Small suggestions topic
-
So I use attack move from fact a lot for reclaim engineers. But they can not think when an enemy wall is in range and they can't decide if they want to reclaim it or shine a spotlight on it for 0.001 second. Is there a way to either get them to ignore the wall or actually reclaim them? (I think it does the same for enemy units if they are in the increased reclaim range)
-
Add ability to see version number of map before you launch the lobby.
Add ability to capture allied units.
-
I don't know how easy it would be, but a lobby or in game translator would be great
-
Separating numbers on HUD for easier read.
Yes it's a small change but but make it way easier to know how much what you are building cost
https://imgur.com/QmJ36VJ -
Make fatboys float. Would certainly make them a lot more useful.
-
Add radar jamming capabilities to seraphim t3 radar. They are able to use it in the campaign why not in play? They are a underwhelming faction late game and could use some buffs.
-
Seraphim is probably the best late game faction in both 1v1 and teamgames...
-
I'd like to re-iterate that any balance related suggestion is ignored by default. As the original post describes: we have an entire forum section for that.
-
-
Hello.
Two other suggestions:
- Provide an option to make units focus on reclaiming. For ACU for instance if you make them patrol, they will target other units instead of reclaiming (while if there is mass to take in emergency it is a bad move for them).
- Allow to make all engineers (or SACU) produced by a factory automatically assist some other thing when they will have been produced. I tried it many times and it doesn't seem to work to select a factory and put "assist" to some other thing. The engineers produced will not assist what they were supposed to.
-
I've thought a few times it would be useful to have a setting available for all factories to build at half speed. Let's say I have an air factory sending out scouts on repeat towards the enemy purely for intel reasons. I expect them to die fast but i need the intel. I'd be happy wasting less mass doing so and a build at half speed option would be useful. It could also be used when focusing mass elsewhere, eg when trying to rush a nuke you might want all your factories to reduce buildspeed but not stop building outright. Just a thought, curious if anyone else thinks it might be useful.
-
Interesting - it is possible. Any particular reason why it is only half speed? Take for example a slider where you can tell a structure (note: not a unit) to use a % of its build power. It feels a bit balance related in some sense, so I'd love to hear from the balance team about this idea too.
-
This is almost completely redundant since you can already achieve this by just pausing the things that you dont want to prioritize. This is actually more efficient as well cause building 1 thing 100% is way better than building 2 things at 50%
The scouting stream is pretty irrelevant as well since in 99% of the cases the 2 mass/s you save on your air fac is only a fraction of your income.
-
As much as I like the draggable queue (and i understand it has bugs) sometimes i really just want a build this unit right now, and then go back to the previous queue, without fiddling with it. Yes i know you can stop all but one current unit and then add unit, but then there goes my queue. Would be nice to have a hot key (alt maybe?)- click unit, and then back to more important things.
-
@macdeffy said in Small suggestions topic:
As much as I like the draggable queue (and i understand it has bugs) sometimes i really just want a build this unit right now, and then go back to the previous queue, without fiddling with it. Yes i know you can stop all but one current unit and then add unit, but then there goes my queue. Would be nice to have a hot key (alt maybe?)- click unit, and then back to more important things.
If you have 2 factories, and one is assisting the other (let's call them the "lead factory" and the "follower factory") then the follower is building units from the main factory's queue and those units rally to the main factory's waypoint.
You can select the follower factory and put something into ITS queue. Whenever a follower factory has something in its queue, it won't stop building whatever it's working on, but as soon as that unit rolls out, the follower factory will start building from ITS own queue, and send that unit to ITS own waypoint, not the lead factory's queue/waypoint.
If your "follower factory" is set to infinite repeat, it will never "finish" working on its own queue, you will have to intervene somehow to get it to resume following the "lead" factory.
But if it's NOT set to infinite repeat, it will only make its own queue one time before returning to following the lead factory.
This lets you do things like: click on a supporting factory and tell it to make 2 mobile AA. You will get only exactly 2 MAA without disrupting your main factory's queue. You can click on a supporting factory, put an attack-move order to some reclaim, and tell it to make 3 engineers. So you can get some reclaim engies out without disrupting your main queue. Click on a supporting air factory to make a strat bomber, when it's done the support factory will go back to making ASF. etc. etc. etc.
Perhaps if you only have 1 factory, you should have enough APM to micro it to get what you want. And if you have multiple factories, probably some of them should be supporting other ones.
-
Fair enough. I actually do this and just skipped my mind. Was thinking more about that early game where i have one factory and needed an AA asap that wasn't queued early enough. I doubt id use it anywhere else, so ignore my suggestion as i Clearly didn't think it through.
-
@foodmansteve said in Small suggestions topic:
So I use attack move from fact a lot for reclaim engineers. But they can not think when an enemy wall is in range and they can't decide if they want to reclaim it or shine a spotlight on it for 0.001 second. Is there a way to either get them to ignore the wall or actually reclaim them? (I think it does the same for enemy units if they are in the increased reclaim range)
You know this is annoying when I see this but then I forget about it and don't ask. Why does this happen? Is there a valid reason for it or could this be fixed?
-
I think it is good because it allows for counterplay and stops attack move engineers from reclaiming battlefields from maximum range if there are enemy units or walls nearby.
-
I think the engineers should ignore the walls. It's an attack-move order, which means attack first (reclaim for engineers) and move if that's not possible. You can see this with other units like medium tanks or artillery - if an enemy is in range, they attack. If not, they move. So it seems to me that engineers should move around the walls if there's a route available, since they can't attack it.
I'm a noob though so I don't know if engineers try to reclaim enemy structures when they're in range and on an attack-move order. If so, then the engineers should probably try to reclaim the walls since they're just another enemy building.
-
Engies ignoring walls makes walls significantly more op as nobody wants to spend the 40 clicks to get rid of your wall only for u to have made 4 more behind it.
-
@ftxcommando said in Small suggestions topic:
Engies ignoring walls makes walls significantly more op as nobody wants to spend the 40 clicks to get rid of your wall only for u to have made 4 more behind it.
What they do now makes them more op than engies just ignoring them - they'll spend 50 years trying and failing to reclaim them, never go idle, and ignore other mass that's there if you're not paying attention and then do everything manually. At least when you do a factory attack move.