attack move

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attack move

Postby keyser » 07 Mar 2015, 16:02

you all know that there was a change that made all unit shoot at max range with attack move.
It's not completelly max range, since unit move a little to much forward. (I don't remember why they made unit stop a little bit forward, i think it was i order to make them waste less shoot).

I only wanted to point out that unit start braking at max range. So unit with more speed will stop way more forward than the unit that are slow.
ie, a blaze will move a lot forward. and won't be able to stay out of range of T1 unit. (it's not easy to use them to kite T1 unit..)
On the opposit, a ilshavoh will stop nearly at max range, and using attack move is supra-effective against T1 unit.

=> Obsidian aren't good against T1. I only see shield + aurora against spam T1. I feel like aeon should have a T2 unit that can do well against T1 spam. Not as good as an ilshavoh but at least more cost effective if you micro them.

I can micro rhino, pillar or ilshavoh to only fight a low % of the T1 spam (kite the army, fight on the edge of the army), so my T2 became a good counter (thx to micro).
But i can't with blaze... I know it's a hover unit, made for raiding. But if we can at least make fast unit don't go too much forward with attack move, it would help.

(i'm not even talking about blaze weird movement (hover behavior) that make it hard to micro...)
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Re: attack move

Postby IceDreamer » 07 Mar 2015, 17:31

All the change did was change the actual detection radius. Previously, if a unit had >26 range and you used attack-move (T1 Arty for example), they would move to 26 before even registering a target was present. The 'Slow down to attack' is linked not to attack-move, but to weapon range. Now that the detection range is linked to the weapon range too, it will detect a target outside range. Then the slowing down will happen in the same manner as if you had just told the unit to attack directly (Faster units go inside their max ranges if you do this as well as for attack-move), but at least it won't go well within radius before even detecting that an enemy is present.

I think for the Blaze specifically, Hover units tend to have really poor braking, so I wouldn't be too shocked to learn that all hovering units have a bit of an issue with this, at least much more than, for example, Bricks, which are slow and turn on a dime.
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Re: attack move

Postby keyser » 07 Mar 2015, 19:23

yes the other hover works like that. But i think it's more speed dependant than hover dependant.
I'm not saying it's a bug. But that aeon lack of T2 stage unit to counter T1 unit.
If you can't use Com or T2 pd.
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Re: attack move

Postby Ithilis_Quo » 08 Mar 2015, 20:04

obsidian with shield is preatty good against spam, but you need go back and shoot tank after tank when reach obsi low range and obsi vaporite him, and for time when another T1 go on obsi range save some time on reload gun.

But obsidians are incredible weak against acu, low range and low speed make them moving together and with OC killed by 2-3 in one time. That is something that Isvahor dont know, because have long range(acu need gun) and are more spread.

On other tank it is not so big problem because are cheaper (and faster) and its not so big pain to lose some of them on OC. Lose 2 obsi on one OC is as lose 4pillars.
And the problem is that on T2 phase is acu still active, and obsi cant operate on area where is enemy acu.
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