Can we fix harbingers?
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You can't answer 'skill issue' to 'inconsistent game design', it is not one of the options. Units need to behave as you expect them to. If they don't, then you need to fix that. One solution is removing the ability.
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@jip Removing feature of a game??? Like it makes no sense to remove a thing which works as intended for skill issues problem like u attack move to reclaim and move order to fight, your point makes no sense
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This man apparently never attack moves his army
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@blackyps U know how to read I just wrote u attack move to reclaim with harbs
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@jip Also a third option - increase the build rate of harbs so having them reclaiming is more likely to be useful (and less of an issue/delay when done by accident)
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@arma473 said in Can we fix harbingers?:
Could we add a toggle button with two states:
on: "while this unit is on patrol/attack move, it will consider reclaim/assist/repair"
off: "while this unit is on patrol/attack move, it will not reclaim/assist/repair"Is something like this not possible? @Jip
like the reclaim ability / buildpower being toggleable like salems amphibious? -
What if we give them the ability to build T1 engies instead?
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@Jip off the top of your head, do you think this could be solved by giving them a toggle button for their engineering capabilities? Like how movement for the Salem was solved.
Perhaps a little depth could be added by having the toggle just be the shields. They can't engineer while shields are up, but maybe boost them to 10 build power, just under t2.
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Wonder if you toggle their bp, so if BP was zero am might behave then press the toggle and they get their bp back and can help?
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Can we make fixing them a priority? I would like to order my T3 Aeon army to attack-move.
Also, a thought: What if we remove the Harbinger and replace it with a new unit that is the old Harbinger but with SACU AI?
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@melanol there is already update that fixes it, you can test on faf develop.
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