Medic and mechanic suggestion

Discussion about the game and its default mods.
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Mo
Posts: 116
Joined: Sun Jul 19, 2015 1:40 pm

Medic and mechanic suggestion

Post by Mo » Sun Jan 07, 2018 8:11 pm

I've thought about the issue with medics and mechanics running into the front lines, and the neatest solution I can think of would be to implement the guard command, where when selecting and moving a blob, medics are automatically set to guard the nearest infantry (unless individually selected), and similarly for mechanics with the nearest vehicle.

A side note:
I was also surprised that I could not set the radar jammer to guard a unit.

camundahl
Posts: 148
Joined: Tue Feb 21, 2017 12:36 am
Location: Corpus Christi, Texas

Post by camundahl » Mon Jan 08, 2018 9:16 pm

Medics/Non-combat infantry should stand if asked to target a enemy building or unit instead of move right up to it.
Last edited by camundahl on Mon Jan 08, 2018 10:23 pm, edited 1 time in total.

Mo
Posts: 116
Joined: Sun Jul 19, 2015 1:40 pm

Post by Mo » Mon Jan 08, 2018 10:12 pm

The issue is not just for buildings, even for attacking units they will just run up to them if I'm not mistaken.

camundahl
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Joined: Tue Feb 21, 2017 12:36 am
Location: Corpus Christi, Texas

Post by camundahl » Mon Jan 08, 2018 10:23 pm

Yes I would love to see that change.

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avalach21
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Post by avalach21 » Mon Jan 08, 2018 11:36 pm

camundahl wrote: Medics/Non-combat infantry should stand if asked to target a enemy building or unit instead of move right up to it.
agreed.

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WhoCares
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Joined: Mon Feb 13, 2017 11:28 pm

Post by WhoCares » Tue Jan 09, 2018 12:22 pm

I like mo's idea :

Amove on "unnarmed support units" would make them guard the nearest unit. And by doing that, they follow the unit wich is the closest without going further and at best staying few cells back.

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