Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Attack-move behaviour regressions #16940

Closed
pchote opened this issue Aug 12, 2019 · 4 comments

Comments

@pchote
Copy link
Member

commented Aug 12, 2019

The previous complaints about attack move have been focused and investigated on FiveAces' stream tonight (TODO: hopefully can link the VOD after the stream is complete).

The root of the problem seems to be that infantry drop into the attack childactivity and don't let go - they end up chasing something that is too far away to attack, ignoring anything else that is in attack range. Units chasing targets in the opposite direction to the attack-move location's target line also appears to be causing confusion.

Both issues could be improved by having AttackMoveActivity store the actor's position when it acquires a target and use some vector math to cancel the attack activity if it moves too far from the acquire-position to order-position line.

It is going to be tempting to scope creep this bugfix into the long-missing hold-ground stance, but that would open up a pandoras box wrt regressions and rebalancing. Better to limit the scope to attack move here, which can be treated as a prototype for a more general fix in a future dev cycle.

@pchote pchote added this to the Next Release milestone Aug 12, 2019

@tovl

This comment has been minimized.

Copy link
Contributor

commented Aug 12, 2019

Even if you limit the chase range with attack-move you will still have units going in the opposite direction. You would also still have units blundering into a hostile force to give chase to one enemy.

Also, adding a defined range would be opaque and gives little control to the player. I already have some ideas to mitigate this, but that will have to wait for Next+1.

I think perhaps the simpler to implement and more intuitive to use solution (for now) would be to disallow attack-moving units to chase units altogether (similar to defensive stance). Especially at this short notice that would give the least chance of regressions and I guess many players would prefer it for it's predictability.

@pchote

This comment has been minimized.

Copy link
Member Author

commented Aug 12, 2019

That is indeed much simpler. Worth a try 👍

@netnazgul

This comment has been minimized.

Copy link
Contributor

commented Aug 13, 2019

https://www.twitch.tv/videos/466330524 permalink (hopefully) Exact timing of attack move test is somewhere around 1hr mark.

@fruestueck

This comment has been minimized.

Copy link
Contributor

commented Aug 13, 2019

52:55 i guess.

01:30:28 for engi exiting jeep at previous loading position

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
4 participants
You can’t perform that action at this time.