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Dogs can be exploited to sprint by force-firing own units #16157

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pchote opened this Issue Feb 2, 2019 · 3 comments

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pchote commented Feb 2, 2019

They will then sprint towards the targeted unit, and can be cancelled once they reach the desired area.

We may want to put a range limit on the running. How did the original handle this?

@pchote pchote added this to the Next Release milestone Feb 2, 2019

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airetaM commented Feb 2, 2019

We may want to put a range limit on the running.

Thats a good idea, another way could be to not allow them to attack own/team units or to not allow them to force attack.

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GraionDilach commented Feb 3, 2019

How did the original handle this?

Just checked out the original. During the jump, the dog is actively removed from selection and you have no control over it - so you can't cancel after it started jumping. Then again, in the original, the jump had a mere 2 cell range and it just walked to reach the area usually until in range - notsure how it acts in base game now.

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FrameLimiter commented Feb 4, 2019

In the original game the dogs began running as soon as they were told to attack an enemy unit, and this included force firing your own units. (this 'exploit' was also in the original game).

--
Additionally:
·The dog in the original had a scan radius of 7 & weapon range of 2c204.
·The dog in ORA has a scan radius of -1 & weapon range of 2c0.
-> Dogs in ORA are quite useless against spies as they only scan 2 cells, they need an increased scan range to be effective.

·The dog in the original had a walk speed equivalent of the e1 (56) and a run speed of 2x (112).
·The dog in ORA has a walk speed of 99, and a run speed of 148. (this walk speed is too fast for the current sequence tick rate of 80).
->Overall it would look much better to use something in the ballpark of the original e.g. 56/112 or 71/142.

@pchote pchote removed this from the Next Release milestone Feb 8, 2019

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