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Scouting amd constructor fight command

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6 years ago
Hey,

Gremlin is a great scout and a spy. The Conjurer, although also invisible is a bad spy or scout. Why? Being a scout is mostly determined by either long line of sight and relatively fast movement speed. But there's also one crucial mechanic that Conjurer is missing:

When you put Gremlin on hold fire and send it to an enemy base on fight command it avoids enemy units and thus avoids being revealed. You can forget about it and not micro it and it will still be quite safe thanks to that mechanics. I wondered why all constructors when given fight command don't avoid enemy units in similar fashion?

I thought that a command for automatic enemy avoiding is very useful and could be a separate command - for units on which it makes sense, like all raiders and scouts.

I wanted to make a widget for that (soon TM) for myself, but maybe I'm not the only one who wants this?
+5 / -0
6 years ago
This sounds seriously useful
+0 / -0

6 years ago
I am very interested in constructors running from enemies for me.
+0 / -0
6 years ago
I absolutely approve of this! Scouting is so crucial that not worrying about your con to scout is pretty good
On a side note, this is a wonderful discovery
+0 / -0

6 years ago
I'd also like this for Conjurers, it's annoying when they don't even try and avoid being detected, especially when they're idle on roam or maneuver and I just want them safe over thre somewhere. If I need them for jamming, I put them on hold.

Is this a relevant place to discuss I would like to be able to toggle fight->reclaim things along the way on or off for a constructor?

It's relevant to the fight command, not so much the Conjurer specifically, but I'd like to be able to toggle that off, so a constructor can be told to Fight to somewhere along with a battlegroup, and it'll follow and repair them. (I'm aware the better order would be a repeat area-repair on that group, but that's two or three more clicks and more complicated selection)
+0 / -0