Forged Alliance Forever Forged Alliance Forever Forums 2018-05-10T12:38:45+02:00 /feed.php?f=42&t=15359 2018-05-10T12:38:45+02:00 2018-05-10T12:38:45+02:00 /viewtopic.php?t=15359&p=163208#p163208 <![CDATA[Re: Intel...ligent targeting]]> Statistics: Posted by Tagada — 10 May 2018, 12:38


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2018-05-09T12:10:47+02:00 2018-05-09T12:10:47+02:00 /viewtopic.php?t=15359&p=163170#p163170 <![CDATA[Re: Intel...ligent targeting]]>
WhoIsThisNoob wrote:
I think that this change wouldn't be too good mainly duo how attack move works. Imagine that you have scouts over late game base where there are lot of sams all around. You are trying to kill enemy paragon or w/e with strats & t4 bombers. You need to micro both types of bombers and screen properly with your asafs. Now imagine that you also need to keep scouts overhead which is nearly impossible cause they get killed immidiatly. If you will lose sight of the target then your bombers will attack some random structure on the way there.


buildings will be targettable even if you have no vision or no radar.
Edit: you just have to scout once

Statistics: Posted by ZLO_RD — 09 May 2018, 12:10


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2018-05-10T12:32:22+02:00 2018-05-09T09:56:24+02:00 /viewtopic.php?t=15359&p=163168#p163168 <![CDATA[Re: Intel...ligent targeting]]> or w/e with strats & t4 bombers. You need to micro both types of bombers and screen properly with your asafs. Now imagine that you also need to keep scouts overhead which is nearly impossible cause they get killed immidiatly. If you will lose sight of the target then your bombers will attack some random structure on the way there.

Statistics: Posted by Tagada — 09 May 2018, 09:56


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2018-03-05T18:35:14+02:00 2018-03-05T18:35:14+02:00 /viewtopic.php?t=15359&p=161503#p161503 <![CDATA[Re: Intel...ligent targeting]]> reverted with 3654

some unfortunate side effects and nobody with the time/skill to iron them out i guess

Statistics: Posted by PhilipJFry — 05 Mar 2018, 18:35


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2018-03-05T17:45:14+02:00 2018-03-05T17:45:14+02:00 /viewtopic.php?t=15359&p=161497#p161497 <![CDATA[Re: Intel...ligent targeting]]> Statistics: Posted by keyser — 05 Mar 2018, 17:45


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2018-03-05T16:02:34+02:00 2018-03-05T16:02:34+02:00 /viewtopic.php?t=15359&p=161495#p161495 <![CDATA[Re: Intel...ligent targeting]]> - upgrading a structure will give intel to your enemy
- giving units will cause your enemy to lose manual attack orders

Can those be fixed? seems you just need to have those blips turn into whoever-it-was-given-to blips if they were already scouted and stay gray if not. and have attack orders copy to new blips from old ones. and upgrading/removing structure should just not change icon unless it is in vision range (removing should if it was in radar range)
idk what exactly this works like tho

Statistics: Posted by Mach — 05 Mar 2018, 16:02


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2018-02-21T20:19:01+02:00 2018-02-21T20:19:01+02:00 /viewtopic.php?t=15359&p=161122#p161122 <![CDATA[Re: Intel...ligent targeting]]>
https://www.youtube.com/watch?v=-gYknQOTdYE

He locks on with his bomber at 3:56 game time, and lands the bomb at 4:45. How is that intel still deserved after it is almost 50 seconds out of date? It shouldn't be too micro intensive and game breaking for the "epic pro players" that are the ones who complain any change like this is making it too difficult, to simply adjust the timing so the bomber is only a few seconds behind the scout. Or just scout more, like they will hypocritically demand of other players who complain about some other aspect of the game. (Not that anyone who commented on this specifically is a hypocrite, but it generally seems like most knowledgeable players who would be against this because it requires more scouting, will in other situations make the exact opposite argument. "Just scout more, you noob.")

Again, 5 or so seconds before the attack order changes to an attack move ought to allow for reasonably effective targeting without basically gifting free intel like we see here. E.g. if the bomber locked on around the second hill below the engi killed targeted in the replay.

Statistics: Posted by Steel_Panther — 21 Feb 2018, 20:19


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2017-10-27T20:39:04+02:00 2017-10-27T20:39:04+02:00 /viewtopic.php?t=15359&p=155662#p155662 <![CDATA[Re: Intel...ligent targeting]]> reissued automatically as soon as the same target reappears on either radar or in vision. Can someone describe if this is totally impossible, or a somewhat similar mechanic is workable?

PhilipJFry, I agree that all the intel issues you mentioned are also problems and those ought to be fixed as well. You should not be able to tell what factories or mexes the enemy has upgraded without scouting it. I'm not totally sure what you mean by retreating units having more vision though...how exactly does that work?

JoonasTo and Zlo, I think a 5 second or so cut off should be reasonable (I would leave that up to the balance Gods!), and it shouldn't make bombers useless anymore. I certainly don't want that. Maybe a different cut off time makes sense based on the speed of the target (much higher variance in possible position over time). So, for faster air units it could be 3 seconds, but for mantis it's 5 seconds, and a megalith it's more like 10 seconds. Or just different for land vs air, if that is easier and works as well.
Zeren I don't think sniping anything with bombers would become impossible, just that your scout cannot precede the bomber by too much.
Also, to be clear this certainly would not apply to targeting structures. If my idea above makes sense, then for structures which have zero speed, your target should never be lost. Again, the issues philip mentioned are related problems.

Petric, dealing with drops would get a bit more difficult, but again i think the attack move order and target reissue would help a lot. Mainly it would make scouts and radars a lot more valuable, which is why I suggested they may need a buff, such as being cheaper or maybe higher health or speed or something, whatever. My main point is that maybe dealing with drops should be slightly harder, particularly in some circumstances.
Think of a game on bermuda locket where inties lock on to a transport in the enemy base, from your home base. You have no idea if it is going to the left or the right, but you gain that intel for free.
I am guessing your main concern is enemy arty drops on your base, which I definitely don't want to make OP. So maybe a 5 second lock on time is enough most of the time for those types of drops. If those drops do become OP, maybe to balance things again transports would need some sort of nerf, like increased build time or cost.

Of course every change is complicated because there are many uses and strategies for every unit so I don't claim to say "this is the best solution." Merely, "this is my offering to you, oh wise balance Gods."

Statistics: Posted by Steel_Panther — 27 Oct 2017, 20:39


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2017-10-27T20:02:49+02:00 2017-10-27T20:02:49+02:00 /viewtopic.php?t=15359&p=155660#p155660 <![CDATA[Re: Intel...ligent targeting]]> Statistics: Posted by MayorDamage — 27 Oct 2017, 20:02


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2017-10-27T19:51:00+02:00 2017-10-27T19:51:00+02:00 /viewtopic.php?t=15359&p=155658#p155658 <![CDATA[Re: Intel...ligent targeting]]>
Petricpwnz wrote:
Dealing with drops would become [~ C A N C E R ~ ]


and sniping anything with bombers impossible

Statistics: Posted by ZeRenCZ — 27 Oct 2017, 19:51


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2017-10-27T19:04:36+02:00 2017-10-27T19:04:36+02:00 /viewtopic.php?t=15359&p=155656#p155656 <![CDATA[Re: Intel...ligent targeting]]> [~ C A N C E R ~ ]

Statistics: Posted by Petricpwnz — 27 Oct 2017, 19:04


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2017-10-27T11:45:45+02:00 2017-10-27T11:45:45+02:00 /viewtopic.php?t=15359&p=155630#p155630 <![CDATA[Re: Intel...ligent targeting]]> Zep reverted if before anybody could really adjust to it properly and see how it would turn out. I thought it was a huge shame back then and I still do.

It was like half-a-second cut then. I think we should seriously consider doing a five to ten second cut off timer for that.

Statistics: Posted by JoonasTo — 27 Oct 2017, 11:45


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2017-10-27T09:24:05+02:00 2017-10-27T09:24:05+02:00 /viewtopic.php?t=15359&p=155624#p155624 <![CDATA[Re: Intel...ligent targeting]]>
btw intel in general is kinda messed up in this game
  • when you give structures to an allied player your opponent will be unable to give manual attack commands on the structure until he gets vision on the it
  • upgrading a structure will give intel to your enemy
  • giving units will cause your enemy to lose manual attack orders
  • retreating units have "more vision" than chasing ones

at the end of the day you'll have to deal with some unreasonable things due to technical limitations

Statistics: Posted by PhilipJFry — 27 Oct 2017, 09:24


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2017-10-27T09:07:50+02:00 2017-10-27T09:07:50+02:00 /viewtopic.php?t=15359&p=155623#p155623 <![CDATA[Re: Intel...ligent targeting]]>
But i am not sure if it a big deal or not. i remember playing Supreme Commander, and i think this is how exactly everything works there - lost vision - lost order to attack (not 100% sure tho).

Statistics: Posted by ZLO_RD — 27 Oct 2017, 09:07


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2017-10-27T08:55:52+02:00 2017-10-27T08:55:52+02:00 /viewtopic.php?t=15359&p=155622#p155622 <![CDATA[Intel...ligent targeting]]>
I also can agree that sometimes the current mechanic seems a lot more realistic than other times, e.g. when you scout a land unit and order a bomber to attack it. Given how poor path-finding is in this game, bombers would get pretty useless If they couldn't more or less lock on, since they basically wouldn't drop bombs, and it seems realistic for slightly outdated intel to give a close enough read for them to make slight readjustments on the fly.

So maybe units should be able to lock on, but only for a few seconds, before the command changes. If a change like this was made perhaps some sort of buff to scouts might be warranted, or not.
Basically just wanted to say the way it works seems weird to have important advantages for even extremely out of date intel, and maybe there is a better way to do it. If anyone else thinks of better or more faf-engine-compatible adjustments would be great too.

Statistics: Posted by Steel_Panther — 27 Oct 2017, 08:55


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