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The only way to change this, is to alter the blueprint value to false - in which case, the units won't attack anything unless you specifically tell them to.
Unit stupidity is especially noticable with engineering units that don't update their orders properly as well, like when another unit already gathered a wreck or finished a structure: the non-updated unit may try to move to an old area to perform an action that's already completed. Sometimes engineers keep blocking another up to the point where they silently drop orders instead of sending a notification. Engineering stations can't be ordered to only perform specific tasks, like repairs, and thus will try to assist anything in range, even if they aren't supposed to. The only workaround is either to manually order them to support only a specific unit/structure or turn their automatic response off.
Combat units suffer from poor target choices and overkill. In another game, "They are Billions", the units try to avoid overkill damage pretty well. In Supreme Commander not at all, which may be due to the presence of area shields and physical shots that can miss or be blocked by other units instead of guaranteed hits. Poor target choices are especially noticeable with siege units that prefer to target units instead of defensive structures, shield strucutures and other structures in range before units.
In terms of movement units will also bump stationary units outside the shields sometimes or into other structures where they're stuck or terrain they can't leave. Pathfinding in general is one of the weakes parts of the game. Aircraft don't have collision at all, allowing infinite amounts of them to be stacked on top of another or really tight to bomb the hell out of a single spot, if needed.
There are a lot of things that aren't optimal. I view Forged Alliance as a game that never left the beta stage, even after they put it up for sale and supplied it with multiple patches because there were still a bunch of leftover unit bugs. Still: Could be worse. The game mostly has a playerbase for the scale, crazy weapons and fluid economy that also makes use of wreck gathering.
They attack any unit that gets near them when landed yes, so land them somewhere where enemy units aren't moving through and not on front lines, it takes them 3 seconds to take off and they are fast, or you can queue move orders back and forth without turning them to patrols to keep them from attacking, but that's a waste of fuel.
T3 gunships are also good vs land units and experimentals btw, not just strats, may be easier to use, especially for defense, as the way they attack doesn't move them around a lot (bombers fly over target and far behind them when attacking before turning around to bomb again, usually flying into aa or fighters in the process, gunships just hover and shoot with similar dps)
Also monkey has a stealth field, I suggest you queue some patrol orders on some t3 scouts so they can see it coming before it is already in your base so you can react, those can't attack so they will just fly back and forth without "wandering off". Intel is kind of important so you know what to do ahead of time instead of scrambling to react every time enemy appears "out of nowhere".
You should zoom out all the way every once in a while to look at what's happening anyways, idk how you only notice what your bombers are doing minutes after they already got shot down.
yeah i usaully tend to use the Strategic bombers together with the T3 gunships to take tou expirementals. say, is there a way to queue orders to a loop?