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View Full Version : Destroying and capturing power nodes



Master Exon
21st Jan 09, 7:31 PM
Does anyone else find it weird that after you tell a squad to destroy a power node, they will sit around doing nothing afterwards? Why don't they capture it automatically? It's kind of redundant.

Mokino
21st Jan 09, 7:32 PM
It'd be nice functionality if the squad automatically started capturing after destroying the node for sure.

Saberdark
21st Jan 09, 7:35 PM
I can think of times where it would be annoying though. Such as if the enemy had a Heavy Bolter squad in range to kill anything that caps it.

Master Exon
21st Jan 09, 7:48 PM
Yeah, but in this game, don't the squads fire back when capping?

Pseudonymn
21st Jan 09, 7:48 PM
Yes! OMG this will be annoying if it persists! Queuing commands doesn't appear to be working correctly. I'm accustomed to sending my capper units out with orders to attack-move+capture 3-4 points in a fast land grab. Imagine my horror when I see the scouts I just issued capture queues to standing around on their laurels having not started work on the first one on the list.

Saberdark
21st Jan 09, 7:59 PM
Yeah, they do fire back, but that doesn't help much if they are getting killed cause they decided on thier own to run over and cap the point when it was not safe to do so. Making something happen automatically is never fun.

However, they should make it possible to queue up such a command.

TheDeadlyShoe
21st Jan 09, 8:01 PM
Good idea. Was wondering the same thing. They should autocap if they've been explicitly ordered to kill the point.

Buguba
21st Jan 09, 8:27 PM
Good idea. Was wondering the same thing. They should autocap if they've been explicitly ordered to kill the point.

I don't agree. What if it happens to be in the middle of battle? If your squad is under fire and you order them to destroy the point, autocapping puts you in a worse situation than before.

What if you want to destoy the point with one unit and have another unit capture it? Even better, what would happen if you have multiple units destroying the same point? Would they all capture it? Even if you coded the "weakest" unit to capture the point automatically, that's still taking control form the player.

Another problem with all the units capturing the point, even if they can fire back, is that they're still stuck out in the open. Adding to this, heavy weapons don't seem to work while capping either, so that puts your squad at a disadvantage.

It's fine the way it is.

TheDeadlyShoe
21st Jan 09, 8:29 PM
That's a good point, but it often takes a long time for units to destroy the central power structure. I can't spare the attention or time to wait until the thing blows up, but my units NOT capping means my enemies just got 30 or 60 more power while I was busy elsewhere! I hate that.

Plus, even if the proposed change wasn't context sensitive to nearby battles, your units will automatically attack nearby locked power points anyway so you can do the cautious thing if need be

Mokino
21st Jan 09, 8:29 PM
They also take extra damage while capping. A lot of times it's better to hit the retreat button or switch to full combat, kill the enemy and then cap the point.

Pseudonymn
22nd Jan 09, 4:37 AM
This is all standard fair from DoW1. Your units wouldn't autocap anything until you got rid of the listening posts and trying to cap the point in the middle of a battle without support is just as dumb an idea now as it was then. What's missing here is a working command queue tree.