Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Issues dealing with gameplay balance.

Should Auto-targetable Power Nodes Be Reintroduced? (Read the Post First)

Yes
33
53%
No
29
47%
 
Total votes: 62
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Wise Windu
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Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Wise Windu » Thu 07 Jul, 2016 12:38 am

This poll is as the title states, but there are some other things that would come along with it which are important when deciding on the outcome. Everyone knows that in retail (and some of Elite), the auto-targetable power nodes caused the premature reveal of set up AV, vehicles, etc., and could often screw up engagements.

However, this change would come with the addition of a Cease Fire ability on Vehicles and set-up teams, which would allow the player to prevent the unit from shooting automatically, but also allow the manual targeting of any enemy unit while the ability is active (basically the same behavior as Camouflage, but without the Camouflage).

This change would also fix the turret damage vs. Power Node bug, as well as the AI's behavior around power nodes.

Some negatives: Possibly some poor targeting from infantry units when attack-moving in engagements around power nodes
Maybe something else I'm forgetting?

Making this thread to gauge what people want since this is kind of a significant - but not really game design oriented - gameplay change. So vote away, give comments, questions, etc. in the thread
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Paranoid Kamikaze » Thu 07 Jul, 2016 12:57 am

No. They were terrible to deal with in retail, and not just in revealing setup teams. It's a good thing that they're gone and I hope it stays that way. This is actually one of the best changes to come with Elite, along with being able to reorder your unit list and removing most of the sync kills.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Tinibombini » Thu 07 Jul, 2016 1:42 am

Can we have the cease fire function without the auto-targetable power nodes?
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Atlas » Thu 07 Jul, 2016 2:25 am

I'm willing to give it a shot, and if it doesn't work out then we can just revert it.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Wise Windu » Thu 07 Jul, 2016 2:28 am

The Cease Fire will go in regardless, but the targetable power nodes would help to fix the other things mentioned.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Torpid » Fri 08 Jul, 2016 6:36 pm

With cease fire I think it would be a good thing to reintroduce it.

It would nerf spamming power nodes to prevent caps which is a very annoying thing as it is.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Ace of Swords » Fri 08 Jul, 2016 7:09 pm

Avoid it at all costs, it makes all tanks and dreds to go full retard.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Black Relic » Fri 08 Jul, 2016 7:23 pm

Honesty I agree that there should be a cooldown on purchasing power nodes. I forgot how i was able to do it though...
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Wise Windu » Fri 08 Jul, 2016 9:03 pm

Ace of Swords wrote:Avoid it at all costs, it makes all tanks and dreds to go full retard.
They would have the cease fire ability if that matters

Black Relic wrote:Honesty I agree that there should be a cooldown on purchasing power nodes. I forgot how i was able to do it though...
Might be able to set a timed sim variable on the capture point or something
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby The_Convertant » Sat 09 Jul, 2016 6:55 am

Wise Windu wrote:
Ace of Swords wrote:Avoid it at all costs, it makes all tanks and dreds to go full retard.
They would have the cease fire ability if that matters

Black Relic wrote:Honesty I agree that there should be a cooldown on purchasing power nodes. I forgot how i was able to do it though...
Might be able to set a timed sim variable on the capture point or something

Cease fire will not prevent them attacking node while moving is it not? I think Ace means that.
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Wise Windu
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Wise Windu » Sat 09 Jul, 2016 7:41 am

The_Convertant wrote:Cease fire will not prevent them attacking node while moving is it not? I think Ace means that.
?

They cease fire without precise attack command regardless of whether or not they're moving.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby egewithin » Sat 09 Jul, 2016 10:11 am

I don't want this future because when I do some sneaky stuff without infiltrative units -E.G. Melta Techmarine goes after Manticores - while passing from power farms I musn't warn enemy.

Also, if the player really wants to kill some gens, he can click on it.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Torpid » Sat 09 Jul, 2016 10:30 am

firatwithin wrote:I don't want this future because when I do some sneaky stuff without infiltrative units -E.G. Melta Techmarine goes after Manticores - while passing from power farms I musn't warn enemy.

Also, if the player really wants to kill some gens, he can click on it.


So use cease fire then...

Do people not read the OP?
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby egewithin » Sat 09 Jul, 2016 10:57 am

Torpid wrote:
firatwithin wrote:I don't want this future because when I do some sneaky stuff without infiltrative units -E.G. Melta Techmarine goes after Manticores - while passing from power farms I musn't warn enemy.

Also, if the player really wants to kill some gens, he can click on it.


So use cease fire then...

Do people not read the OP?



Hmmm, perheps you are right. Thank you for advice.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Torpid » Sat 09 Jul, 2016 12:01 pm

firatwithin wrote:
Hmmm, perheps you are right. Thank you for advice.

Now that I think about it infiltrated units don't shoot at stuff automatically anyway. Power nodes wouldn't be special like that. Troops already automatically shoot at actual units, but not when infiltrated. So cease fire wouldn't even be necessary in that case. It's different for stuff like missle tacs or KCSM though.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Ace of Swords » Sat 09 Jul, 2016 1:29 pm

The_Convertant wrote:
Wise Windu wrote:
Ace of Swords wrote:Avoid it at all costs, it makes all tanks and dreds to go full retard.
They would have the cease fire ability if that matters

Black Relic wrote:Honesty I agree that there should be a cooldown on purchasing power nodes. I forgot how i was able to do it though...
Might be able to set a timed sim variable on the capture point or something

Cease fire will not prevent them attacking node while moving is it not? I think Ace means that.


No, I've played with cease fire in CoH2, if it's anything similar it will be useful to setup ambushes but it's not going to stop the turrets of tanks or ranged dreds to go full retard on nodes/infantry in the moment you take it off, while it will help a lot, auto targetting nodes were fucking cancer and this will not help the issue with them.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Adeptus Noobus » Sat 09 Jul, 2016 9:03 pm

Isn't there a preference modifier for different targets? I mean something like: if there is a gen, an infantry squad and a tank, attack infantry over tank and over gen. Wouldn't that prevent tanks/walkers from going haywire?
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Dark Riku » Sun 10 Jul, 2016 12:47 am

From what I understand such a system is indeed in place Adeptus, but for some reason doesn't work when on the move.
I would prefer the nodes to stay not auto targeted too for some reasons said above already.
I still hope there can be another way to fix the turrets versus nodes bug on another way, that seems to be the only downside of the current system.
Last edited by Dark Riku on Mon 11 Jul, 2016 12:09 am, edited 1 time in total.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Oddnerd » Sun 10 Jul, 2016 4:11 am

I would prefer this not be implemented. If Ace's claim about tanks and dreads behaving stupidly is true then it just seems like a huge increase in risk for minimal reward to the player. The problem it is solving is so minimal that I don't think the risks are worth it.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Black Maw » Sun 10 Jul, 2016 11:53 am

+1 Oddnerd

If i have to exchange one problem for another, i'd rather things stayed the way they were. And the addition of a cease fire button would be sweeeeeeeeeeeeeet!
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby [EL] A Paige (of AT) » Fri 22 Jul, 2016 5:29 pm

Black Relic wrote:Honesty I agree that there should be a cooldown on purchasing power nodes. I forgot how i was able to do it though...



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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Toilailee » Sat 23 Jul, 2016 10:15 pm

Hell yes! This was an indirect nerf to ig since you can't bash and repair at the same time. :?
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Forestradio » Sun 24 Jul, 2016 12:39 am

Toilailee wrote:Hell yes! This was an indirect nerf to ig since you can't bash and repair at the same time. :?

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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Toilailee » Sun 24 Jul, 2016 10:50 am

Forestradio wrote:
Toilailee wrote:Hell yes! This was an indirect nerf to ig since you can't bash and repair at the same time. :?

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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Atlas » Tue 25 Oct, 2016 7:52 pm

So with Hold Fire now in the game, should we set it to Auto-Targetable again?
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Crewfinity » Wed 26 Oct, 2016 5:22 am

i think it's fine to make them auto-targetable again. hold fire is fucking amazing i love it so much. holy shit such an awesome change.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Dark Riku » Sun 30 Oct, 2016 1:23 pm

Only if Hold Fire is added to all units.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby mikeydude » Sat 26 Nov, 2016 12:09 pm

I desperately need auto-targeted power nodes back. If it's possible to run 2 mods at once then I'll run it as a second mod.

My problem is that I play 99% of my games against the AI (so I don't punish others with my lag), usually 3v3 with 2 Normal allies vs. 3 Expert enemies. With the original AI, one of the enemy's best tactics was constantly stealing my power nodes, but now they don't attack any activated node. That means I have a huge power advantage and to win any game all I have to do is cap and build on every power node.

Elite is a phenomenal achievement in modding, but this one thing makes me miss the challenge of the Vanilla AI.
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Re: Poll for Re-introduction of Auto-targetable Power Nodes (Read the Post First)

Postby Myrdal » Sat 26 Nov, 2016 7:57 pm

mikeydude wrote:I desperately need auto-targeted power nodes back. If it's possible to run 2 mods at once then I'll run it as a second mod.

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