Small suggestions topic
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@thecore i like this idea, would be great if the balance team could consider it. Would give an option to build smd for water areas of the map
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Suggestion: Make the factory engineer attack not ending.
Engineers lose this sweet sweet mode when they canĀ“t find any mass or sometimes randomly.
The annoying part is, you have always to watch if there is still mass on the ground, if you are 2 secounds to late
the engenieers go idle and leave the attack mode, despite you would like to send them to another mass.When they donĀ“t lose the attack mode you can be more relaxed and move the factory attack waypoint just later.
I donĀ“t know if this is an issue, but someone could send some engineers to a location as a weapon and try to eat enemy units,
but this would be probably a very bad deal. -
The increase in am range from factory is a bug, so I kinda doubt one could make it continue after re issuing a am
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That's the punishment for not properly managing your engineers. Move them before they go idle to keep the attack range.
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Oh god please change it so when someone readies or unreadies in the lobby that the Game Quality score doesn't slowly redraw. Just have it constantly on show
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Maybe there is already a way to do it and I am too noob and stoned to figure it out but when your HQ dies and you are left with a support factory that factory can only build t1 units until you have a new HQ. Can there be an option to convert the support factory to an HQ rather than have to build a new t1 factory and upgrade that? It could work like the upgrade currently does and cost the same M/E but is just more convenient especially if it's already ringed by Pgens.
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@lightbearer said in Small suggestions topic:
Maybe there is already a way to do it and I am too noob and stoned to figure it out but when your HQ dies and you are left with a support factory that factory can only build t1 units until you have a new HQ. Can there be an option to convert the support factory to an HQ rather than have to build a new t1 factory and upgrade that? It could work like the upgrade currently does and cost the same M/E but is just more convenient especially if it's already ringed by Pgens.
This thread probably not the right place for this suggestion but I second the suggestion for sure
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I feel like thatās a balance change because it makes it less punishing to lose an hq
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Not sure if it is a quick fix but I whatch a lot of replays. Would be nice if there was a rewind option.
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Without access to the source code, the rewind is not possible, very unfortunately.
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Even with the source code that does not sound like a āsmallā change to me
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can the fire beetle have a better blow up range
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also i think the soul ripper could use a little better aa.
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sometimes vision doesnt work right, when a unit is in range of vision but almost out it will go in and out of vision when it should always be visable I didnt get a couple killed because of this one and made me die. would be great if this one got fixed!
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@RowanMorseYT
- No balance changes, there is a separate forum section for that.
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I've tried cloning the code to potentially PR this change but it's a bit hard for me, easy for more common contributers I think:
Adding Mapsize to the Custom Games lobby info:
And / or the Reply Tile Info:
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Make a game indicator to the custom game lobby if a game is rated or not (based on server settings and/or maps that are not rated). Option to filter games based on "rated" status would also work.
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Tic the "hide default server settings" by default when joining a game.
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I see a lot of improvement in the selection and command UI. For example when we select a group of engineers, the group should be able to build anything the highest tech engineer can build. right now, the group can only build what the lowest tech engineer can build. Something like an automatic "higher tech starts build, lower tech support build" would be very nice.
Then I noticed formation move commands can't move sideways. This might be a bug though. When a formation faces left and you want it to move up, while still facing left, the whole group rotates to face up, moves there, and rotates again to face left.
Also a "select air only" or "select land only" or "engineers only" would be useful. Something you can put on a hotkey like "hold e+mouse select" to select engineers or something. Would be nice if this was in the game fully supported without having to use mods.
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Another idea might be something like built-in timers, for example for scouting. Or alerts in another kind of way, maybe when a factory finished building or some other conditions are met. This could also be scoped by team or player or subset of players, this would help coordinate teams a lot I think.
also a resource "expenses" display in player list (right now there are income/balance/storage)
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@longhead said in Small suggestions topic:
I see a lot of improvement in the selection and command UI. For example when we select a group of engineers, the group should be able to build anything the highest tech engineer can build. right now, the group can only build what the lowest tech engineer can build. Something like an automatic "higher tech starts build, lower tech support build" would be very nice.
This has been suggested before, I am already looking into the viability of it
@longhead said in Small suggestions topic:
Then I noticed formation move commands can't move sideways. This might be a bug though. When a formation faces left and you want it to move up, while still facing left, the whole group rotates to face up, moves there, and rotates again to face left.
Not a bug, but also not possible I am afraid. The engine does all of that.
@longhead said in Small suggestions topic:
Also a "select air only" or "select land only" or "engineers only" would be useful. Something you can put on a hotkey like "hold e+mouse select" to select engineers or something. Would be nice if this was in the game fully supported without having to use mods.
These already exist - see also the F1 menu for hotkeys.