Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It just left you wondering if every driver in those vehicles are blind or drunk. More often than not, when there is a tight armored battle going on you'll spend more than half the time trying to "steer" those vehicles into a more reasonable position.
I have 3 stukas.
Select all of them all bombard an area.
All are within range. Why sometimes one of them will go towards the bombing area...instead of bombing the area.
1) Give orders to individual units and restrict group orders to a minimum
- This isn't just better as you can optimally target each route for each vehicle or unit, but also forces the pathfinding to account for everything else and wont get confused with the other vehicles/units you simultaniously order to move to the same spot
2) Stay clear of solid objects
- Movement restrictions apply to many vehicles like tanks that move on treads. Don't back up into anything solid as that often means having to stop to turn in place to avoid the edges of the solid object.
3) Avoid creating new obstacles in the path
- Stopping vehicles or setting up teamweapons can create obstacles. Do that at the wrong time and you might end up with just the same type of stop and turn issue as before.
Don't expect pathing to solve all that. Parts of this are in your hand to optimize.