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Use Enemy Teleporter: Difference between revisions
(Created page with "= 50px Use Enemy Teleporter = One of the features I've been looking at reworking is the original use enemy teleporter mechanic that allowed players t...") |
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The main issue has always been unit weapons auto targeting the teleporter they are trying to use typically destroying the enemy teleporter before they can use it. | The main issue has always been unit weapons auto targeting the teleporter they are trying to use typically destroying the enemy teleporter before they can use it. | ||
The partial workaround was to set weapons stance to hold fire and that | The partial workaround was to set weapons stance to hold fire and that is suboptimal when under fire by enemy units often coming through the enemy teleporter and once through the enemy teleporter. | ||
== Intuitive Usage == | == Intuitive Usage == |
Revision as of 23:04, 7 March 2018
File:Titans-icon.png Use Enemy Teleporter
One of the features I've been looking at reworking is the original use enemy teleporter mechanic that allowed players to send units back through an enemy teleporter.
The main issue has always been unit weapons auto targeting the teleporter they are trying to use typically destroying the enemy teleporter before they can use it.
The partial workaround was to set weapons stance to hold fire and that is suboptimal when under fire by enemy units often coming through the enemy teleporter and once through the enemy teleporter.
Intuitive Usage
The ideal usage is that units attempting to use an enemy teleporter do not auto target that enemy teleporter and once through the enemy telepoter do not auto target the linked enemy teleporter.
This should be cancelled by any attack command or destruction of the enemy teleporters.
The default right click action for enemy teleporters should still be attack.