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Troops targeting Bastions 1st

Gutsu

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This is very old thing and very iiritating. All troops chose Bastion far away rather then wall. For example Engineer description: Nearest wall wich obstruck a building. Really I don think so. You do this things on purpose and are not gliches-bugs. Bastion is like a magnet for troops.
 

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Archius

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It is very irritating, indeed. Did the game really need such a feature at all? Did it make attacking more fun? Not to me. In my opinion the huge slowdown effect is really overdone.

If you stumble on a couple of top level barbed wires and then try to go through a couple of bastions, your attack time is almost used already for all that crawling. Good luck trying to get 5 stars against bases that are on the same level as you!
 

Uhuru

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Bastions are one of the stupidities in this game. They should not attract troops or slow them down! Let them remain just an element of the walls and nothing more!
 

{[Fresh]}Kratos

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I would say the element of slowing down is a cool feature - but it is clearly way above reasonability at the highest level. A Heavy Tank getting stuck in the middle of a max level Bastion often means that Tank won't be reaching/hitting much or anything else throughout that battle, it is that extreme.
Now, with digital age being able to build a whopping 8 of them, practically the entire base is covered with bastions so it isn't really possible to find an attack path that avoids -all- of them. You must go through 1 or 2 - but even one is enough to completely mess up an attack.

As for the units preferring targeting bastions over walls, that problem is rooted deeper within, in the way the AI is designed... it will try to break the 'weakest' part of a wall when it's finding a path toward target (a building past the walls), but since a bastion is probably considered by AI to be the equal of several blocks of wall, it'll just see that as a couple of very weak level walls mixed into one, thus attacking it with priority.
That part is a hard thing to fix the way it's currently designed. This AI behavior would make sense if there was no slow down effect - it would be the best thing to destroy in the quickest time (would render bastions useless, I would put them outside of base center - so this is also not a solution). But with slow effect...it's just suicidal for current AI behavior. The one way it could be reverted is if AI has a command of never preferring bastions over walls, even if it is the closest wall between position and next building target... (rather skipping over to an adjacent normal wall) But this seems far fetched of BHG to do. And even if they would get it done, you could still design it so that a Bastion is a meeting point of multiple end of walls (crossroad of walls), giving AI no choice but to hit it.

The only feasible solution I see is nerfing the slow effect, it is quite brutal currently~
 

theBobNamedDan

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I think we can all agree that Bastions need to have the speed modifier nerfed. It should be 20-50%, not 80%
 

Boldy

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I had 4 heavy tanks beside a wall, the other side, was a air defence. Rally the air defence.
Should take 2 sec for 4 heavy tanks to destroy the wall, then a sec or two to destroy the building.
Instead, they drive around a broken wall, around 1.5 lengths of building walls, to the other pointy end of a bastion. On a clear path, that alone takes longer than killing the wall they were beside, and killing the building. However, they drive over an already triggered max level barbed wire, now their journey takes easily 5 times longer, and troops on the other end of the screen are almost at location.
Troops destroy 2 bastions, troops arrived from North and South at similar times. The Southern bastion wasn't even protecting the air defence... It was just, "in the way". So instead of running around the bastion, it'll be quicker to blow it up and drive through the rubble....
Finally, nearly a minute passes, the air defence is destroyed. And by the time the battle time ends, the last 3 tanks finally escape the broken bastion, but first, they had to drive back n forth over the rubble to make sure it was well n truly crushed.
 

RiseOfNations

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+1 troops are roaming here and there and targeting resource buildings instead of defensive buildings.
 
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