Every single infantry unit takes "attack" as an order to charge the enemy to point blank range, then fire. LMGs, shreks, PIATs - you name it, everything will try to charge, defying logic, into point blank range to die horribly. Relic TOV team - thank you for your bugs, we love you for it.
They all try to go to "optimal" range, usually long range followed by an advance as the combat continues.
Some units like the M10 will get to optimal (long) range and then decelerate like with the halt command, making them fly another 200 feet right into the front hull plate of that panther and gets jabbed in the eye by the gun barrel. The key is to just move them manually rather than use the attack order, then tell them to attack once they're already in range so they don't have to move.
As far as coh is concerned, Relic made a good game with a god awful interface that is not going to get better any time soon.
I like the interface, it's both intuitive and simple as well as useful.
There are literally dozens of things which SHOULD be available in the game which are not there, simply because relic wants to appeal to ADD starcraft koreans with thousands of APMs. Things like a fucking reverse button on tanks that would prevent 99% percent of tanks pathing retardation,
No, a reverse button on the tank would have you bitching about having to put it in reverse mode before ordering it to go anywhere if you want it to reverse. Simply clicking behind it is a lot easier and more obvious than stupid ass extra buttons on the interface you already claim is too complicated.
things like a countersnipe button on your sniper so you wouldnt have to frantically spam attack orders in the 1.2 second window of an enemy sniper decloaking and firing in often laggy circumstances (even a ping of 200 would reduce the time by 0.2 seconds).
Option 1) Put sniper on hold fire, wait for enemy sniper, put sniper on free fire. Sniper will priority target the enemy sniper if it's in range.
Option 2) Wait for the enemy sniper to shoot, then right click him.
You're proposing adding yet ANOTHER button to the "god awful interface" which will only make it more complicated.
Not to mention, relics idea of target priority is completely retarded and is based on either extremely stupid or insanely brave weapon/vehicle crews.
The system encourages better micro, which is the point of a real time tactics game. Focus fire on the units you want to shoot - it's a game with interactivity, not movie fun time sit back and relax to eat popcorn.
There is literally nothing preventing those dumbasses from adding buttons like Prioritize Infantry and Prioritize Vehicles to the unit overlay,
More annoying buttons to fix a problem only two or three units suffer from.
and then just code a simple fucking order for the unit to always targets the last unit targeted in that group unless ordered to target another unit.
Your unit is now running after the enemy when they move rather than staying in cover where you put them, congratulations your idea is obnoxious to the player.
Unfortunately, Relics problem is a largely dumb user base that is obsessed with "skill" and "micro", rather then simply having fun.
A game is fun because it is interactive, not because you put on autopilot and watch the AI fight itself.
Most of the time in coh initial placement and position of units is way more important then frantic micro faggotry.
"micro faggotry" is how you place your units, and keep them in the right place throughout the engagement. This is not barbie's fun time adventure where you watch barbie ride a pony around, this is a game where you move your units properly to make them be most effective.
They could expand on the idea of placement and displacement instead of making the user micro more by the virtue of constantly having to fight the god awful AI that decides that a TURN 5 DEGREES LEFT order means that the tank has to turn 355 DEGREES RIGHT.
Somebody sucks at moving units, it seems. I may need to call the waaaahmbulance.