Ryujin Posted February 7, 2015 Share Posted February 7, 2015 (edited) This came up in another thread, but I think it deserves its own thread as it seems to not be widely known (at least I had no clue it was different from a normal fast move). The point being after some quick tests it seems it's the "Don't Stop!" move I had been missing for a long time. Unlike a normal fast move the troops will try much harder to complete an evade move under fire. So if your units get pinned in the open, an evade may get them on their feet and running to cover rather than laying there to be picked off. But the really interesting thing is it can be used preemptively. You can use it to say run across a street with much less risk of them stopping in the middle and all being killed. You can even use it to charge an enemy if you're feeling a bit desperate/suicidal. Obviously because they won't hit the deck, they'll be very exposed standing and running. So use it wisely. They also seem to stop to fire while carrying it out. I need to test it more, but it might work in some cases for an assault or room clearing move when you want them to keep going. Ironically, evade may be the closest thing to a proper 'assault' order... The evade button is the 4 arrows '+' looking button next the to the 'M' button. When you press it it'll create a waypoint you can drag around. Try putting it on an enemy and watch your guys keep running under fire to see it in action. Should save a ton of pixeltroopers, especially in urban combat. EDIT: Also seems like you can change the waypoint type and it'll keep the effect. Not so sure about following waypoints after the first. Edited February 7, 2015 by Ryujin 5 Quote Link to comment Share on other sites More sharing options...
kipanderson Posted February 7, 2015 Share Posted February 7, 2015 Ryujin, hi, Thanks.. I like many am a veteran from the start of CM but must confess I have never bothered to pay attention to option. Will give it try.. All the best, Kip. 0 Quote Link to comment Share on other sites More sharing options...
H1nd Posted February 7, 2015 Share Posted February 7, 2015 The evade command is a must when dealing with "pinned" especially in urban warfare where the ability to change firing positions under fire is one of the single most important things to do! And like OP said, it is also very handy to do many other things and I do use it very often in my game play. You can also change the type of movement from fast to quick or slow etc. I originally struggled greatly with infantry in CMBN untill I realized the true potential of the evade command. 0 Quote Link to comment Share on other sites More sharing options...
Chainsaw Posted February 7, 2015 Share Posted February 7, 2015 This is an eye opener, will have to try it out! thanks for posting it. /Chainsaw 0 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted February 7, 2015 Share Posted February 7, 2015 I've been using "Evade", and "indefinite pause" for years. Yes, they can be very useful. 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted February 7, 2015 Share Posted February 7, 2015 Huh. I've never used it. Time to try it out. Thanks. 0 Quote Link to comment Share on other sites More sharing options...
Sublime Posted February 7, 2015 Share Posted February 7, 2015 Is this in realtime or we/go context? 0 Quote Link to comment Share on other sites More sharing options...
womble Posted February 7, 2015 Share Posted February 7, 2015 Is this in realtime or we/go context?Either. There have been two or three threads about it recently. 1 Quote Link to comment Share on other sites More sharing options...
sburke Posted February 7, 2015 Share Posted February 7, 2015 Huh. I've never used it. Time to try it out. Thanks. Same here. I was always under the impression the unit took a morale hit, but in just giving it test run that does not appear to be the case. Cool, something new in the tool kit. 1 Quote Link to comment Share on other sites More sharing options...
Wodin Posted February 7, 2015 Share Posted February 7, 2015 WOW I thought this was only available in realtime. SO during playback I can hit evade and it will work? 0 Quote Link to comment Share on other sites More sharing options...
antaress73 Posted February 7, 2015 Share Posted February 7, 2015 Only problem is that they take a morale hit 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted February 7, 2015 Share Posted February 7, 2015 Only problem is that they take a morale hit I am not so sure that is true, I used to think so. I took a couple teams, hit evade, changed the direction to move forward and I don't see any hit on morale, suppression etc. 0 Quote Link to comment Share on other sites More sharing options...
Baneman Posted February 7, 2015 Share Posted February 7, 2015 Only problem is that they take a morale hit No ! Once again ( as I pointed out here : http://community.battlefront.com/topic/118045-one-more-newbie-question-for-now-icon-explanation/ ), that is a historical belief from CMx1 where the Withdraw command ( same effect ) DID have a morale hit. If it has one in CMx2 titles, it is negligible. 0 Quote Link to comment Share on other sites More sharing options...
vincere Posted February 7, 2015 Share Posted February 7, 2015 Big thanks to OP and others for this! I never even noticed it, let alone used it. Alas, it is too late for some of the lads from Company C. But will be sure to save other guys! 0 Quote Link to comment Share on other sites More sharing options...
sburke Posted February 7, 2015 Share Posted February 7, 2015 All hail Ryujin, the master of evasion! Seriously thanks for the thread Ryujin. 1 Quote Link to comment Share on other sites More sharing options...
womble Posted February 7, 2015 Share Posted February 7, 2015 WOW I thought this was only available in realtime. SO during playback I can hit evade and it will work?No. That would be impossible, with the current architecture. Which playback would you use evade in? The first time through, or the fifth...?It works in WeGo in the regard that it will get cowering, Pinned troops to move. Usually, if you give a Pinned element a move order in a WeGo orders phase, it will discard it as soon as you hit the BRB. Evade orders are obeyed more often than not. In the same way that in WeGo you can use the "Pause indefinitely" green icon during the orders phase to put a hold on the movement of whatever units you've got selected that you won't need to keep re-adding in subsequent orders phases, without clicking "Pause" ten times.Neither is as tactically responsive in WeGo as it is in RealTime, but that is true of all orders. 0 Quote Link to comment Share on other sites More sharing options...
gunnersman Posted February 7, 2015 Share Posted February 7, 2015 (edited) I use it from time to time when I think my guys are about to have mortars fall on their heads. But it never ocurred to me that it might be more flexible. Thanks! Edited February 7, 2015 by gunnersman 0 Quote Link to comment Share on other sites More sharing options...
slysniper Posted February 8, 2015 Share Posted February 8, 2015 I've been using "Evade", and "indefinite pause" for years. Yes, they can be very useful. I want to hear what the indefinite pause is good for.??? 0 Quote Link to comment Share on other sites More sharing options...
apd1004 Posted February 8, 2015 Share Posted February 8, 2015 I have to admit I really haven't used Evade but maybe a couple times in real time and never in turn based play. Does it work for vehicles too? 0 Quote Link to comment Share on other sites More sharing options...
womble Posted February 8, 2015 Share Posted February 8, 2015 Say you've set up a stretch of split-team fire-and-movement for a platoon or two of infantry, with pauses at waypoints, and Hunt sections to stop them if they get contact. Then you realise that the field your crossing is under the sights of an infantry gun or something. You don't want to delete that complicated-old set of waypoints, so you select the relevant units, give them an indefinite pause so they hold where they are until you can get some guns on the IG.Similarly if something crops up in the middle of your movement, you can stop the movers right where they are to return fire if you want, using the indefinite pause button. Yes, you can do the same with the Pause order, but that takes 10 clicks rather than one.Also, the indefinite pause button will cancel any "Pause" order that is at the current unit's location (which is how you set your "held" units back in motion), which again saves 9 clicks if you want the element to get on with things now rather than wait out the last 3 seconds of their counting-down pause. Saves you a click even if there's more than 90s left on the pause countdown. Definitely an interface convenience rather than a variant way of issuing orders like Evade is. 1 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted February 8, 2015 Share Posted February 8, 2015 I want to hear what the indefinite pause is good for.??? As womble stated it can be used to hold up a movement for an unspecified time to be resumed when you want without having to re plot moves that already may been given. Where it is VERY useful is when you play real time. SO useful that i created a hot key for it. Using it allows one to issue commands in a more WEGO fashion where you can take a moment to think, and check out moves BEFORE the unit starts moving. I give the order FIRST, then plot moves, check LOS ect.. then when I am happy I release the pause and the unit starts the move. It is also VERY useful it coordinating attacks. Example: Give a platoon an Indefinite pause, then issue orders to each sqaud, then release the pause and they all move out at once just like hitting "go" in replay. Issuing the pause first kind of replicates putting the unit in "command" phase of a WEGO game temporarily. If you play real time, and are not doing this you are not taking advantage of how to make smarter moves. 0 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted February 8, 2015 Share Posted February 8, 2015 Yes, you can do the same with the Pause order, but that takes 10 clicks rather than one. Not for me . I programmed a macro in my Nostomo Speedpad. That is how I made my hotkey for indefinite pause. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted February 9, 2015 Share Posted February 9, 2015 Not for me . I programmed a macro in my Nostomo Speedpad. That is how I made my hotkey for indefinite pause.Hmmm. Jealous. Wants one. Perhaps I should make use of my G-keys on my keyboard for similar. I could macro 15s pause steps to 3 of them and a 10-click step to a fourth. This would be useful for waypoints other than the unit's current location... Thanks Vinnart, for the idea. 0 Quote Link to comment Share on other sites More sharing options...
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