Increase back up distance for Megalith
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I agree.
Of course, you still need the time to click the command.
But I think the range already significantly improves the reverse movement.
However, I can't say whether using an indicator still balances things.
I definitely lack the experience there.
I'm always amazed at the incredible microphones some players have here ^^ and what they can accomplish with them.
@Caliber If you come up with a suitable type of ring, let me know.
Then I'll integrate it into my mod (Savers Unitspack). Then you can test the Megalith with it.
Except for the new construction function, the Maegalith is based on FAF standards.
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bruh just click close behind the mega
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@waffelzNoob said in Increase back up distance for Megalith:
bruh just click close behind the mega
Instead of clicking 5 times close to mega you could just click once thurther away = better
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what if you don't want it to move backwards, but to turn around? what about all the other units in the game that can back up? ambiguity will always exist except instead of it being a niche thing for the megalith it becomes total confusion for a ton of units.
there's little point in changing these mechanics when the simple solution is to just click behind the megalith a few times, it's really not hard -
@waffelzNoob youre right its not hard, but we see implementaions for other actions that are also no hard being added all the time to make the gameplay more conveniant (less clicking needed) for the player.
As pointed out by saver the back up distance for the fatboy is 30, I dont beleive any one has any concerns with the fatty being 30, the mega is 15, and somehow this would break the mega?
Its just a small easy change I wanted to suggest that makes micro more convenient for player thats all.
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In a mod that I made i increased the backup distance for the maga to match the main cannon range (64) from 15
i did this so that the player has a visual cue (red ring) as to how far the player can click knowing that the mega will not turn around (click within red ring if you want unit to reverse)
in my opinion this is far better than its current setting, where the player has to kinda guess were the limit is and risks it turning around unintentionaly
I cannot fathom why anyone would petition for the unit to be awkward to use

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bro just made the mega the most awkward unit to use in the game
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@knownsniper how?
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For me, this game will always be macro > micro, so I do think it's more important to be able to communicate to the game what you want your units to do in general, rather than micro manage approach angles and exact positioning. But the current range feels really good. I remember before you kinda had to click almost on top of it to achieve moving back.
Here's the range from the game:

I probably could go a tiny bit further back in the example above, but the yellow assist range kinda serves as a good guide, and using the outer orange countermeasure ring to get the estimate of where the halfway range between those gives you an even better estimate. Also, using the angle that the rear legs close when stationary (which is really close to 90°) you get a really nice zone within which you can safely click (green), and if you go all the way to the halfway point (the blue zone), well you might estimate distance wrong when you are not doing cardinal direction movements (e.g. when the movement is like 30° or 45° from your screen horizontal), but that's more of a skill thing at that point. Anyways, image below showcases the indicated range:

Ofc, under pressure it's a bit harder to estimate the correct angle, especially if you want it to turn a bit while also backing up, and even more difficult, ofc, in a situation where the unit is not facing the cardinal angles and is already moving (so legs don't serve as good of a guide).
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The simplest QOL change would be to increase the assist range to 15, so it serves the dual purpose of being a reverse guide.
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