Medic and mechanic suggestion

Discussion about the game and its default mods.
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Mo
Posts: 126
Joined: Sun Jul 19, 2015 1:40 pm

Medic and mechanic suggestion

Post by Mo »

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: 153
Joined: Tue Feb 21, 2017 12:36 am
Location: Corpus Christi, Texas

Post by camundahl »

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: 126
Joined: Sun Jul 19, 2015 1:40 pm

Post by Mo »

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

camundahl
Posts: 153
Joined: Tue Feb 21, 2017 12:36 am
Location: Corpus Christi, Texas

Post by camundahl »

Yes I would love to see that change.

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avalach21
Posts: 214
Joined: Mon Aug 10, 2015 8:01 pm

Post by avalach21 »

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
Posts: 312
Joined: Mon Feb 13, 2017 11:28 pm

Post by WhoCares »

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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