Change unit attack behavior

Right now, if a unit is in any kind of attack state, INCLUDING and MOST IMPORTANTLY a target-attack command (ie. a rightclick on an enemy unit), and the units get even slightly pathblocked, they will default to attacking whatever they can in the immediate area. And I really do mean the SLIGHTEST degree of being pathblocked. For example, just being struck and snared by a Hoplite that a unit has to skirt around slightly is enough for a Cavalry unit to just give up on its clearly defined tasking by the player to go the rest of the distance to the Toxotes and attack them instead.

Despite the idea that this prevents units from getting “stuck” and killed without doing anything, this mostly leads to units being unable to be microed onto the targets the need to be microed onto in a reliable way (ie. heroes on myth units and cavalry on archers, two elements of the game that have consistently been out of balance since launch). It’s entirely a net negative.

The current solution is to spam the attack target command, constantly interrupting your own units and their repeated attempts to stop and attack the closest thing instead of obeying. When you know this fact, you will spend a lot of your time in engagements playing a very peculiar game of spamming the same attack-target command repeatedly to get the “correct” behavior out of your units. This doesn’t make any sense as a thing to have, from any perspective.

The current behavior also removes effective shift-clicking attack-target commands. In legacy AOM, mass archers were very strong, had higher base DPS, and fewer multipliers against them. Even so, shift-clicking micro groups of 3 Cavalry to focus target 3 archers in a row was extremely effective, especially when done across multiple groups of 3 Raiding Cavalry. This micro is just not possible, as Cavalry will give up and waste their damage on just a handful of 45% hack armor infantry units that get maneuvered into the front and the archers into the back with a single formation maneuver. Meanwhile, the cavalry user is forced to furiously try to really micromanage their cavalry on their critical task in their high risk gambit of committing themselves to take out the archers.

This behavior just has to go. If players want units to simply start attacking whatever they can, they can use attack move. Right now, there’s a micro-game that isn’t intuitive and the vast majority of players simply do not know it exists and it has significant balance consequences. Too much is being sacrificed for the single concept that a “stuck” unit that won’t attack is a feel-bad unit. While that concept can be true, having Hippeus “stubbornly” refuse to continue pathing to the Chariot Archers and instead repeatedly stopping to attack the Elephant that’s somewhat in its path feels a lot worse. This just isn’t a healthy trade-off.

That design focus that it’s always better that a unit is always at least doing something also comes across poorly when there’s so many other game elements that don’t follow it. I was just watching Boit’s stream in a team-game and a shockwave used on Hippeus appeared to just make the Hippeus give up on attacking anything, even while being under attack, longer than the stun duration of Shockwave. I know it’s worth spamming attack-move or a move command to “shock” my units back into action as quickly and reliably as possible, but that’s not the way the game organically plays. Units don’t seem to want to come out of some stuns or knockbacks automatically and appear to wait much longer than they should, if not indefinitely. I’m not sure how we can justify having units give up on their target-attack commands so readily to attack something else, and then be so inactive if they’re in any other condition.

Please please please please just change this behavior. Not partway, not just a little bit, but completely respect the attack-target (ie. rightclick on an enemy unit) command. Responsive consistent unit control in the hands of all players is just so much more important than trying to assist some players some of the time.

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I don’t know why this didn’t get many upvotes. The thing is that the new settings will help new players a lot but is a headache for people who actually know how to play the game. It should be an option that is turned on by default and then more experienced players can just go turn it off.

Oh my god, I was wondering why I couldn’t make my units effectively focus on targets. This must be why. Such an infuriating mechanic if it truly is intentional.

They should at least introduce the option to turn it off if they want to keep it, though I feel it should just be scrapped out right. I’m a super casual player that mostly attack-moves, and this still just does more harm than good for my gameplay.

I don’t know if the hyper-focus on units over buildings is also part of it, but it’s super annoying when my army will drop everything they’re doing to chase after a cavalry unit that just trained, even when I’m right-clicking on the building ordering them to attack it.

It actually helps new players a lot. Lot of new players attack using right click and that causes units attack in a very sub optimal way. And yet attack move is one of those skills which is neccessary and kind of fun to use. With all of this being said THERE MUST BE AN OPTION TO TURN THIS OFF. It hurts experienced players a lot.

bumping this cause it is really annoying especially if you have only melee heroes.
Also wasn’t shift clicking attack move supposed to be in game?

In aoe2 I’m pretty sure you can hold ctrl or alt or something while issuing the right-click attack move, as a way to indicate “yes, I really do mean only attack this unit”. Unfortunately that doesn’t work in aom for some reason. I really think they should add that in.

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They actually changed unit attack behavior. Like, actually. :face_with_crossed_out_eyes:

The random aggro from path blocking and being attacked was stupid and essentially made melee units useless as they wouldn’t micro in battle.

The game now slight resembles an RTS now.

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Did they change it completely? I haven’t gotten the chance to test.

Wish they added an option for it. Cause this helped newbies a lot. Even though It was super painful for more experienced players.

I don’t see how the default behaviour would help newbies.

New players mostly don’t know what Attack move is or how important it is. When they want to fight they usually right click a unit in the middle of enemy army which results is a very unoptimized fighting pattern.

Thanks to this feature they don’t suffer that much as in AoE IV since the unit just starts attacking what ever it bumps into. This usually causes new players to atleast win fights that they are supposed to win. In AoE IV most new players lose fights that they were supposed to win just because they didn’t Attack move.

A lot of competitive games add such options. Options that are good for new players but bad for more experienced players. These sort of options help new players and when they disable it, They get a false feeling of “more knowledge”.

I’ve never encountered a game like that. When you right click something you expect your units to kill it regardless of skill level. That’s something very basic.

Sorry I think I am not able to explain what I’m trying to say I am talking about this: (watch from 14:03 to 14:30)

This player uses “target attack” instead of “Attack move”.

That is correct I think no game has done what AoM has done. But the devs did this because not Attack moving was so common amongst newbies so they wanted to give them something that will help them.

Ok I see what you mean. Make sense, it was a misunderstanding on my part.

You’re also giving devs the benefit of the doubt, but I think this is just a bug. Something similar happened in the EE where units would drop what they are doing and attack the unit that attacked them.

There’s also the game breaking bug of Appolo sun ray bugging los that simply makes units unusable and they don’t seem in a rush to fix it.

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