Forum Discussion
21 Replies
Well then, is it so that some air units can fire at an opponent that is directly beneath it, and others can't? Or what does it depend on?
I think an Orca cannot do that. When I play them, they always seem to have to be on an empty field themselves to be able to start to fire, if I am not mistaken.It simply depends on who’s in the hex first. First unit reserves the right to stand there, other units can only pass by, if not blocked.
- @Mister_Crac Don’t quote me but I’m pretty sure I’ve died driving under an Orca trying to get away.
- Mister Crac you sound so clueless, like you have no idea what the OP is saying and then you continue being clueless of what others are explaining lolEvery single air unit that can shoot ground can shoot units walking under them IF they have stopped themselves, why would they not be? lol So you are telling me I can micro a unit under an Orca that's staying still and it can't shoot it? This is *, of course it will wreck it with its missiles. So a microed Pitbull can kill an Orca 100 % of the time if you micro it under him? Nope.Also OP is just wanting to nerf the Liang Drone, and I actually agree with this. It should not be able to heal 7 units at the same time, this might be a good change, so if you micro it over your army it won't fully heal the ones directly under it.
Or, y'know, maybe the design rules of this game are just full of illogical nonsense.
If an Orca can fire at a ground unit that is directly beneath it, then why can I not move an Orca on top of a, say, MLRS and fire at it?
This design rule "Two units cannot be in the same hex field at the same time, but hey, if at least one of them is moving then they suddenly can be!" is really just blatant nonsense.
- EinarThePillager7 years agoSeasoned Ace
@Mister_Crac wrote:Or, y'know, maybe the design rules of this game are just full of illogical nonsense.
If an Orca can fire at a ground unit that is directly beneath it, then why can I not move an Orca on top of a, say, MLRS and fire at it?
This design rule "Two units cannot be in the same hex field at the same time, but hey, if at least one of them is moving then they suddenly can be!" is really just blatant nonsense.
The thing is "Two units cannot be in the same hex field at the same time" holds true if neither are moving, if one of them is moving, then its possible for a predator to move past your rhino without any issues and a banshee can cross over a lone missile 'trooper' (one member left in the squad) to engage a titan in the distance. Ground units block enemy ground units and air units block enemy air units. The only way to block either an air unit or a ground unit with the other is that the unit that's supposed to block should arrive at the intended tile before the other unit could.
@Mister_Crac wrote:Or, y'know, maybe the design rules of this game are just full of illogical nonsense.
If an Orca can fire at a ground unit that is directly beneath it, then why can I not move an Orca on top of a, say, MLRS and fire at it?
Because it's not a raider unit?
@incia wrote:Because it's not a raider unit?
That is not the point. Why can an air unit not fly on top of a ground unit, hold still, and fire?
@Mister_Crac wrote:
@incia wrote:Because it's not a raider unit?
That is not the point. Why can an air unit not fly on top of a ground unit, hold still, and fire?
Because the game isn't coded to do so?
- EinarThePillager7 years agoSeasoned Ace
@incia wrote:Because the game isn't coded to do so?
I think this entire chat should be a suggestion to improve the reactions of ground and air units so an air unit can stand on top of a ground unit regardless of its alignment (yours or enemy's). Only ground units should be able to block ground units and air units should be able to block air units. No more issue of a venom moving around in the pad that prevents a rhino from either attacking it or trying to claim the pad.
Exactly this. This is how it really is meant to be.
@EinarThePillager wrote:Only ground units should be able to block ground units and air units should be able to block air units.
The design rule is "The first unit stops in a hex controls that hex, no other unit can stop in that hex until it leaves"
If units can overlap when stand it just makes pad capturing more nonsense.
- EinarThePillager7 years agoSeasoned Ace
@xrmiao4 wrote:The design rule is "The first unit stops in a hex controls that hex, no other unit can stop in that hex until it leaves"
If units can overlap when stand it just makes pad capturing more nonsense.
The only unit that can overlap are air units and ground units. Only one of each is possible. This would allow you to place a heal drone on top of a juggernaut and heal your sandstorm that's trying to prevent a titan from attacking the juggernaut. Air can still block air, and ground can still block ground. It makes no sense that a rhino would move away from a venom when it could have stopped on the same tile then attacked it. I'm sure the machine gun of the rhino can point directly upwards.
- @EinarThePillager Yeah, good luck selecting the right unit from 2 on the same tile.
Just because it could be done, doesn't mean it's sound design.
Also, the overlapping would just be a mess to look at and just confuse the player.
So no, this is a hard core design choice that won't be changed just because of logic. - EinarThePillager7 years agoSeasoned Ace
@KroozaNob wrote:
@EinarThePillagerYeah, good luck selecting the right unit from 2 on the same tile.
Just because it could be done, doesn't mean it's sound design.
Also, the overlapping would just be a mess to look at and just confuse the player.
So no, this is a hard core design choice that won't be changed just because of logic.Maybe we should have a default to which unit is selected when clicking on two units on the same tile. The default is ground unit, but in the options menu, you could choose with unit to select first. It would be either air or ground. Some units can stack cause they move in a similar speed, I would suggest making a priority list that defines which unit is selected if you have multiple units moving along a set path.
Lets say in the list, you have the zone trooper, predator tank and MG squad set as the highest. The MG squad goes first, then the zone trooper and the predator. If all 3 are moving on the same path, when you try to select them, the MG squad gets selected. If the MG squad is not present, the zone trooper gets selected and so on.
@EinarThePillagerAaaand you just made an overcomplicated system that would just make it awkward to use and unresponsive in tight scenarios.
The way it currently works is meant to stay. Making 2 units occupy the same tile would be both op on chokepoint maps and exceedingly complicated to use.Also also, it would be terrible for the opponent to target the right unit, making it a completed busted exploitive mechanic.
So double no with this suggestion.
The only way I see 2 entities able to occupy the same tile is if they implemented buildings for infantry units to garrison.
And that's it.
Can't stay on top and must keep moving. If you don't keep your drone moving it will immediately slide to an empty hex and stop the overlapping behavior.
@EinarThePillager wrote:
@xrmiao4 wrote:The design rule is "The first unit stops in a hex controls that hex, no other unit can stop in that hex until it leaves"
If units can overlap when stand it just makes pad capturing more nonsense.
The only unit that can overlap are air units and ground units. Only one of each is possible. This would allow you to place a heal drone on top of a juggernaut and heal your sandstorm that's trying to prevent a titan from attacking the juggernaut. Air can still block air, and ground can still block ground. It makes no sense that a rhino would move away from a venom when it could have stopped on the same tile then attacked it. I'm sure the machine gun of the rhino can point directly upwards.
And then is a third type movement called JJT, they can move on top of land unit and go underneath air unit.
How about just no?
@KroozaNob wrote:Also also, it would be terrible for the opponent to target the right unit, making it a completed busted exploitive mechanic.
No it would not, since you obviously don't target your own unit to be firing at.
@incia wrote:How about just no?
No to illogical design decisions that do not make sense? I'm all for that. Then they would have to change a lot about this game though.
- @Mister_Crac Quick example: the enemy has a missile squad and an orca bomber in the same tile. You want tp use you stank payload on the latter, how do you make your unit select that first?
"Well, it can just automatically target the most suited enemy" But how are you sure the ai knows which is the best target? Removing player agency is terrible on multiple levels.
So again, no. I will reiterate: just because it can be done, doesn't mean it's a wise game design choice.
About Command & Conquer Franchise Discussion
Recent Discussions
- 2 days ago
- 11 days ago
- 13 days ago