Small suggestions topic
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@arma473 Yes, there are lots of workarounds, but all of them are suboptimal.
Your suggestion for example falls apart if the 1st engie dies to a lab or something. On a big map where my apm/attention is limited, I'd want the 2nd engie to start building the hydro anyway, but if I give a ground assist order, it just sits around doing nothing.
Also your suggestion assumes I know which engie will arrive at the hydro first, which is sometimes hard to estimate on e.g. mapgen maps.
There would be other use cases too:
For example it happens quite often to me that I queue up some t1 mexes with whatever engie is around during a hectic part of the game, and then realize a dozen seconds later that another engie actually can get there sooner.If I could just place a second mex construction order on top of the first one, I wouldn't need to first cancel the order of the further away engie.
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@cheeseberry in that particular scenario, you could have the second (closer) engie assist the first one, it will go build the mex (but will then sit there until the original one arrives and confirms it's done before moving on).
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@deletethis That’s exactly what he’s trying to avoid though, and for good reasons.
I’ve gotten good at issuing different orders to different engineers ending with selecting both of them to build the hydro or whatever, but yeah would be a bit easier and less error prone to have what cheese is suggesting.
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I'll throw this here was mentioned in a PM.
when in like 1v1 / any matchmaker I assume you are able to draw via the diplomacy tab from my previous experience when you press the button it does not prompt the other play that you're asking for a draw. my knowledge might be outdated and it may already do this but if not would be nice to have a visual aid to the option that you asking for a draw without asking in chat as they may not understand what you asking -
@cheeseberry said in Small suggestions topic:
A setting that allows queuing of the same structure on top of each other, combining their orders into one as if given to multiple engies.
I do not think this is possible - without a lot of additional book keeping. The ringing feature, for example, queues up the same structure on top of each other. But the build preview that a player has doesn't allow for that.
Perhaps the orders are being tracked already at the moment because of the spread attack feature. I can look into that. But no promises .
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Create separated match-maker queues for Astro Crater & Dual Gap.
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@strate
There's little to no point in doing so. Global rating already works wonders for all your dual and astro needs. -
@strate match-maker for DG wouldn't work as there are too many people in a single game (it's 6vs6 and we already run into similar problems with 4vs4 queue) causing it to lag too often.
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Idk about how small change is, but it would be awesome if any production unit (such as Czar or t3 aircraft naval unit) could build units while moving and consuming other orders.
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I would really like to be able to deselect specific selected units. I can't believe this feature isn't in the game.. or at least I can't find it.
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@longhead said in Small suggestions topic:
I would really like to be able to deselect specific selected units. I can't believe this feature isn't in the game.. or at least I can't find it.
Several ways to de-select units:
1 - you can right-click on the icon corresponding to a certain unit type. This will remove all such units from your selection. I'm referring to the icons at the bottom of the screen in the "selection and storage" tab.
For example, if you select 10 tanks and 5 anti-airs, you will see a picture of tank with the number 10 and a picture of anti air with the number 5. Right-click on the picture of anti-air and they will all be de-selected
2 - while holding shift, you can left-click on a selected unit to de-select just that unit.
3 - while holding shift, you can click and drag the left mouse button to make a rectangular selection. If your rectangle contains only units that are part of the selection, they will be de-selected. If your rectangle contains any units that were not already part of the selection, then everything in the rectangle will be in the selection.
Edit: there are also some mods that affect selection, but I believe everything that I'm describing is part of the base game.
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Units attacking from max range, but build/reclaim from min range. This is so strange & stupid, so if anyone could fix it - reclaim/repair & build from max range - it would be perfect
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I'd need to look into that, but as far as I am aware that is engine related
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Change the upgrade behavior of hives to be consistent with other upgrades in the game.
If you give a hive an upgrade command, it will first finish assisting whatever it is assisting, before it starts the upgrade. This is inconsistent with (all?) other assisters that can upgrade themselves, e.g. acus, sacus, factories, kennels, which start their self-upgrade immediately.
It's also undesirable as hives automatically assist everything in range, so making sure they actually upgrade themselves when you want them to is a lot more annoying than it should be.
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(Sidenote: Imo hives are dumb and should be nerfed to the level kennels are at, at least, but that doesn't mean they should behave inconsistently like this)
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@cheeseberry I want to look closer into the balance of Hives and Kennels in the near future
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@tagada Nice! Pm me if you need any testers or whatever
(Or replays showing the problem, as they multiple times bailed me out of situations I really had no business winning since I started playing cybran on setons)
((Not that setons is the be-all end-all of balance, of course..)) -
Could we fix the mute players in chat please? Just does nothing at the moment. Bonus points if someone stays muted across all games forever once muted!
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I would like to make a suggestion. It's more of a quality of life suggestion of the client than the game, but maybe someone on that team reads this list as well.
I would like the chat window in the client to prominently display the players in the same lobby as you. This is so you can more quickly contact them when needed. Right now you need to manually search for the player's names and then message them (e.g. to tell players to "x" or for the host that the lobby is full and in need of balancing, etc.). The way I'm suggesting would make this one step faster as the "players in (your) (current) lobby" are on top of the list in that chat window.
I would appreciate your consideration of my proposal and thank you for making all the effort.
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@Leto_II you can right click on players in the game list and open a private chat.