General Discussion / Simple Questions, Simple Answers
Put all your ideas, questions, and suggestions in here
Should the mobile gap generator had his ability switchable on/off by f key ?
Example : You want it to reduce vision of enemy but you don't want them to be able to locate your army at any time, so put it off and turn it on when engagement starts.
I was thinking about the mobile generater only generating fog of war but, the shroud is usefull as a decoy as well.
Example : You want it to reduce vision of enemy but you don't want them to be able to locate your army at any time, so put it off and turn it on when engagement starts.
I was thinking about the mobile generater only generating fog of war but, the shroud is usefull as a decoy as well.
I'm experimenting with a super MGG that takes vision away from buildings and infantry completely. I discovered that this will prevent the shrouded units from attacking first, but if they were fired upon by something within their original RevealsShroud range, they will track that particular unit and return fire (very accurately i might add).
I think making the shroud turn on and off manually is a great idea that i can throw into my next round of experiments. Generating permanent shroud seems rather annoying..
I think making the shroud turn on and off manually is a great idea that i can throw into my next round of experiments. Generating permanent shroud seems rather annoying..
Be very carefull with the MGG / GG.OMnom wrote: ↑I'm experimenting with a super MGG that takes vision away from buildings and infantry completely. I discovered that this will prevent the shrouded units from attacking first, but if they were fired upon by something within their original RevealsShroud range, they will track that particular unit and return fire (very accurately i might add).
I think making the shroud turn on and off manually is a great idea that i can throw into my next round of experiments. Generating permanent shroud seems rather annoying..
I recently played a 1v1 game vs Toeplitz on a Doomhammer stream on Keep off the Grass.
As my opponent turtled up, I sent in squads of light tanks to kill of his artillery, while the combination of units, GG/MGG and Camo Pillboxes seemed to screw up the pathfinding as well.
The gap generators are a lot more annoying than they are strategical right now, thats for sure. Perhaps not this patch, but maybe the next one, i'll consider asking the devs to redo the vision system.Wippie wrote: ↑Be very carefull with the MGG / GG.OMnom wrote: ↑I'm experimenting with a super MGG that takes vision away from buildings and infantry completely. I discovered that this will prevent the shrouded units from attacking first, but if they were fired upon by something within their original RevealsShroud range, they will track that particular unit and return fire (very accurately i might add).
I think making the shroud turn on and off manually is a great idea that i can throw into my next round of experiments. Generating permanent shroud seems rather annoying..
I recently played a 1v1 game vs Toeplitz on a Doomhammer stream on Keep off the Grass.
As my opponent turtled up, I sent in squads of light tanks to kill of his artillery, while the combination of units, GG/MGG and Camo Pillboxes seemed to screw up the pathfinding as well.