Bricktron Initiative is Great, But... [Catapult]

In short, the catapult needs to be considered a full-time, assignable job. (again)

I have a catapult set up on a ledge overlooking what seems to be the main attack route of a map. It's there for fairly obvious reasons. So it was kind of disconcerting when a whole lot of nothing happened after I gave the order to launch a barrel shortly after the wave of Corruptrons was sighted. The reason it didn't fire on time was truancy, caused by another task beckoning little Zeus away from dropping the thunder like I thought I'd told him to.

There might be a way to nail the little bonehead's feet to the floor near my partystarter, and yeah, I'm still learning the ropes of the new system.
(speaking of ropes, those bridges are frickin' sweet)
But I remember the good ol' days when right-clicking a catapult meant manning it instead of performing one action on it and knocking off for lunch.

So... can we go back to that?

Comments

  • JETS63JETS63 Member
    Hi
    You can assign a brickton to the catapult full time. Select brickton, then open pie menu and select the little gear wheel, then click catapult.
  • ...Well, Hell, there it is. Much obliged!
  • ShatojonShatojon Administrator Developer Backer Wiki Editor
    :D
  • LowCeilingLowCeiling Member Backer
    edited June 2017
    Hey, new problem! Assigning a Bricktron to the catapult didn't help. Zeus still wandered off (not too far, though), and when I told him to adjust the angle - the Corruptrons were approaching from an entirely different direction this time 'round - he did nothing. I tried telling him to interact directly with the catapult, which just made him fire at the old position, then adjust.
    Any thoughts?

    Also, would it be feasible to make firing the catapult a one-right-click sort of deal if you've got the angle set?
  • ShatojonShatojon Administrator Developer Backer Wiki Editor
    So the catapult works this way;

    1- build catapult
    2- build explosive barrels
    3- watch as the Bricktrons automatically begin loading barrels into the catapult.
    4- select catapult and right-click to aim. If you aim too close or too far, it won't work. You can also select the catapult and hold right-click, and in the pie menu, choose the aim option. Then move the mouse around and click when satisfied with position.
    5- watch as Bricktrons automatically assign themselves to the catapult to rotate it towards the aimed trajectory.
    6- select the catapult, hold right-click and choose either "fire at all" (Bricktrons will continuously load and fire as long as there are barrels) or "fire" (bricktrons will only fire the current barrel, load the catapult with another available barrel and leave it be.)

    Eventually you can do those steps quickly without waiting for one to finish. But I'd recommend trying it step by step first.
  • I know all that, my issue is the catapult wasn't adjusted when I ordered it to be by the 'tron assigned to it. I gave him some time to mull it over before just forcing the issue, except he only made the requested adjustment after he fired it.
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