Front line Engineers

Discussion in 'Planetary Annihilation General Discussion' started by grogyan, November 28, 2013.

  1. Infrabasse

    Infrabasse Active Member

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    Acceleration makes them a lot quicker overall through buildings and rough terrain.
    Last edited: December 24, 2013
  2. stormingkiwi

    stormingkiwi Post Master General

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    Half a second faster to move places... That's pretty minute. Let's not kid ourselves. . .

    but hey, if that works for you, it works for you
  3. Infrabasse

    Infrabasse Active Member

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    Considering how tight they can pack up, when you have a group of 10 franticly setting up emergency defenses within your crowded base I'm pretty sure it'd equate to more than just half a second benefit.

    Anyway that's how I work my engineers and I don't see any reason to change my ways at the moment.

    edit: actually I forgot that I generally end up with vehicle fabbers in the proxies I need expanded, since I don't bother building bot factories there if my bot fabbers have gone somewhere else. They're weaker so I guess it's not ideal on the "frontlines" but no play is perfect.

    Things do change sometimes, my play isn't rigid and I try to adapt to the situation at hands, but the main idea is, in your main base you want build power, and you can get more of it for the same price building bot fabbers.

    Anyway sorry for going off topic, we were talking combat engineers.
    Last edited: December 24, 2013
  4. grogyan

    grogyan New Member

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    My problem is that there is too many types of fabbers anyways, let alone another one just for repairing units.

    The Uber team has mentioned several times that the game is not yet properly balanced. What i'm asking for is an option in terms of gameplay. Ie big units where you have spent a lot time and resources on eg T2 (and above) could/should have some fabbers dedicated to the "highlighted" army. Currently fabbers cannot be band box selected with offensive units, repair units withing the selected army whilst moving and attacking.

    Requires about 5 minutes worth of coding time.
  5. Infrabasse

    Infrabasse Active Member

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    Yes, instead of a box selection based on the predominant type of units in the box, I'd like a hotkey modifier to select what unit type I want selected. If no modifier is applied all mobile units in the box are selected.
    Also area commands are area based, in some most cases we'd want them to target the units within the area, not the area itself, so that the command remains valid once the targetted units move outside the circle. This is valid for fabbers assisting units, bombers targeting blobs of tanks on the move as currently by the time bombers get there the tanks are somewhere else, etc ...
    stormingkiwi likes this.
  6. stormingkiwi

    stormingkiwi Post Master General

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    The one exception. .. when you don't want your mobile repair crew walking into the enemy base because they have become fixated on repairing that one dox....

    That's kind of a point. Never really noticed myself.
    I say again, if it works for you, it works for you.
  7. Infrabasse

    Infrabasse Active Member

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    Well you do want to keep some micro in the gameplay. If the game plays itself it's no fun anymore.
  8. stormingkiwi

    stormingkiwi Post Master General

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    Bad micro. Tell them to area assist if you want them to take a walk. Tell them to area repair if you want them to repair anything that enters that area.
  9. andrewic

    andrewic New Member

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    Yeah, I know - my first post in the thread notes my remarks were 'Subject to the usual disclaimer about the balance phase not having started yet'. That point certainly wouldn't be worth a thread; but in the context of combat engineers, something along those lines would be IMO one way of balancing out fabrication vehicles. But, the vitriolic censure that ensued suggests it would be about as popular as a fart in an elevator....

    Cheers --

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