Lots of shots from ants just seem to get absorbed into the wreckage of other tanks and misc. Really what gives? Even shots from levelers just disappear inside some wreckage. Wreckage can also block vanguards & infernos from getting close enough to make critical shots.
It doesn't make sense to ME. Why is like this? What point does it serve? "He won the game by exploding all his units around his commander, their combined health making it impossible for enemy troops to reach him..." This is, of course, an exaggeration, but it just eludes how this is necessary in-game.
Wreckage deteriorates with enough damage dealt to it. One reason I see for wreckage is that it dynamically alters the terrain.
It also has a very valuable use of being mass deposits based on a % of the units max hp? not sure on how the value is worked out. But if your low on mass you can send fabbers out to reclaim the mass boosting your eco temporarily especially if your running on -ve mass helping you get out buildings and tanks faster
Solid wreckages work actually quite nice. They increase the cost of advancing across a previous front line which is exactly what they were supposed to. From both sides, that is! What's not working yet however: Infernos and Vanguards as well as heavy bots should use their weapons to destroy wreckages blocking their pathing automatically. Right now that's just yet another nasty micro clickfest added to the problem.
Speaking of destroying wreckage, it's kinda frustrating how right clicking on a wreck with combat units causes them to target it. Not that there shouldn't be a way to target wrecks but I'd rather it not be so easily doable by mistake. Mike
Why are units so easily physically pushed aside by other units? For gameplay. Why is wreckage solid? For gameplay. Not that I don't think that's dumb, because, in my opinion, it creates unfun gameplay. Wrecks need to sink/be pathable ASAP.
This is why I put the first part in. If I were you, my post would be likened to the following. "Because units just pushing other units/wreckage along the ground like they have buttery treads and a gajillion horsepower isn't dumb at all, especially if they're not being damaged by it." Rather, I would say that just as this element of physics is not taken into consideration due to the desire of superior gameplay usurping it, then so too should the desire for superior gameplay usurp an appeal to realism or physics to maintain internal consistency, and more importantly to create a more fun experience. A further example of this inconsistency is the fact that units can and will clump up into impossibly tiny spaces with a simple patrol, guard, or move command. Of course, it now dawns on me that this is easily accomplished by ships being able to push wrecks out of the way the same as ground units do to their fallen brethren, but again I prefer sinking.
All things considered, I kinda like sinking now too. If only so you create a kinda pile dynamic. That way you still have front-line wreckage, it's just under the water mostly, unless something else sinks on top of it, and large ships still become large obstacles, but mostly only for other large ships. However, I'm not sure how feasible that option is with their system. Fun to think about though.
In TA you'd get the advantage by fighting new to your own base (i.e. getting attacked) because the battlefield would be in reach of your fabbers and you could reclaim all of the metal (from both sides) which would give you a massive boost and as such your army would be bigger than the enemy's for the next attack. With PA though I haven't yet seen this level of reclaiming wreckages yet. It also used to be valid to send fabbers out to reclaim trees and rocks, I've not really seen that either, they seem to be more of a hindrance because they take so long to reclaim and you get so little for them that it's not a valid method of income. If anything, I think there should be more wreckages. Wreckages from past battles strewn across the planet. How about adding reclaimable monuments from ancient civilisations?
well wreckage should work like in TA: - the unit get destroyed and leave a wreckage in its format -if the wreckage take damage or the unit was Overkilled the wreckage should be a bunch of metal in the ground -if the unit was really Orvekilled by something like a UberCannon, its don't leave wreckage
In one of the old livestreams @neutrino actually said that wreckage would work exactly this way. I don't know what happened to that though. The thing I want most changed about wreckage is how black it looks. It should be more shiny and less black but more grey so it actually looks like metal and not like charcoal.
I don't play as black because I can't tell if my structures are alive or dead, they look exactly the same.