
Originally Posted by
edomingox
How do they test for this? I would suggest they take an existing base that got attacked, use the data and show real time debugging information on what the specific unit is targeting and when it re-targets when the parameters are fullfilled (i.e. wall destroyed or target is destroyed).
It seems to me that whatever they did actually does work, just not every time. maybe there is a small bug in the formula that someone is overlooking.
making a "catch-all" check like a re-target check every 5 seconds is not good enough. Because during that 3 seconds it takes for the catch-all to trigger again, the barb is attacking the wall and is being noticed by the player, which in turn is reported.
I'm wondering if the calculation to determine if it's faster to go around the wall or through it is flawed by the amount of damage the unit needs to make to get through the wall? For example, it would be faster for 1 barb to go around a base rather than trying to go through a level 9 wall. Likewise, going through the same wall, it would be faster with 30 barbarians attacking it rather than to go around it.