Unit AI/Behavior is still an issue

Finally tried the update last weekend. 

 

Much to love (especially the new launcher!)

 

BUT... 

 

I am still seeing issues with Unit AI... which is now, as far as I am concerned, the only remaining "functional" problem with the game.

 

Here are some things I thought I noticed (in theory, I have the replay now to prove it, right?):

 

- My units charging through creeps to get to their destination, taking a lot of damage from the creeps, but not returning fire -- even though they could have easily blasted the creeps and taken the node on their way through.

 

- My units being sent to a particular node to attack... but some of the units breaking off to attack/defend against sprawling creeps from other nearby nodes.

 

- My units charging in to take a node (attack to node itself).... but the units chose to not destroy buildings that were damaging them (turrets or whatever)... until all the units in that army were all dead and gone.  

 

- My units attacking nodes (attack to node)... the the units leaving themselves in range of fire from opponent's command station... when they could have changed angle and fired from elsewhere.

 

- Medics charging forward at front, until I ungrouped and regrouped, at which point they moved to rear and stayed there

 

- Enemies being targeted in awkward sequence... (kill the big guy first, duh...)

 

What I really want more than anything else at this point... is to be able to confidently "set it and forget it" ... at least most of the time, for basic attacks.

Please give unit intelligence some work and TLC in the near future. 

 

I think it is the one remaining "missing link" that could take the game to the next level.

 

 

 

 

 

 

24,472 views 4 replies
Reply #1 Top

Just two things which may be relevant to a couple of your points:

Attack move should make the units attack anything on the way. (This should include buildings I think, so if it didn't that is a bug)

If you right click on a node and the blue line appears the units will ignore other creeps and just go after the creeps on that node instead of getting distracted by nearby creeps (can happen if close together). This came in a previous patch and did work at the time.

I have noticed you don't always get the blue when you tell them to go to a node though, so that seems an issue there.

Reply #2 Top

I'll have to experiment more directly with attack move. I stopped using it, honestly, because wasn't noticing big differences between a-move and regular move. The only time I use a-move now is when I am sending units into unexplored territory.

 

I'm not sure the node thing is working as you say, because I usually attack to nodes with the blue line. I'll monitor more closely. 

 

 

 

... giving some further thought to the issue...

It's a hard thing to resolve, maybe. 

I mean, consider a scenario where I tell my units to attack a factory.

It seems like a bad user experience both ways... 

If they attack the factory first:  "Why do my units just sit there, getting blasted by the turret, while they are attacking the factory? Why don't they do something about it? The units are dumb, and force me to micro. They need to destroy the turret."

If they attack the turret first: "Why do my units attack the turret when I want them to destroy the factory?! It's like herding cats. It forces me to micro."

 

I don't have a good solution.

 

maybe more options for movement/command types (other than just a-move).

 

maybe some settings for army behaviors AND HOT KEYS FOR ACTIVATING THEM?

 

 

 

 

 

 

 

Reply #3 Top

Quoting fantstc1, reply 2

I'm not sure the node thing is working as you say, because I usually attack to nodes with the blue line. I'll monitor more closely. 
End of fantstc1's quote

Yeah, me too. When it was first implemented I definitely noted it as it had been a pain before and it worked nicely for me, but that was a patch or two back at this point so it is possible it broke in the meantime. 

If I am attacking a base/built up area then if needed I shift right click for focus fire on buildings and in general it seems to work, though not in the 100% focused way some games might.

Should they come across an enemy I find units react better/faster on attack move over normal move. I don't know if they prioritize buildings or units, but I would expect the latter.

Some army behavior options would be great.

Reply #4 Top

I'd go as far as saying it might even be the single factor that is making the game less "sticky" than it could be to players.

It's not an easy issue, I'll grant.