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#699
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N3FoZ(ed)

2) It would also be nice to improve the targeting of area-of-effect attacks for units that attack multiple targets. Let's look at examples with Emerald Dragons and Free Cyclops.

Example with a dragon:

Screenshot 1

I want to attack the griffin, but I don't want to hit my own dancer, and I know for sure that the dancer doesn't need to be hit. I aim directly, but the dragon attacks diagonally.

Free Cyclops is an almost unplayable unit; it's hard to understand how it attacks, and it's very difficult to target properly. By the time you level it up, it will have killed most of its own army due to counterattacks.

Screenshot 2

I want to attack the gargoyle through the magic eagles. I aim directly, but the Cyclops decides to punish its own orcish fighters and shamans. Of course, this is not what I want. At worst, I would attack diagonally, hitting only the eagles and not damaging my own units, but the game doesn't allow me to do that.

If, in both examples, there were 4 small targets instead of 1 large one, everything would work normally.

Here is an example of a well-implemented "Crush Blow" attack:

Link

The game has a clear logic for "targeting" - the attack hits the maximum possible number of targets, regardless of whether they are friendly or enemy (for attacks that can hit friendly units).
If there were 4 small targets instead of 1 large one, there would at least be a choice of which target to hit - that is, which specific small cell the area attack should pass through.
In the case of attacking large creatures, there is no such choice.
Разработчик Heroes 5.5 WarGame Edition.
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Автор Асимметричных шахмат