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The Importance of Assault

Posted: Sat Nov 08, 2014 1:31 am
by Kerensky
Explained with pictures.

Exact results are subject to balance change, but the general concepts are:

1. Just because you can fire at long range doesn't mean you always want to fire at longest possible range. The farther you are from your target, the more inaccurate your attack will be. Firing from a distance is safe, but at a cost of effectiveness.
2. Units who can assault (melee weapons and certain special weapons like flamers and Orgyn Ripper Guns) are excellent at rooting out an enemy unit protected by cover.

Just something to keep in mind, and this is a concept we intend to do our best to illustrate and teach in game for release.

Re: The Importance of Assault

Posted: Sat Nov 08, 2014 3:29 am
by vadersson
Great point! Thanks for showing that. It would help even more if each weapon a unit had was a different animation. For example on the Command Squad if you had the Lasgun shot for their ranged attack and some sort of sword attack and noise for the melee portion. This would help illustrate what a lot of units are doing. (I hate attacking a Basilisk from right next to it and still seeing the big gun fire.)
Thanks,
Duncan

Re: The Importance of Assault

Posted: Sat Nov 08, 2014 3:42 am
by Kerensky
We are really trying to get additional animations for 1.0 launch, stay tuned!

Re: The Importance of Assault

Posted: Mon Nov 10, 2014 2:36 pm
by caca
In fact, this decision is controversial. Unit 2 times attacks per turn... :wink:
Especially funny looks assault unit with strength 0. :D
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