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Unit Collision/Pathing
Posted: Sun 07 Jun, 2015 6:44 am
by woolypeanut
So I've noticed some issues while playing regarding unit collision, sometimes when your units are trying to leave combat they get stuck on other units resulting in preventable wipes. Of course it's a feature of the game to a degree, but the extra retreat melee damage modifier is already enough and units getting trapped is obviously frustrating and a problem, especially when you retreat immediately when the enemy unit enters combat but still get stuck. Are there intentions to fix this?
It's also worth noting that sentinels (and probably other vehicles) can get locked inside a unit that they stun, I had hormagants around my sentinel and naturally stomped, however the sentinel was actually trapped within the unit, even once the stun wore off it was not able to leave because of unit collision. This is obviously not intended and if it is, makes little sense as the stomp ability would be a little broken if you couldn't get away from the unit afterwards.
Re: Unit Collision/Pathing
Posted: Sun 07 Jun, 2015 6:46 am
by Wise Windu
Nothing regarding the Sentinel bit, but in the next patch, we're going to be adding a retreat modifier that allows infantry to path through units and vehicles, which should prevent some of the retreat blocking weirdness.
Re: Unit Collision/Pathing
Posted: Sun 07 Jun, 2015 9:18 am
by Aguxyz
Wise Windu wrote:Nothing regarding the Sentinel bit, but in the next patch, we're going to be adding a retreat modifier that allows infantry to path through units and vehicles, which should prevent some of the retreat blocking weirdness.
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Re: Unit Collision/Pathing
Posted: Sun 07 Jun, 2015 9:58 am
by Lost Son of Nikhel
Wise Windu wrote:Nothing regarding the Sentinel bit, but in the next patch, we're going to be adding a retreat modifier that allows infantry to path through units and vehicles, which should prevent some of the retreat blocking weirdness.
Great news. Its going this change to prevent the situations where units simply stop for a moment in their retreat?
Re: Unit Collision/Pathing
Posted: Sun 07 Jun, 2015 11:25 am
by Swift
Yeah frequently vehicles get stuck on retreating units or units swarming around them because whilst it has right of way the units are too concentrated around it and there is nowhere to displace them, similar problem of course with heavy melee units never hitting vehicles because the vehicles drive into them. Think of the Sentinel getting stuck as a way of testing your micro and perfectly timing the stomp so you don't get stuck

Re: Unit Collision/Pathing
Posted: Sun 07 Jun, 2015 3:52 pm
by Spartan717
Speaking of collision, I was wondering if controlled abilities, such as 'Noxious cloud', could pass through vehicles as well.
Re: Unit Collision/Pathing
Posted: Sun 07 Jun, 2015 5:21 pm
by Wise Windu
Lost Son of Nikhel wrote:Wise Windu wrote:Nothing regarding the Sentinel bit, but in the next patch, we're going to be adding a retreat modifier that allows infantry to path through units and vehicles, which should prevent some of the retreat blocking weirdness.
Great news. Its going this change to prevent the situations where units simply stop for a moment in their retreat?
That's the idea. Also will hopefully prevent some bugged retreats that seem to have been happening more frequently.
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erm...

Re: Unit Collision/Pathing
Posted: Mon 08 Jun, 2015 11:32 am
by Cheekie Monkie
Aguxyz wrote:Wise Windu wrote:Nothing regarding the Sentinel bit, but in the next patch, we're going to be adding a retreat modifier that allows infantry to path through units and vehicles, which should prevent some of the retreat blocking weirdness.
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Re: Unit Collision/Pathing
Posted: Mon 08 Jun, 2015 1:31 pm
by woolypeanut
Wise Windu wrote:Nothing regarding the Sentinel bit, but in the next patch, we're going to be adding a retreat modifier that allows infantry to path through units and vehicles, which should prevent some of the retreat blocking weirdness.
AWESOME!!! and thanks for such a prompt reply!
Re: Unit Collision/Pathing
Posted: Mon 08 Jun, 2015 3:30 pm
by ytimk
Thank you, I really hope you guys in the mod crew feel the love

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Re: Unit Collision/Pathing
Posted: Mon 08 Jun, 2015 9:39 pm
by Aguxyz
Cheekie Monkie wrote:Aguxyz wrote:Wise Windu wrote:Nothing regarding the Sentinel bit, but in the next patch, we're going to be adding a retreat modifier that allows infantry to path through units and vehicles, which should prevent some of the retreat blocking weirdness.
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Re: Unit Collision/Pathing
Posted: Mon 08 Jun, 2015 9:42 pm
by Torpid
Wise Windu wrote:Nothing regarding the Sentinel bit, but in the next patch, we're going to be adding a retreat modifier that allows infantry to path through units and vehicles, which should prevent some of the retreat blocking weirdness.
Will that not diminish the effectiveness f things like emperor's fist on retreat though? What about non-vehicle delays in retreat caused y stuff like kill the weak, stomp, seismic roar etc? Wouldn't like to see any of those go.
Re: Unit Collision/Pathing
Posted: Tue 09 Jun, 2015 7:29 pm
by Lichtbringer
I think those abilitys would still affect units in retreat.
Maybe they will be even better, because the enemy DIRECTLY retreats through your unit so you can land even better hits?
Re: Unit Collision/Pathing
Posted: Tue 09 Jun, 2015 9:11 pm
by Torpid
Lichtbringer wrote:I think those abilitys would still affect units in retreat.
Maybe they will be even better, because the enemy DIRECTLY retreats through your unit so you can land even better hits?
Atm the main value of those moves on retreat is not the initial damage they do but rather the fact that they delay the retreat for a few seconds so that the walker can get in a few more hits or sluggas/tics can catch up and pound on the retreating unit a bit... If the unit goes straight through without stopping, which I suspect this change will cause, then such moves will become far less useful.
Sentinel stomp included.
Re: Unit Collision/Pathing
Posted: Tue 09 Jun, 2015 10:08 pm
by Broodwich
Torpid wrote:Lichtbringer wrote:I think those abilitys would still affect units in retreat.
Maybe they will be even better, because the enemy DIRECTLY retreats through your unit so you can land even better hits?
Atm the main value of those moves on retreat is not the initial damage they do but rather the fact that they delay the retreat for a few seconds so that the walker can get in a few more hits or sluggas/tics can catch up and pound on the retreating unit a bit... If the unit goes straight through without stopping, which I suspect this change will cause, then such moves will become far less useful.
Sentinel stomp included.
I am going to break down and cry i can no longer exploit this game's shitty pathing to punish someone who has already retreated
Re: Unit Collision/Pathing
Posted: Tue 09 Jun, 2015 10:17 pm
by Torpid
Broodwich wrote:I am going to break down and cry i can no longer exploit this game's shitty pathing to punish someone who has already retreated
Yep.
I mean those moves are balanced around the fact that they can do that in the first place, otherwise really they ought to do more up-front damage. And these things have been a key feature of DOW for all eternity, removing it would be like changing vehicle pathing to make it easier, which imo is a bad thing too since vehicles are balanced around the fact that they have shit pathing and microing them properly is rather intensive.
Re: Unit Collision/Pathing
Posted: Tue 09 Jun, 2015 11:04 pm
by Lichtbringer
Unless I understand it incorrectly, this change has nothing to do with these abilitlys and won't affect them? Right?
"Nothing regarding the Sentinel bit, but in the next patch, we're going to be adding a retreat modifier that allows infantry to path through units and vehicles, which should prevent some of the retreat blocking weirdness."
Nothing about abilities not affecting retreating units.
Re: Unit Collision/Pathing
Posted: Wed 10 Jun, 2015 2:10 am
by Broodwich
Torpid wrote:Broodwich wrote:I am going to break down and cry i can no longer exploit this game's shitty pathing to punish someone who has already retreated
Yep.
I mean those moves are balanced around the fact that they can do that in the first place, otherwise really they ought to do more up-front damage.
They are? Are you sure they aren't just some bug people have been exploiting since eternity yet nobody has fixed? I have a hard time believing that is a "feature"