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Why are reavers stupid? - Page 2

Forum Index > BW General
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puppykiller
Profile Blog Joined August 2009
United States3137 Posts
February 15 2012 02:53 GMT
#21
On February 15 2012 11:46 Release wrote:
Show nested quote +
On February 15 2012 11:31 endy wrote:
When I see the latest Stork vs Flash, I don't find them that retarded.

Stork is the only exception out of the entire progaming community.


So when you get a High Templar icon are you going to ask why HT's have caster delay and must each cast storm separately else they will all target the same location?
Why would I play sctoo when I can play BW?
Crisium
Profile Blog Joined February 2010
United States1618 Posts
February 15 2012 03:00 GMT
#22
Scarabs need the Spider Mine's "Never give up, never surrender" attitude.

Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
kdgns
Profile Joined May 2009
United States2427 Posts
February 15 2012 03:02 GMT
#23
On February 15 2012 11:53 puppykiller wrote:
Show nested quote +
On February 15 2012 11:46 Release wrote:
On February 15 2012 11:31 endy wrote:
When I see the latest Stork vs Flash, I don't find them that retarded.

Stork is the only exception out of the entire progaming community.


So when you get a High Templar icon are you going to ask why HT's have caster delay and must each cast storm separately else they will all target the same location?


HTs don't target the same location if you magic box it

http://www.teamliquid.net/forum/viewmessage.php?topic_id=33677
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
February 15 2012 03:02 GMT
#24
Previously, Protoss was able to integrate a separate AI control module into each Scarab. However, with the destruction of Aiur and the loss of those plans meant that these SmartScarabs(TM) could not longer be produced for 15 Minerals each. Due to severe budgetary cutbacks due to overwhelming foreign debt as well as diplomatic pressure from the Terran Dominion ot reduce the effectiveness of weapons of mass destruction, the Protoss Council reverted to a 0.1 Version Scarab that was much cheaper to manufacture but was also less effective, much to the chagrin of Protoss Commanders everywhere.

Yeah, pretty much.
Starleague Forever. RIP KT Violet~
VGhost
Profile Blog Joined March 2011
United States3617 Posts
February 15 2012 03:03 GMT
#25
On February 15 2012 11:32 Wohmfg wrote:
I thought the only significant nerf to reavers was that they stopped the scarab shot reload time from resetting when it was loaded into a shuttle so that players couldn't fire off scarabs at a ridiculously imba rate. I didn't know they actually made the AI dumber?


I kind of think that what happened was that they didn't (either on purpose or by accident) reset the targeting to match the actual attack cooldown when they did that. So you end up with reavers trying to target the wrong thing. Though that's only my guesswork based on watching hundreds of games and trying to micro reavers myself. Anyway it seems a lot rarer to have duds when the reavers are staying on the ground, though that could be a false impression.
#4427 || I am not going to scan a ferret.
SkimGuy
Profile Joined December 2010
Canada709 Posts
February 15 2012 03:08 GMT
#26
Obligatory
[image loading]

Cute pic xd
Assault_1
Profile Joined April 2009
Canada1950 Posts
February 15 2012 03:13 GMT
#27
I think snow has the best reaver micro
Count9
Profile Blog Joined May 2009
China10928 Posts
February 15 2012 03:15 GMT
#28
It's predictably retarded. If you don't run scvs/probes/drones/tanks away from it won't be nearly as retarded. It's good that it's retarded, it forces the other player to do something in order to avoid going from full saturation to half.
Wohmfg
Profile Blog Joined January 2009
United Kingdom1292 Posts
February 15 2012 03:15 GMT
#29
On February 15 2012 12:03 VGhost wrote:
Show nested quote +
On February 15 2012 11:32 Wohmfg wrote:
I thought the only significant nerf to reavers was that they stopped the scarab shot reload time from resetting when it was loaded into a shuttle so that players couldn't fire off scarabs at a ridiculously imba rate. I didn't know they actually made the AI dumber?


I kind of think that what happened was that they didn't (either on purpose or by accident) reset the targeting to match the actual attack cooldown when they did that. So you end up with reavers trying to target the wrong thing. Though that's only my guesswork based on watching hundreds of games and trying to micro reavers myself. Anyway it seems a lot rarer to have duds when the reavers are staying on the ground, though that could be a false impression.


Hmmmmm interesting.

Can anyone confirm whether they did intentionally dumb down the AI?
BW4Life!
Falling
Profile Blog Joined June 2009
Canada11475 Posts
February 15 2012 03:26 GMT
#30
Did they dumb it down? For some reason, I thought they increased the cooldown from dropping to firing because you could insta drop, fire and pick-up again making Reaver-shuttle completely imba.

Anyways, I'm pretty sure that ai scarab is semi-predictable depending on what angle you're attacking- and then what angle the opponent retreats. Reaver micro is perhaps one of my favourite things even though I suck at it. Regardless of how dumb the ai may be, it creates such exciting play.
Moderator"In Trump We Trust," says the Golden Goat of Mar a Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
white_horse
Profile Joined July 2010
1019 Posts
February 15 2012 03:46 GMT
#31
On February 15 2012 11:50 sluggaslamoo wrote:
Show nested quote +
On February 15 2012 11:26 Spekulatius wrote:
The "following without exploding on a unit" symptom is mostly caused by a congo line of fleeing units. For example, when you have an SCV train running away from a scarab and the reaver targeted one of the SCVs in the middle, it will get stuck on the last SCV in the line and then explode without doing anything. This sucks on the one hand but is reasonable: you don't want your scarab to explode on the first unit/building it encounters but rather hit the unit/building it was destined to. That's just how it was designed and that's hard to change imo. Aside from that, it makes for the most exciting moments in a match.

And the "move even when in range" thing is hardly relevant imo.


Sometimes though scarabs will completely miss their target and fly into open space and blow up. Its pretty funny.


Yeah, that happens when the targeted unit has already died, and I believe the scarab automatically explodes if it fails to hit anything after a certain period of time.
Translator
Roe
Profile Blog Joined June 2010
Canada6002 Posts
February 15 2012 03:49 GMT
#32
It is sad how BW is left with this RNG that reminds me of WoW.
stokes17
Profile Joined January 2011
United States1411 Posts
February 15 2012 03:53 GMT
#33
Man I'd kill to see the official patch note

"we felt the reaver Ai was too intellectual so the Reaver Ai has been reverted to drunk 4th grader levels"
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
February 15 2012 03:54 GMT
#34
On February 15 2012 12:46 white_horse wrote:
Show nested quote +
On February 15 2012 11:50 sluggaslamoo wrote:
On February 15 2012 11:26 Spekulatius wrote:
The "following without exploding on a unit" symptom is mostly caused by a congo line of fleeing units. For example, when you have an SCV train running away from a scarab and the reaver targeted one of the SCVs in the middle, it will get stuck on the last SCV in the line and then explode without doing anything. This sucks on the one hand but is reasonable: you don't want your scarab to explode on the first unit/building it encounters but rather hit the unit/building it was destined to. That's just how it was designed and that's hard to change imo. Aside from that, it makes for the most exciting moments in a match.

And the "move even when in range" thing is hardly relevant imo.


Sometimes though scarabs will completely miss their target and fly into open space and blow up. Its pretty funny.


Yeah, that happens when the targeted unit has already died, and I believe the scarab automatically explodes if it fails to hit anything after a certain period of time.


Think of them as a blob of energy that decreases its battery life as each seconds pass by. Then everything will start to make more sense.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Taekwon
Profile Joined May 2010
United States8155 Posts
Last Edited: 2012-02-15 04:06:01
February 15 2012 03:55 GMT
#35
This actually allows me to clarify something.
Reavers are not in fact machines but have been nerfed to become emotionally attached to the player
controlling it. As a result, only the kindest and forgiving Protoss players are able to earn the genuine
affection of the reaver who trains secretly on its own until it is mechanically perfect.

i.e. Stork and Jangbi love and care for their revears and their reavers care for them.
And of course, this statement is reverse causal: if a player does not treat his revear with love and
adoration, the reaver will not listen to you.

▲ ▲ ▲
jimminy_kriket
Profile Blog Joined February 2007
Canada5529 Posts
February 15 2012 04:03 GMT
#36
They would be as strong as collosus if they weren't.
life of lively to live to life of full life thx to shield battery
bearbuddy
Profile Blog Joined February 2009
3442 Posts
February 15 2012 04:03 GMT
#37
On February 15 2012 12:55 Taekwon wrote:
This actually allows me to clarify something.
Reavers are not in fact machines but have been nerfed to become emotionally attached to the player
controlling it. As a result, only the kindest and forgiving Protoss players are able to earn the genuine
affection of the reaver who trains secretly on its own until it is mechanically perfect.

i.e. Stork loves and cares for his revears and his reavers care for him.
And of course, this statement is reverse causal: if a player does not treat his revear with love and
adoration, the reaver will not listen to you.



But Much made a heart out of pylons and canons!
Sinensis
Profile Blog Joined April 2009
United States2513 Posts
February 15 2012 04:07 GMT
#38
Reavers aren't stupid, they're just so complex only very good players can utilize them to their full potential.
Game
Profile Blog Joined February 2009
3191 Posts
February 15 2012 04:10 GMT
#39
On February 15 2012 11:45 Spekulatius wrote:
*Sunset*

*Game lights the campfire and gathers the children around the soothing source of warmth*

"Listen well, kids. I shall tell you a story of the old days..."



More!

I really only know things from 98-00 and 05-06 progamer wise. Although, from 98-00 most of it is about irrelevant non-Koreans who were the first pros, or potentially could've been.
SC is like sex. You should play often, but never too hard. And you should only try hard when it matters.
Mortality
Profile Blog Joined December 2005
United States4790 Posts
February 15 2012 04:12 GMT
#40
Wait, you just noticed this?

But TBH, this is also one of the good things about SC. Yes, it's true that no matter how good you get your reavers will still do stupid things, but if you look at the elite users of reavers throughout history dating all the way back to Zileas, it's always been said that their reavers were "different." Somehow they bug less frequently and score big kills more often. Reavers are a unit that require huge star sense, similar to muta vs scourge except even higher.

In other words, this is yet another case of Starcraft favoring the better player who practices harder to perfect his usage of a unit.
Even though this Proleague bullshit has been completely bogus, I really, really, really do not see how Khan can lose this. I swear I will kill myself if they do. - nesix before KHAN lost to eNature
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