Anchor Target Priority

Discussion in 'Balance Discussions' started by brianpurkiss, June 17, 2014.

  1. brianpurkiss

    brianpurkiss Post Master General

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    Just played some Galactic War and played around a lot with Orbital.

    If anchors are shooting at stuff on the ground that has a or some combat fabbers nearby, the targets never get destroyed.

    Anchors should target combat fabbers above all else. Otherwise they'll never destroy anything.

    Anchors do feel more balanced now though. Avengers may need a slight buff in health or something though. They're good against ground stuff, but not overwhelmingly strong against ground. I like it.
  2. mjshorty

    mjshorty Well-Known Member

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    I disagree, it is up to the player to choose priorities for the anchor and most units and what the player priorities as most dangerous, yes it may require more micromanagment but it's just not something that should be coded into the game (yet)
  3. brianpurkiss

    brianpurkiss Post Master General

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    There's already a priority system in the game.

    Walls being an easy example. Back during Alpha, walls used to be so powerful people banned them because 1 wall was enough to protect anything. All units would shoot at the walls and nothing else because the wall was the closest thing. Put 1 wall in front of a few towers, and the towers will never receive any damage at all.
  4. mjshorty

    mjshorty Well-Known Member

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    Any other example? The oddly unique thing about anchors is that they can hit every single unit in the game, and that combat fabber healing through the dps of the anchor? Here's the uber solution! Build moar! Ok excellent idea but seriously I would want anchors to prioritize attacking avengers and umbrellas because they are the threat to anchors, (well other anchors...but that's hard to get into that situation lol)
    Ok, the point is, since anchors can hit everything people will have different priorities. Prioritizing shooting walls the lowest makes sense because nearly everyone wants to shoot walls last, as it's a massive waste of resources. With anchors I'm not so sure, and would rather write anchors off as player prioritization rather then game mechanic prioritization (that sounded weird)
    And let's lovingly state that the game isn't complete, balance isn't complete so combat fabbers are subject to change:p
  5. brianpurkiss

    brianpurkiss Post Master General

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    Build more doesn't always work. Anchors can only be put so close together, and even if all the Anchors focus down on a factory, they can be kept alive by one or two combat fabbers.

    The think about making Anchors completely reliant on player prioritization, is now they are a heavily micro oriented unit in a macro focused game.

    We're not supposed to sit and stare at a certain unit/structure to make sure it's firing at the right thing, and if it fires at the wrong thing, then the structure is almost completely pointless.
  6. ArchieBuld

    ArchieBuld Active Member

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    I agree. If we'll have some huge matches with 40 players and 10 planets, we don't want to babysit every single anchor in the solarsystem to shoot at the right thing.
    Pendaelose, Quitch and brianpurkiss like this.
  7. Devak

    Devak Post Master General

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    Choosing priorities is fun if you have to pick between a bot or a tank factory. It's not fun if you put down some anchor to bombard the enemy base, go back to manage your moon and then come back to discover the anchor couldnt put a dent in a pack of butter because it's firing on something constantly repaired by combat fabbers.

    Even if i click the anchor and order it to destroy the combat fabber, it doesn't take long before the next combat fabber comes along. This isn't Micro, it's babysitting.
    nuketf, Pendaelose, Quitch and 2 others like this.
  8. beer4blood

    beer4blood Active Member

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    i really dont care for anchors shooting at ground targets.... kind of silly to me..... aircraft on all levels is fine
  9. beer4blood

    beer4blood Active Member

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    i mean literally the game is an anchor fest now that and air..... not much fun
  10. thelordofthenoobs

    thelordofthenoobs Well-Known Member

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    I agree. But I would like to point out that this is not only a problem with anchors.
    Most units could use some more intelligent targeting.
    Especially air units. Bombers should be taking out anti air guns first when area attacking (at least in most cases), because that command is generally used if you want your bombers to support an attack on a base you actually want to destroy.

    Of course, bombers are also used for raiding (e.g. destroying fabbers), but I think that's a case where microing the bomber is more acceptable.

    Maybe it should be possible to assign different targeting priorities to units ?
    Like "Target Economy" vs "Target Defense" or something.
  11. thetdawg3191

    thetdawg3191 Active Member

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    i would definitely vote for "advanced" unit behavior settings. might make an individual thread about it...
  12. brianpurkiss

    brianpurkiss Post Master General

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    I've been advocating for bombers to target ground AA firs and ground AA to target bombers for a while. I'd love to give an area attack command to a group of bombers and have them target the ground AA first, before starting on the other buildings.
    Pendaelose likes this.
  13. liltbrockie

    liltbrockie Active Member

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    This needs to happen.
    Pendaelose and brianpurkiss like this.

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