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Feature Request: Throttle Attacks Per Second to Prevent Auto-Snipe Cheating + Add data to post-game stats.


RangerK
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The Attached Screen shot is analysis from a recent TG.

You can see a HUGE disparity in the frequency and intensity of concentrated attack commands.  This can be evidence of Sniping, as I see @SaidRdz do manually in many of his Youtube videos.  Or it can evidence of using some game mod to automatically snipe for you.

Tatyana17's 13 attack commands per second isn't necessarily evidence of cheating, as game seconds are longer than real seconds, also, maybe all the commands were given during a pause in the game, though I don't remember having one.  Regardless, it's a little sus.  

Playing with even the possibility of cheaters is very demoralizing.

I suggest TWO features:

1)  Throttle the # of allowed attacks per second which the game will accept.  Either 3 or 4 seems good.  And if there are additional attack commands, they are either ignored or processed in the following second.

2)  Show statistics exactly like those in the image as part of the post-game data.
 

image.png

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The feature is meant in part to be a pathing tool when fighting, where units attack a specified group of target over the default 'closest enemy'.

...

-UnitAI handles array of targets, the first element is the entity that will be targeted until it's dead of invalidated, then it will go the the next one, that conveniently could be the next closest entity without doing more calculations. Also, it respond to any attack if the source is closer then it's current target (and if not engaged in combat yet).

Thanks, @guerringuerrin

I may be missing something, but the description there isn't very clear.  It doesn't really say the over-all goal of the PR, so I'm a little disoriented.  It also doesn't describe how targets are selected within the group.  I think it would have to be an extremely clever system to completely eliminate the advantage of auto-sniping.

 

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35 minutes ago, guerringuerrin said:

Basically, it would allow targeting groups of units using the selection box, which could make sniping as a gameplay mechanic obsolete.

That would not make the mechanic obsolete, it would just be an easier way to snipe. Attacking ranged units beyond melee and then running away when ur melee is all gone will remain. Significant balance changes would be needed to actually make it obsolete.

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