Engagement Range "Hold Position" should really hold position

Trying to attack an AI world with a zillion mines. So I tell my ships to jump in, set to "Hold Position", so I can try to deal with the mines.

 

What do they do? They decide to go bombard the planet! So they fly directly through the mine field, and get completely wiped out. They weren't even shooting the mines on the way, despite having scouts there to make the mines visible.

 

Mines are the biggest problem in Entrenchment right now. It's absurd how they're so strong, and yet ships will completely ignore them (and orders) to go charging into death.

1,393 views 3 replies
Reply #1 Top

The reason they werent shooting was the flicker bug probably, and there is a bug that when you click a unit and tell them to jump to a planet they will use any abilities they have that effect planets on that planet. This was probably a combo of the two. Until its fixed only let your ships jump by clicking the gravity well.

Reply #2 Top

Meaby it was a capital ship with autocast colonize ability or any ability with autocast that attacked the planet so meaby that's why it went right to the planet after the phase jump even if they were suppose to hold position. There's a conflict there, meaby it was this.

Reply #3 Top

I'v noticed similar behavior from Kol Battleship which has no planet abilities except bombarding it... no matter how many times i clicked stop, with Hold Position, they continued into the mine field !?!?! 

Does this have something to do with the Homing Mines ??? I had roughly 30 scouts near my fleet of capital ships but could not stop them from impaling themselves on the mines...

Mines add serious amounts of lag, need some tweaking.... only so many, an effective mine sweeper, something.... Second thoughts... lets just remove mines and expand on the Star Bases.