In trying to develop a good attack strategy, I need to know more about how the defense building AI works. As of this question there are seven different defensive buildings (cannon, archer tower, mortar, air defense, wizard tower, hidden tesla, crossbow). The game is pretty clear that some target ground, some air, and some both. What I am interested in is, given many eligible targets:
Do defensive buildings prioritize targets that are attacking them?
These kinds of nuances make a big difference when selecting and deploying a raid group, since every unit is precious and you don't have exact control over where they path.
From what I understand, priority goes to closest eligible target within range (until dead or out of range).
This is why many attack first with Giants to draw in enemy fire, and then use ranged units like Archers or Warriors to take out defenses.
, with no effect. Any idea what might cause this? I know that in the beginning, I thought I had to click per blow, so I hammered the right mouse button. Then I figured out that apparently, I just have to assign a target and then the attack will repeat automatically, so I'm just 'marking' targets. Going back to repeatedly pressing that button doesn't seem to help either, though. ... (4def) Defensive Lesser Ring of Power (1att, 1def) Resourceful (extra food) Observant (more gold from loot) Touch (increase health) I'm moving about 3-5 times slower than my follower with a Hammer
It's a well known fact, that zombie pigmen are passive mobs. I was always relying on that, and recently one of them attacked me for no reason. As soon as I showed up in his line of sight, he started running towards me and hitting with his sword. I was deeply shocked. What changed? What could possibly happen? Background info: Minecraft 1.0.0 SMP Modded, with the latest TechnicMP Unofficial Update In the Nether I was in process of digging out Nether Ores List of significant mods: IndustrialCraft2 1.43 BuildCraft 2.2.9 RedPower 2.0pre4 Forestry 188.8.131.52 Minefactory Reloaded 1.4 Nether Ores
that they will always win in a base race. If I arrive at their base and start killing their workers and buildings, they simply go to my base and do the same. This usually happens around the early-mid push so both.... Terran t1 units tend to do kill buildings faster anyway. Killing Pylons cripples the Protoss player much more than killing Supply Depots hurts the Terran. I end up being supply blocked and my warp gates... with the range upgrade. Okay, this works most of the time but a two-way turtle-tech-fest is really boring. It is true that I do play mostly against my buddies and that they have a higher probability
I am lover of air combat in BF3, but I seem to get dominated by players/squads/teams with a soflam & Javelin Combo. In my experience, I have not been able to ever shake a javelin in the helo. Flares, ECM, nothing. (maybe the occasional save getting behind a building or hill - seldomly works due to their attack from above). It is a great defense, do not get me wrong, but I also have... and within range. It can also receive targets via laser designation, allowing it to attack air vehicles. The Javelin's targeting ability can be hindered by Thermal Camouflage or Stealth, and defeated by IR
that item builds are situational. What I'm looking for is just a base-case situation against, say, some trees or rocks standing around. Forget about the other team's resistances, items, runes... output over, say, 5 seconds? Feel free to answer for either including AoE damage or damage to a single target, but I personally think single target ends up being more telling. I've scraped together...Varus the archer is on his way into the fields of justice and has some interesting scaling that I'm having trouble groking. The problem I'm running into is conceiving of an item build which optimizes
, then you'll need to emphasize more heavily the defensive capabilities of your race in a 2v2 defense. Fortunately Blizzard has given enough options to make up for the disadvantage in 2v2 (I think...+roach attack on Monlyth Ridge. We scouted and knew it was coming, but I don't know what we could have done to stop it. They killed my pylons while I tried to hold them off, thus I couldn't reinforce... to start building dark templar or other surprise tech. This early, they have a very clear idea of what options I have, so they are not afraid to just march into my base. Luring them away from the base
In the two-handed tree, there are perks called Sweep and Warmaster. Description of Sweep: sideways power attacks with two-handed weapons hit all targets in front of you. Description of Warmaster: backwards power attacks have a 25% chance to paralyze the target. So, how do I perform sideways and backwards power attacks? How do I know I performed any of those two (animation, angle of swing or something else)?
I'm trying to complete the training missions in "688 Hunter/Killer" and I'm having trouble hitting the training submarine targets. I've turned on active sonar and I can see the target, I load two ADCAP torpedoes and: Set the target Set the floor to be 1500ft Set them to enable before they reach the target (say 4500 yards) Once they launch they head towards the target, their little target thing goes reddish but then they "conduct a turn away manoeuvre" and disable instead of exploding. Any suggestions would be great!
There are three defensive towers to choose from when fortifying your platforms: Machine Gun Artillery Anti-Air However, I'm almost done the second chapter of the game, and so far, my anti-air towers have always been 'greyed out' in the build menu. How can I access them?