Mac/Drifter pathfinding changed in recent build/s
Plasma
Join Date: 2003-04-26 Member: 15855Members, Constellation, Squad Five Blue
Not sure if anyone else has noticed, but in build 161 and 160 I think, I have noticed that the path finding of AI has started to take the long route to objectives, or go past the objective and then take a right angle turn etc towards the target at the very end.
Before pathing was pretty accurate for MACs when you told them to go somewhere, now they seem to go past the target (if they are close to it) and then turn back around, its a bit strange.
Before pathing was pretty accurate for MACs when you told them to go somewhere, now they seem to go past the target (if they are close to it) and then turn back around, its a bit strange.
Comments
To make drifters use vents, you now have to instruct it by baby-step.
Lol, what? Drifters can repair a structure? Have I been missing out?
lol...
MACs were the only thing in my mind. Drifters were included only because it felt right , but they can spam build as well, I'm sure. I don't think anyone has abused that though as it is sort of useless.
1) Aliens can't repair
2) Aliens can't recycle
=
Loss of resources
Juice is correct in that there are tons of commanders out there that stack MACs for repairs. It should only be ONE MAC/build.
IMO, a drifter should regenerate (or 'birth') from the building after you've constructed it. So although this still means you can't speed up the build process, you can use a drifter more than once.
I chomped like a mad thing on the MAC stack and made no dent in that pack.
It is definetly open to abuse, Alien Drifters not so much as a) they cant heal stuff and b) get spent each time they evolve into a structure... though I can the potential to drifter rush Marines and just abuse Flares.
What will it be like when MAC's get the EMP and Mine abilities :O
neat idea, but i want my commander constantly vigilant in overhead camera dropping me medpacks, not playing bob the builder.
I agree that controlling MACs with first person view would take too much of the commanders' attention. The problem is that NS2 maps have very complex geometry compared with traditional 2D RTS titles, and the default top-down view just doesn't cut it sometimes. Perhaps a medium distance third-person view would be a good compromise.