I've successfully identified a major issue related to movement speed and army control
Hello Devs and fellow founders - since the release of Ashes into Early Access, I figured there would be an influx of lower-quality feedback. After having tested .60 and .61 for several hours each, I figured I would go ahead and log in here to provide some focused feedback.
Current version: 0.61.13854
One of the biggest changes recently was a significant buff to the movement speed of T1 units across the board.
Oddly, though, I found this has had minimal impact on their overall effectiveness in combat or their relevance in gameplay because of a very specific movement-related mechanic that had been rather subtle previously. Apparently, upon entering combat, the movement speed of all engaged units drops dramatically - it was not obvious to me that this was happening until t1 units got a very significant movement speed buff and I could see the stark difference between in-combat movement and out-of-combat movement. I feel that this may need to be examined, so I'm going to go ahead and identify it and how I found it negatively impacted gameplay.
Combat Movement
Whenever a unit or battlegroup enters combat, it seems as though the movement speeds of all entities in the unit/group change from their default speed to a sort of "Combat Cruise." Combat Cruise movement speed is drastically slower than base travel speed for the smaller units - but for the larger units, the difference seems less pronounced. I've noticed it has been causing major control problems in my gameplay, ESPECIALLY with Battlegroups.
Whenever a single unit in a battlegroup enters combat, it seems like the entire battlegroup's move speed drops to combat cruise speed. This speed seems to be uniform for all units in a battlegroup - I have not determined whether having larger, slower units results in a lower combat speed for the whole group or not. The bigger your army, the more deleterious this can be - it is very frustrating when a unit on the very edge of your battlegroup gets in a fight and then the rest of your units are out of position and leaving slime-trails behind them on their way to engage.
The exact trigger for Combat Cruise / Slow Movement is not clear. I can't really tell what exactly causes my units to put their fighting brakes on - it might be detection of a valid target within range, it might be line of sight, it might be taking or dealing damage.
Once a group enters combat and begins to move slowly, there is nothing I can do to break the effect and get them to move fast again until there are no enemy targets or valid radar contacts in range/LOS. Spam r-clicking, retreating, advancing, spamming "Stop", force-issued Patrol commands, Add Destination, Go To, Attack Move - nothing works to get my units moving normally again.
Overall (negative) impacts on gameplay experience:
- It makes your units feel extremely unresponsive and sluggish whenever a fight starts.
- It makes player input feel futile and frustrating.
- It eliminates decision making. Retreating or repositioning mid-fight becomes pointless.
- Having units with different ranges and movement speeds in an army becomes essentially meaningless.
- It removes practically any advantage a unit may get from agility the moment a fight starts.
- It forces the player into the role of "passive observer" whenever an engagement begins, as opposed to "commander".
Please confirm if this is just place-holder behavior, a bug, or an intended mechanic - and if further testing or a recorded demonstration of this in action is needed, please let me know!