1) In single player (at least) there should be an option to fight a battle manually after auto-resolve if you aren't happy with the outcome. This functionally does nothing other than save time, since there is nothing stopping you from simply reloading the last auto-save and doing the battle manually. It is also comically bad how a personally managed fight can result in literally no health lost, while an automatic battle can kill your prime ranked units.
2) (Probably just a bug) I noticed that the movement range preview does not work for embarked heroes. This may also apply to units, but I only noticed it with a hero.
3) Some sort of minimap or alt-to-highlight mechanic would be nice for production stash and other pickups. Certain elements show on zoomed out strategic map, like power plants and other things that affect sector production, but there's no *super* clear indicator for one time pickups.
4) In order to change the direction a unit is facing after you have told it to either end its turn or go into defensive mode you need to first disable that click by clicking it again, then change its facing direction, then end its turn again. I would propose that changing direction should always be possible, unless you are completely out of actions and have auto-ended your turn due to attacking. Save us the hassle of microing those multiple extra clicks.
5) Some sort of visual indicator for when a unit will *stop* being protected by its cover and will end up flanked would be nice. Maybe as an 'alt-highlight' option, so as to not clutter up the already large amount of visual information in the tactical map.
6) It is not very apparent when a unit will gain increase range on overwatch. If you have a 7 range weapon and a skill or mod that increases range to 8 you will visually see an increase in overwatch range. If you have a 9 range weapon you only overwatch to 7 hexes, which doesn't really make sense to me since there is no indicator in the unit profile about 'vision' range or anything else that could be limiting their overwatch to just 7 hexes. A sniper can easily be configured to shoot 10 hexes, why can't they overwatch at least their base 9?
7) It would be nice if we could 'pretend' to move a unit from the enemy army, so we can see their hit chances should they make that move. Currently you can select the army, see their movement and attack ranges, see their hit chances so long as the target is currently in range, but you cannot 'pretend' to move them and see what the updated values would be at that new position.
8) Consistency in unit selection order would be nice when using the next unit button. You cannot control the order the units are organized in your army. It seems that the next unit button cycles through the army from left unit to right unit. If you always want to cast a debuff, for example the Amazon unit's "Scan", you have to find the unit (which isn't *that* hard, but the unit models are similar enough that it can be frustrating, and even more so if the biomancer is under a flying unit.) If instead we could 'organize' the biomancer to a specific position of the army, we would always know exactly which 'next unit' he would be.
9) Some sort of animation 'queue-ing' would be very convenient. Presently if you play as say the Dvar and have a few trenchers, it takes quite a while for them to all get in position, deploy their trench, and then go defensive. The animations lock out user input, so you just have to sit and watch the same animation over and over and over, every single battle. I would like to be able to select a trencher, tell him to go somewhere, and then press the shortcut to build his trench. Then I want to select another trencher, tell him to go somewhere else, and press the shortcut to build his trench. These animations should either be queued, or play at the same time.
10) With most ranged weapons you can get a visual indicator for how accurate a shot would be if you are moving to a hex. However with grenades and other targetable skills you cannot see this movement preview because the weapon immediately goes into targeting mode.
11) A shortcut key to pull up operations in tactical combat would be nice.
2) (Probably just a bug) I noticed that the movement range preview does not work for embarked heroes. This may also apply to units, but I only noticed it with a hero.
3) Some sort of minimap or alt-to-highlight mechanic would be nice for production stash and other pickups. Certain elements show on zoomed out strategic map, like power plants and other things that affect sector production, but there's no *super* clear indicator for one time pickups.
4) In order to change the direction a unit is facing after you have told it to either end its turn or go into defensive mode you need to first disable that click by clicking it again, then change its facing direction, then end its turn again. I would propose that changing direction should always be possible, unless you are completely out of actions and have auto-ended your turn due to attacking. Save us the hassle of microing those multiple extra clicks.
5) Some sort of visual indicator for when a unit will *stop* being protected by its cover and will end up flanked would be nice. Maybe as an 'alt-highlight' option, so as to not clutter up the already large amount of visual information in the tactical map.
6) It is not very apparent when a unit will gain increase range on overwatch. If you have a 7 range weapon and a skill or mod that increases range to 8 you will visually see an increase in overwatch range. If you have a 9 range weapon you only overwatch to 7 hexes, which doesn't really make sense to me since there is no indicator in the unit profile about 'vision' range or anything else that could be limiting their overwatch to just 7 hexes. A sniper can easily be configured to shoot 10 hexes, why can't they overwatch at least their base 9?
7) It would be nice if we could 'pretend' to move a unit from the enemy army, so we can see their hit chances should they make that move. Currently you can select the army, see their movement and attack ranges, see their hit chances so long as the target is currently in range, but you cannot 'pretend' to move them and see what the updated values would be at that new position.
8) Consistency in unit selection order would be nice when using the next unit button. You cannot control the order the units are organized in your army. It seems that the next unit button cycles through the army from left unit to right unit. If you always want to cast a debuff, for example the Amazon unit's "Scan", you have to find the unit (which isn't *that* hard, but the unit models are similar enough that it can be frustrating, and even more so if the biomancer is under a flying unit.) If instead we could 'organize' the biomancer to a specific position of the army, we would always know exactly which 'next unit' he would be.
9) Some sort of animation 'queue-ing' would be very convenient. Presently if you play as say the Dvar and have a few trenchers, it takes quite a while for them to all get in position, deploy their trench, and then go defensive. The animations lock out user input, so you just have to sit and watch the same animation over and over and over, every single battle. I would like to be able to select a trencher, tell him to go somewhere, and then press the shortcut to build his trench. Then I want to select another trencher, tell him to go somewhere else, and press the shortcut to build his trench. These animations should either be queued, or play at the same time.
10) With most ranged weapons you can get a visual indicator for how accurate a shot would be if you are moving to a hex. However with grenades and other targetable skills you cannot see this movement preview because the weapon immediately goes into targeting mode.
11) A shortcut key to pull up operations in tactical combat would be nice.
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