects.
The Elephant where used in real life both against vehicles and against enemy strong points. |
The point of Attack Move is so that your units don't get engaged in a fight you didn't want and don't go walking into their death while you were looking away. At max vision distance you can pull out, re-maneuver, or in the instance of a CQC unit coming up on an inferior unit, frontally charge them and force them away.
If you're simply taking fights with Attack Move and not issuing any orders to your unit that encountered an enemy, you're doing it wrong bud. Attack Move is not intended to be the end-all be-all of issuing a unit an order. It's a security measure first and foremost.
And once more I have explained how difficult it is to maintain optimum range.
If you problem is the attack move order then you should asking for a different attack order instead of becoming toxic. |
I mean, have you? SMGs for example have long range - they just don't do any damage there. What happens when you have a squad like PPsh conscripts or G43 grenadiers?
Conscripts PPsh DPS peaks at 0, but one is better off maintaining range 10
G43 grenadier peaks at range 0, but they are better off maintaining range 6.
Of coarse that depend also on what they are facing. |
Sorry, correction.
"Attack Move is fine if you have 2 braincells to rub together and understand the basic concept of micro."
So I guess you belong to the people that have 2 brain cells and you can maneuver CQB to squad so that all entities are exactly at 10 range. My apologies if my micro is not that good. |
Not only is that not possible, that would be the most inane way to try going about it and would only cause more problems down the line. Attack Move is fine and doesn't need some ridiculous Spaghetti code added.
If you don't understand the backend of the game and the tools you're attempting to theorycraft for, don't speak so matter-of-factly about how "easy" supposed solutions would be, because I guarantee you they aren't easy.
I have explained what the problem with attack move are. |
That sounds like it is linked to the maximum weapon range.
Well one could probably add a "invisible weapon" with no damage with max range the desired one. |
If the modding tools cannot do it, then the patch-team cannot either.
Move commands are not abilities, these are actions hidden away in the core-game.
There seem to be way to do it with the tools. For distance flamer units will move to range 20. |