Assisting is great feature. But sometimes assisting units are hindering the units they are assisting. I have found that having too many orbital fabricators assisting an orbital fabricator causes the "leader" to get stuck and discontinue production. Also, having a bunch of ground units assist another ground unit can lock the "leader" in place. If there was some better coordination of the units, where the assisting units would move aside to allow the leader to pass that would really smooth things out. Personally, I like to cut down on micro management where I can, so I can focus on the big picture and make strategic decisions instead of having to oversee tactical minute.
Another thing that would be great is that when I hold shift and issue a new command to a unit that is doing a never-ending task, such as assisting, that it will immediately break from the never-ending task and do the next thing I've told it to do. It's doesn't make since to have queue commands that will never get executed. Edit: For clarity and grammar.
Yeah it would be nice, if the assisters don't block the leader. But at some point there are just tooo many units. But i have a better idea than just making it smoother, just give every assisting Unit the same build line command than the leader. So the queue wouldn't be aborted, if the leader is killed. You get me? So assisting units would act like you give them the command directly, just like the leader. (And of course they work on the same project and don't start every building in the queue alone)
This isn't really a pathing problem. The path system in pa is designed to deal with large groups, allowing them to flow around obstructions (which does work well, try moving a blob of 500 dox around a metal planet you'll see what I mean). I think this stuff relates to unit ai (eg assisting units need to automatically move out the way of the leader, if a unit is surrounded by fixed objects there's nothing the path system can do about it).
In recent builds? They used to, however a few months back they changed to a fully 3d path system which was a huge improvement.... I've not noticed many issues in games I've been playing lately (like 1 or 2 units out of a blob might get stuck, that I can live with though)....
Yep, lots of units get stuck in the concave of rocks, this happens a lot on maps like Ephestus. Com get always stuck while building lots of stuff, I need to constantly keep an eye on him for this, or I'll waste a lot of time and I'll find myself behind my opponent in unit production. All of this can be due to my noobness, but I feel pathing can be improved a lot.
Ah ok, well again com getting stuck while building isn't a path finding issue but a unit ai one. Units getting stuck on rocks for large moves is though. I think the custom csg stuff puts more strain on the path system, though its amazing how flexible it is (there are maps now with tunnels, and pathable terrain both in and on top of the tunnel! Very nice the engine can do this).
I would advocate for this to happen when you Ctrl+Shift+Click a new command, that would be more similar to Ctrl+Click queuing like you can do for factories now. Another feature I really want is area-select assisting. I often want an escort of bombers or fighters to add to my platoon of tanks. Right now, I can only do this by assisting one particular tank and hoping it doesn't die before the platoon reaches its destination. If I could area-assist the whole platoon, that would fix the problem.