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?
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
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.
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.
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.
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?
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.
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.
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.
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.
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.
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.
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.