Comments (12)
I feel it's both an intended feature but bugged aswell.
Balance wise it would be really bad if all inf starts auto-attacking when the outpost is destroyed, this will make the unit massively more dangerous without requiring any micro (manual evac neither doesn't drop off all inf at once).
Sometimes infantry will keep walking and not respond at all, this is the bugged part I feel.
Improving the response time would be a good.
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Does infantry take damage after outpost popped?
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Does infantry take damage after outpost popped?
10% for vChina, Nuke and Tank
50% for Inf
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This is a tricky one, would be nice to fix but it changes the outcome a lot. Currently all players know you can charge at outposts as long as you have enough initla firepower, since the units inside won't attack back once the Outposts have been popped. But if fixed, it would mean you wouldn't be able to attack anymore.
In some cases I suppose this helps Chinas but maybe not for Inf. A tricky one.
P.S. I don't think it can be fixed right?
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So is actually a specific outpost bug or is it related to unit spacing, the mechanic where units want to spread out?
from generalsgamepatch.
So is actually a specific outpost bug or is it related to unit spacing, the mechanic where units want to spread out?
There is a ScatterNearbyOnExit
field on the Outpost's TransportContain
module, however it is set to false. I'm also curious what GoAggressiveOnExit
does.
It seems that any infantry in a transport who is locked onto and in range of a target when the transport is destroyed will attempt to walk to the target's position while ignoring commands. This happens for any vehicle that passengers can fire out of.
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I think the issue is they the walking time of the infantry is inconsistent.
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Don't like changing this one, would alter balance significantly and it seems logical that infantry wouldn't be able to fire instantly once their vehicle is destroyed.
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Problem is not them not firing instantly, but completely ignoring any orders given.
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But then I could just press stop and attack (essentially allowing them to fire instantly)
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Sure. Kind of different meaning of "fire instantly" though.
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Agree not to change this too much.
would make sense to have the ‘not being able go fire’ time being the same all the time instead of different between situations?
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