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Change fix for issue #10113, instead stop engineers from attack moving #11767

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collimation opened this issue Aug 4, 2016 · 4 comments
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@collimation
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I believe that #10113 is the incorrect fix. It's confusing and counter-intuitive and drawing a box around troops only selects some. Numerous selection attempts are needed to move mixed troops into a transport. The proper solution (and I think the original RA did this) is to not have the engineers move when given an attack order. You have a group huddled together and you give an attack order. Those that can attack go running after the target. Those that can't, remain idle.

@ghost
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ghost commented Aug 4, 2016

Engineers could also try to capture everything they encounter on their way when you give them an attack-move order.

@FRenzy-OpenRA
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FRenzy-OpenRA commented Aug 4, 2016

Same for harvesters, MCVs, etc ... sometimes, when these are in danger (enemy army incoming), you just need to select all the units (non-combat included) and run away.

Could the solution be to use a modifier (Alt or Ctrl) ?
To switch between two selection modes : combat only units / all units.
Or maybe better : combat units / non-combat units, so that the non-combat units can be handled differently : in case of encountering an enemy (get behind to safety), managing harvesters, etc ...

(Maybe this needs a new ticket ? )

@CH4Code
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CH4Code commented Aug 4, 2016

Also this is a big issue when having dogs or civilians in an inf group: certain tragets cant be attacked and the otehr soldiers in the group then do nothing if ordered - which is very, very agitating in an important attack.

A dirty fix would be to give those units a secondary attack that can target air,buildings and so on, which has a certain range and no damage. For the engi this would target infantry, tanks and air.

@abcdefg30
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We have those priorities for a while now, and even modifiers to select different types, so closing as resolved.

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