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Thread: PLEASE Fix HOG pathing based on proximity!

  1. #1
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    PLEASE Fix HOG pathing based on proximity!

    I don't know how many times I've seen it, but it happening in this war really was upsetting. Hogs are supposed to path to closest based on proximity from where they are when current target goes down, so please tell me why it is that sometimes, even with hogs in CC that are dropped perfectly on same tile, they have a 1:5 chance of targeting something that is more than a tile further away? ALSO they currently jump diagonally over walls when it isn't necessary in the slightest and confuses pathing even further! This is a strategy game. Strategy ONLY works if troops act as they're supposed to. Hog rider pathing is broken, please fix it.

  2. #2
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    I haven't noticed anything abnormal with their pathing lately.

  3. #3
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    Could you provide screenshots of this incident?


  4. #4
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    I use hogs a lot, never seen this.

    Do do a replay an take screenshots and post.

    CC hogs in my experience all target the same thing, unless it gets destroyed mid-unload.

  5. #5
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    Video of it happening: https://youtu.be/mVFz-ydVIIE

  6. #6
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    Quote Originally Posted by SadisticElysium View Post
    Video of it happening: https://youtu.be/mVFz-ydVIIE
    They all target the AT, as we expect they must.

    Your concern is targeting the next. Why do some go for the AD, but one for the cannon?

    This is normal behaviour to me. Not sure why exactly. Hogs do tend to disperse more than balloons do.

    one thought is that they randomise position when beating the first target, but I think there is zero randomness in troop behaviour.

  7. #7
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    Quote Originally Posted by George1971 View Post
    They all target the AT, as we expect they must.

    Your concern is targeting the next. Why do some go for the AD, but one for the cannon?

    This is normal behaviour to me. Not sure why exactly. Hogs do tend to disperse more than balloons do.

    one thought is that they randomise position when beating the first target, but I think there is zero randomness in troop behaviour.
    Exactly.. I mean what is the point of making a RTS game where troops don't behave based on sound logic? Supercell trying to troll or what?

  8. #8
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    Quote Originally Posted by SadisticElysium View Post
    Exactly.. I mean what is the point of making a RTS game where troops don't behave based on sound logic? Supercell trying to troll or what?
    I can't tell which hog goes left to the cannon when the other ather two go right to the AD, but assuming it is the 2nd...

    I guess that at the AT, the next targets are equal distances (I guess there is some precision limit), and in that case, one goes right, the next goes left, the next goes right. A feature, not a bug.

    I have seen that bunch balloons will sometimes split in equal numbers when moving to the next target.

    I think this is probably a desirable feature. The alternative is that troops will more strongly clump. Extreme clumping of troops is one thing that looks quite silly about this game.

  9. #9
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    Quote Originally Posted by George1971 View Post
    I can't tell which hog goes left to the cannon when the other ather two go right to the AD, but assuming it is the 2nd...

    I guess that at the AT, the next targets are equal distances (I guess there is some precision limit), and in that case, one goes right, the next goes left, the next goes right. A feature, not a bug.

    I have seen that bunch balloons will sometimes split in equal numbers when moving to the next target.

    I think this is probably a desirable feature. The alternative is that troops will more strongly clump. Extreme clumping of troops is one thing that looks quite silly about this game.
    It isn't silly, it is proper pathing, if I wanted them to split I would drop them in a split pattern. It is a bug as the cannon was by no stretch of the imagination closer. The cannon was a FULL tile further away. The only way it wouldn't be a bug is to assume the hogs needed to path around an empty tile and that tile calculations happen AFTER moving past the tile they're currently on, which doesn't seem to be the case.
    Last edited by SadisticElysium; January 27th, 2016 at 08:06 PM.

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