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Unit knockback - question


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#1 abusage

abusage
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Posted 13 March 2008 - 07:43 PM

I realize this may not be something you guys have control over while coding the skirmish mod but I noticed that commander units who have a knockback (ie Cannoness) seem to be less effective than units who stand and attack. Today I watched my cannoness approach a group of 2 scouts and take nearly a minute to kill them both. She would approach them --> Knock one back --> start running back to her intended "move-attack" location till she was shot again ---> approach and knock back another scout. When she actually had time in between knockbacks she would hit the scout for nearly 50% of his HP but in the span of 1 minutes time she only actually attacked to her potential 4 times.

Seems like this wouldn't be too big a deal if the Cannoness would pursue the knockbacked target, but instead she immediately move away as if the unit isn't there anymore - at least until they get up and start shooting her again.

To me, this seems like a hardcoded problem with how the unit was designed but a part of me hopes you guys may be able to tweak this type of AI weakness.

#2 Semiphar

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Posted 13 March 2008 - 07:47 PM

On weaker units, like Scouts and Guardsmen, just switch to ranged stance and kill them, takes like 12 seconds. Unless you need to have them under control, just shoot them.



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