Detailed 2.6.1 Hold Fire Setup (Current as of 2/10/17)

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Atlas

Detailed 2.6.1 Hold Fire Setup (Current as of 2/10/17)

Postby Atlas » Sat 11 Feb, 2017 4:08 am

So, I forgot that I said I would give a complete list on Hold Fire stuff during the showcase stream, so here it is! Please keep in mind that the exact setup for Hold Fire is still not set in stone, so this is simply what it is set to now.

The criteria used on which units to add hold fire to is that the unit must satisfy one of the following conditions:

1) The unit must have a high damage, low rate of fire weapon.

2) The unit must be able to target a specific target while in motion in order to be fully effective.

3) The unit fires projectile type weapons.

(GLs excluded in these cases for now)

Hold Fire hotkeys have been re-binded on the following units:

Chaos Havocs - from R to Q
Chaos Predator - from R to Q
Land Raider Phobos - from R to E
Guardian Weapon Team - from R to Q, then to W when Brightlance is purchased
Fire Prism - from R to W
Heavy Weapon squad - from R to Q
Leman Russ - from R to Q
Baneblade - from R to W
Devastator - from R to W, then to Q when Lascannon is purchased
Plasma Devastator - from R to Q
Whirlwind - from R to W
Predator - from R to Q
Lootas- from R to E
Weirdboy - from R to Y
Looted Tank - from R to W
Venom Boord - from R to Q
Zoanthrope - from R to E
Carnifex - from R to W when Venom Cannon and Barbed Strangler is purchased

Hold Fire hotkeys have been added to the following units:

Chaos Raptors - set to E when Meltaguns are purchased
Noise Marines - set to Q when Blastmaster is purchased
Chaos Dreadnought - set to Q, then to W when Mark of Tzeentch is purchased
Plague Marines - set to Q
Chaos Terminators - set to W when Autocannon is purchased
Fire Dragons - set to W
Autarch - set to R when Fusion Gun is purchased
Wraithguard - set to W
Wraithlord - set to W
Falcon - set to E
D-Cannon - set to W
Vindicare Assassin - set to E
Rhino - set to E
Grey Knight Dreadnought - set to Q when Plasma Cannon is purchased
Sentinel - set to E when Missile Launcher is purchased.
Storm Troopers - set to E when Anti-Armor Kit is purchased
Techmaine - set to E when Meltagun is purchased
Scout Squad - set to R when Sniper Rifle is purchased
Tactical Marine Squad - set to E when Missile Launcher is purchased
Sternguard - set to Y
Dreadnought - set to Q when Multimelta is purchased
Mekboy - set to Y when the Deffgun and Beemy Deffgun is purchased
Tankbustas - set to E
Flash Gitz - set to W
Battlewagon - set to T
Hive Tyrant - set to Q when the Venom Cannon is purchased
Warrior Brood - set to Q when Barbed Strangler is purchased
Neurothrope - set to T
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Rostam
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Re: Detailed 2.6.1 Hold Fire Setup (Current as of 2/10/17)

Postby Rostam » Sat 11 Feb, 2017 5:54 am

I never understood hold fire ability with explanation and tool tips . could u explain how it works?
I have talked to many people and they are confused as well so they have decided not to use it
“Everyone thinks of changing the world, but no one thinks of changing himself.” Leon Tolstoy
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Ace of Swords
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Re: Detailed 2.6.1 Hold Fire Setup (Current as of 2/10/17)

Postby Ace of Swords » Sat 11 Feb, 2017 2:38 pm

Rostam313 wrote:I never understood hold fire ability with explanation and tool tips . could u explain how it works?
I have talked to many people and they are confused as well so they have decided not to use it


wat

you press it, the unit doesn't fire, what's so hard about it?
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Oddnerd
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Re: Detailed 2.6.1 Hold Fire Setup (Current as of 2/10/17)

Postby Oddnerd » Sat 11 Feb, 2017 4:03 pm

Rostam313 wrote:I never understood hold fire ability with explanation and tool tips . could u explain how it works?
I have talked to many people and they are confused as well so they have decided not to use it


You activate "hold fire" and the unit will not fire at will, only when you tell it to. This is handy for preventing tank turrets and slow-firing AV weapons from going full retard and attacking targets you do not want them to.
Atlas

Re: Detailed 2.6.1 Hold Fire Setup (Current as of 2/10/17)

Postby Atlas » Sat 11 Feb, 2017 8:27 pm

No, it's a good question to ask. In more detail:

Under normal conditions, a unit would only target a specific unit when given an attack order on that unit. This requires the unit to stay still, as otherwise you are issuing either an attack move, move, or force melee command.

All those commands (force melee only technically works for dreads but is still impractical) are imprecise on their target due to not technically being an explicit order. At that point, targeting priority will kick in.

Hold Fire disables the weapon of the unit, but still allows reloads and cooldowns. It will then only attack when it is given an explicit attack command.

To really boil this down to a couple scenarios:

1)Let's say that a Pred and a CPred are issued an attack order against each other. In a pure 1v1, this will result in them just firing at each other till 1 goes down.

2)The same tanks are firing on each other, but with several units around them. So long as they don't move, the same result will occur and they just follow their attack commands.

3)An army vs army fight occurs and one tank is issued a move command. That tank no longer is actively targeting a specific tank, and will now fire based off of target priority which usually means it veers off. At this point, should the next tank also issue a move, the result is completely up in the air and left to RNG gods what they will target.

4)A setup team has two different targets within its firing cone. It will then decide which of the two to fire at based on targeting priority, usually whichever entered the cone first.

5)A lascannon team has an infantry target and a vehicle target enter the cone. Again, under normal conditions the lascannon team will usually target the target that first entered.
---------

Situation 3,4,5 is the primary situations where Hold Fire is useful. If the tanks both used Hold Fire at that point, the players can micro the shots to focus specifically on the tanks. The defender will have to attack-move micro, and the attacker can at the minimum simply use the attack command on the target and the tank will auto-pursue.

Setup teams is more simple to explain really. It is basically a method upon which you can wait till the target you want enters the firing cone, instead of blowing your initial volley/shot.

Some last notes on Hold Fire:

-Hold Fire essentially works as an attack command that shuts down weapons until it reaches its target.

-All secondary weapons will also only fire when given express orders. This includes sponsons for tanks and crew members for setups.

-Should a target move out of range, the unit will automatically attempt to pursue. Afaik, this includes setups tearing down and chasing.

-Hold Fire doesn't prevent units from technically pursuing its target priority. Thus, you will still sometimes see tank turrets "train" on a particular squad or even nodes sometimes but not actually fire. It'll still rotate back and attack the target once it is in range.

Hope that helps!
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Rostam
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Re: Detailed 2.6.1 Hold Fire Setup (Current as of 2/10/17)

Postby Rostam » Sun 12 Feb, 2017 4:35 am

Thanks for the great info atlas . it was very enlightening
so it is especially useful for
1-tanks while chasing another tank
2-lascanons and setup teams when they wanna hit specific targets
3-I think orks could appreciate that the wierd boy wouldnt knock them back when they are meleeing a dread
4-it can also good for artileries such as pdevs not shooting the friendly asm

nice job to put "Hold fire" ability all around
“Everyone thinks of changing the world, but no one thinks of changing himself.” Leon Tolstoy

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