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More Forgiving Movement#552

Movement hitboxes should be more lenient and forgiving, at least for the larger-sized figures. The screenshotted situation is what prompted this post, but I’ve run across a few other scenarios like this already.

Geometrically speaking, it doesn’t make sense that a single turret and a piece of cover should completely pin Ex in that one spot there, and it was very frustrating to having an already down-hill game go from potentially win-able to instant loss due to this.

While I do like the overall design currently of how movement works, blocking out the enemy with troops placed near cover to form a wall and such, these specific edge-cases could use some tuning to not cause quite so much frustration.

This would also be a very nice buff for Ex, who is struggling the hardest of the three captains to stay competitive. If the only melee-focused captain constantly is getting stuck on the smallest of terrain pieces, then why ever bother playing him?

2 years ago

Specifically, moving past/thru friendly units should be MUCH more forgiving than it currently is, and moving past/thru enemy units should be only slightly more forgiving than it currently is. Think about d&d movement rules: friendlies only slow you down, while hostiles completely block your movement thru a space, but it takes a concerted effort to truly pin someone down because there’s almost always at least some room to move. In Jack’s screenie above, there is CLEARLY room for EX to move… but he can’t, and that makes zero sense.

2 years ago
1
Changed the status to
Researching
2 years ago
1

Thanks!
This is something we have discussed before to improve.
Looking into it for after EA launch.

2 years ago

Definitely want to address this somehow.

2 years ago
1

Adding a particularly egregious example, even small bases are affected by this weird geometry where bases all reach more than they should. This Maximus is clearly free to move east/north and can’t because it’s somehow blocked by Extilior who’s to the left of him. It’s likely related to the AoE UI not being accurate either. A base can be “touching” something it really shouldn’t be and leads to weird interactions when these mismatched elements mash together.

a year ago