Questions & Answers (for Newbies and non-Newbies)
Questions & Answers (for Newbies and non-Newbies)
Hi all,
I was wondering what was the best place to ask OpenRA related questions, without spamming with new posts here or on GitHub.
So I guess this could be a centralized post, where anybody could just ask any question that doesn't need a new post. (I didn't find such a post in here, so I guessed I could start one)
So here is a question for me : anyone knows what is the HP a of husk ? Does it depend on the original vehicle ?
I was wondering what was the best place to ask OpenRA related questions, without spamming with new posts here or on GitHub.
So I guess this could be a centralized post, where anybody could just ask any question that doesn't need a new post. (I didn't find such a post in here, so I guessed I could start one)
So here is a question for me : anyone knows what is the HP a of husk ? Does it depend on the original vehicle ?
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Heard you can cue up different moves? How does that work? E.g. unit moves from place 1 to place 2 then A-move to place 3 and then move to place 4.
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Consider supporting OpenRA by setting a bounty or by donating for a server
Use Shift+click on the desired locationsnoobmapmaker wrote: ↑Heard you can cue up different moves? How does that work? E.g. unit moves from place 1 to place 2 then A-move to place 3 and then move to place 4.
You can use it also on an MCV, to queue moving and deployment. However it doesn't work on loaded vehicles (ranger, APC, ...), neither with hotkeys.
Also Shift is used for producing 5 units / buildings !
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Hey FRenzy,
Husk HP & armor for the three mods:
RA Husks: 280hp / heavy armor.
TD Husks: 140hp / light armor.
D2K Husks: 75hp / light armor.
Veteran units have the same vision range as non-ranked units.
The veteran unit bonuses are: RA, TD, D2K
∙Damage
∙Firepower
∙Speed
∙Reload Delay
∙Inaccuracy
∙Self healing (rank-4)
Husk HP & armor for the three mods:
RA Husks: 280hp / heavy armor.
TD Husks: 140hp / light armor.
D2K Husks: 75hp / light armor.
Veteran units have the same vision range as non-ranked units.
The veteran unit bonuses are: RA, TD, D2K
∙Damage
∙Firepower
∙Speed
∙Reload Delay
∙Inaccuracy
∙Self healing (rank-4)
True, I forgot about this one. However it seems to be it has turned into a post for suggestions ? Maybe there could two different posts.eskimo wrote: ↑There was Omnom's thread for questions, but it's not titled the best. Also could do with sticky-ing.
I would like to keep this one exclusively for Q&A about the game itself.
True for harvesters.eskimo wrote: ↑ Shift moves i've found don't work with harvesters which is annoying. Shift and A move works for me, as far as i'm aware though! So could be wrong.
Can't get to do it with A-move. To be sure, I tried shift+ moving in one direction, then shift A-moving in the other one, my units directly turned back, so I guess it overrides.
If you know how to do it correctly, I'd be happy to know how
@Frame_Limiter : awesome, thanks !
What's the difference between Damage and Firepower ?
Damage = damage taken, Firepower = damage dealt ?
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- Joined: Tue Feb 16, 2016 4:55 pm
Yep.FRenzy wrote: ↑ @Frame_Limiter : awesome, thanks !
What's the difference between Damage and Firepower ?
Damage = damage taken, Firepower = damage dealt ?
Never noticed anything self healing.Frame_Limiter wrote: ↑Hey FRenzy,
Husk HP & armor for the three mods:
RA Husks: 280hp / heavy armor.
TD Husks: 140hp / light armor.
D2K Husks: 75hp / light armor.
Veteran units have the same vision range as non-ranked units.
The veteran unit bonuses are: RA, TD, D2K
∙Damage
∙Firepower
∙Speed
∙Reload Delay
∙Inaccuracy
∙Self healing (rank-4)
Actually that could be a good crate ability for troops I think.
We need some form of sticky, or maybe two. This one and the suggestions one too. As yeah, Om's was in response to balance threads originally.
For A shift.
Try:
First A move.
Then, A + shift click.
Then A + shift click (repeating.)
The shift button always comes second. Though i'm still not sure what works and what doesn't entirely. I think shift repair bay back to another position is fine, as is engi capping.
MCV move then deploy on shift i can't get to work. Neither undeploy and move.
I've not tried force move and then A move in one shift command yet.
For A shift.
Try:
First A move.
Then, A + shift click.
Then A + shift click (repeating.)
The shift button always comes second. Though i'm still not sure what works and what doesn't entirely. I think shift repair bay back to another position is fine, as is engi capping.
MCV move then deploy on shift i can't get to work. Neither undeploy and move.
I've not tried force move and then A move in one shift command yet.
Definitely !eskimo wrote: ↑We need some form of sticky, or maybe two. This one and the suggestions one too. As yeah, Om's was in response to balance threads originally.
I'm wondering this is some kind of bug in the new release.eskimo wrote: ↑ For A shift.
Try:
First A move.
Then, A + shift click.
Then A + shift click (repeating.)
The shift button always comes second. Though i'm still not sure what works and what doesn't entirely. I think shift repair bay back to another position is fine, as is engi capping.
MCV move then deploy on shift i can't get to work. Neither undeploy and move.
I've not tried force move and then A move in one shift command yet.
Tried queuing A-moves again, still nope but I managed to queue 1 A-move, with several normal moves afterwards.
The MCV move & deploy queueing is also buggy. Sometimes works, but it deploys at the first location of the path ... AFAIR it was working corrrectly (or maybe I was never using it with a complex path).
I found out about the repair bay. Yes works ... but after queueing movements, the unit then goes to the rally point of the SD.
Engy-capping : yes. Very useful.
I'll open a Github issue on that