Build distance / assistance

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Build distance / assistance

Postby Zoram » 21 Aug 2015, 22:35

Would it be possible to have engineers and ACU start building as soon as they are in range of their building site instead of having them waste time walking all the way to the target ?

Second idea: currently, if one engineers assist another and reaches the target build site first, it will start the building. In practice it's quite hard to leverage. Would it be possible to have one engineers ordered to start on a building without having to find the first engineer ?

i.e: you have a mexx build queue; you mess up and notice you have an engie right next to a mass spot far in the queue. You can't start building a mexx there unless you cancel the first build order. Slightly annoying.
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Re: Build distance / assistance

Postby Mechsangoku » 28 Aug 2015, 14:54

All that is part of the building macro, so I can tell you most players will be against it
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Re: Build distance / assistance

Postby Zoram » 28 Aug 2015, 16:00

I see the fact that the ACU starts building only when he's reached the building site instead of when he's in range as an oversight of the developpers, certainly not as an interesting but of macro.

Sure, once you noticed you will put in a way point before you build order and get an advantage over those who don't know/ forgot, but its quite silly and doesn't add anything to the game. If it can be fixed, I believe it should.

For the second idea, it would just be building on what is already existing, you can do it if you assist the first engineer, but that is quite tedious to do, as its not that easy to find the engineer. Nothing ground breaking, just something I wished I could do sometimes
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Re: Build distance / assistance

Postby The Mak » 07 Sep 2015, 03:01

Zoram wrote:I see the fact that the ACU starts building only when he's reached the building site instead of when he's in range as an oversight of the developpers,


It was not an oversight by the developers. The reason a construction unit moves all the way up to the build location is to save time for the next unit to be built, such as in a line of power generators. If the construction unit always started to build at its max range, then it will just waste time moving that small distance to the next site after it has finished the first unit to build in a series.

Ideally it would be nice if units could start building as it gets into range and, while it continues to build, move right up to the build site.
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Re: Build distance / assistance

Postby Ceneraii » 08 Sep 2015, 10:47

Building and moving at the same time? Heresy!

Anyway having engineers start building at max range might help to reduce some engy clutter and reduce some micro, as well as helping to reduce the skillgap between good and average players (especially in 1v1), so it might be a good change. Worth debating actually I think, assuming it's possible to implement.
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Re: Build distance / assistance

Postby Exotic_Retard » 08 Sep 2015, 13:09

remember this would make building lines of things a pain. especially walls.

maybe make it so that some structures (4x4,mexes,radar) get built from max range but other ones (pgens,1x1) get build from min range like now?
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Re: Build distance / assistance

Postby wasdf » 08 Sep 2015, 14:07

To me this is just Supreme Commander. You can que move orders in between (micro) and get a small advantage. Or you don't do that and can spend more time elsewhere.
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Re: Build distance / assistance

Postby Valki » 08 Sep 2015, 15:56

Let ACU's always build at max range, let Engineers and sACU's build as they do now

Engineers have short build-range anyway, and what they do is not that critical as you have many of them.

However, if the ACU could always build and reclaim at Max range then I think that would be better. No more fumbled starts to your game by a wrong guess, and no unintended ACU deaths because he decided to walk to a bad location.
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Re: Build distance / assistance

Postby Ceneraii » 08 Sep 2015, 20:29

Exotic_Retard wrote:remember this would make building lines of things a pain. especially walls.

maybe make it so that some structures (4x4,mexes,radar) get built from max range but other ones (pgens,1x1) get build from min range like now?


I like this, no scratch that, I love it, getting the best of both worlds. It would be quite nice to remove a lot of the tedious micro involved in expanding and leave more room for strategy while still retaining the good parts of the current system. Any word on if it's possible to implement? Maybe have them start at a little under max range to prevent possible issues.
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