The goal with all this long term is to provide the most flexibility for base layout while still doing everything to provide reliable, intelligent pathfinding for units. If you box in a build by making a bunch of stuff around him.. well, that's your decision. If your units get messed up simply trying to build 20 power gens. that's a big problem. New build that's coming sometime soon should tune wall buffer, energy plant and metal extractor buffers.. once we get those nailed down, we'll start to figure out the buffers for the other structures.
Good point, I just want protection from my bad choices. Although it's not easy to tell which side of the factory units will come out of. Which has caused problems for me because I though they would be coming out the other way. (Why are there even two ramps if only one gets used?)
Units come out the side close to their rally point. If you haven't set one, it's on whichever defaulted side. Rule of thumb - as soon as your factory starts to build, set a rally point. ;-) Problem solved.
You heard the man. That's how it is with other games that feature buildings with multiple exits. Mainly SupCom and Total Annihilation... Of course. :lol:
The Sheller & Stomper got far bigger buffs. Splash damage stacks with normal damage, so they now do 1200/800 (up from 600/400) damage to their primary targets.
That hasn't been the case for me. I've had guys walk into a wall and then get stuck trying to walk around the factory to get to the rally point on the other side. This might be one of the many pathing bugs that popped up in v50 though.
Ya, need some love on the "kicking out of placement mode" that happens with shift, and now with building collision.
You need to set a rally point before starting to build, or the first unit builds facing the default direction.
Is it just me, or are air fabbers way too weak? I sent out a team of them to go build a second base, and they all got killed by a single scout plane. One shot from the scout would kill them.
I usually set a bunch of combat units to "assist" my commander if I send him outside. Maybe try the same with your fabbers? The combat units should simply follow the fabber, defending when something comes along. Maybe even add a scout to increase sight range of your pack?