You guys should really fix the unit pathfinding
Posted: 26 Jan 2018, 08:36
Or, as a quick workaround, possibly just shrink the bounding box (or radius?) of each unit a bit and allow them to clip when there's lots of unit collisions in a short time and small area? There seems to be room to do this on the larger units too without even necessarily letting the models intersect, and a little bit of clipping is probably less immersion-breaking than traffic congestion either way.
The back-and-forth "wiggle" units do when they run into each other could possibly be randomized too, to keep them from headbutting in perpetual sync when they're in a tunnel that's more than wide enough for them to pass side-by-side.
I've just been trying to play the alpha campaign mission where you destroy the New Paradigm's main base, and it gets really annoying having to break up my command groups and micromanage units every single time I try to pull a sensor out of the LZ or move my heavy tanks to a new position.
The back-and-forth "wiggle" units do when they run into each other could possibly be randomized too, to keep them from headbutting in perpetual sync when they're in a tunnel that's more than wide enough for them to pass side-by-side.
I've just been trying to play the alpha campaign mission where you destroy the New Paradigm's main base, and it gets really annoying having to break up my command groups and micromanage units every single time I try to pull a sensor out of the LZ or move my heavy tanks to a new position.