When you attack move your units will attack walls instead of the enemies army. If I'm at the edge of a wall and I can just go around the wall to attack it's so annoying when my units just stop and attack the walls.
As I suggested quite a few times already: Make walls neutral and block shots for all factions, disabling automatic attacking and making them more strategic decisions.
But what if you actually want to destroy the wall, do you need to click on each wallsegment with an attakc order?
? as soon as you units range is empty of other enemy units, your units will primary the walls as the wall will be top of the priority list (since list only has that element). I'd actually like neutrality like in supcom because this allowed you to use other's walls against them when the tide turned in your favour (....up until they realised what you were doing and ctrl-K the walls .....sometimes that realization never occurred, very funny.)
that would be a "fortified turret" anyways.... yeah it would target the turret with most of the shots hitting the wall. no difference to now. changes nothing.
Semantics. You don't get it though, what if I WANT to hit the walls, example: Inferno, I'll have to tell them to hit each and every wall.
you can. he never said they wouldn’t be targetable. just make a nice area command just outside of the turret or right click them. in supcom shift-alt-k-right clicks spread out the selected targets amongst your troops. hopefully we can have that so we can be more specific with our area attacks.
The problem happens when you breach the walls or go around the walls, your units will turn around and attack the walls even though they can attack the enemy units. I propose that attack move only affects unit attack behaviour, i.e. my units will not stop to attack any static structures, but will obviously still attack the static structures while they are manouvering themselves towards enemy units.
Hm.. that's odd because that shouldn't happen, walls used to have really high target priority in alpha, but it was fixed. Maybe it's a bug?