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It has come to my attention that there is some new tech out there but I have no idea how to search for it and/or get a full explanation of what to do.
First one is called boost mineral (I think) So most, if not every map, has a mineral patch or two that can get you an increased rate of return. What I think it is is after a worker mines, you press C immediately to see the effects? Or something like that. I also think it's a different patch depending on what unit is doing the gathering. I think there is a korean video out there that highlights the income you get by doing this vs just letting the workers mine undisturbed.
I believe the guys who program AIs know about this already and have implemented it. I do remember reading something about more efficient mining in the BWAPI threads.
Second one is undelayed vulture mines Normally when you plant a mine the vulture bugs out a bit, especially so if you have selected more than 1 vulture. I think there is a new method of planting mines which nullifies this affect so that you can mine + attack almost instantly. It might have to do with way-points? I'm not too sure.
So if anyone can provide better insight, please share 
Thanks for reading!
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Yeah, that post about the vulture-trick seems ridiculously hard to find.
For the "attack instantly"-trick, you have to send the vulture to lay a mine, then shift+hold once while the vulture is travelling. Shift+a(ttack) can work, too, even aimed at a specific target, but not as reliably I think. With patrol it didn't work for me.
![[image loading]](https://i.imgur.com/UzO1VTq.gif)
For the other thing, quick mine-laying, you just do the same: order to lay a mine, then shift+h while the vulture is moving, and then, after the mine is planted and the vulture holds,immediatelly lay mine and shift+h, then once more for the third mine.
![[image loading]](https://i.imgur.com/B0WzV75.gif)
I think that's it. Takes a little practice to get the combination and timing down. Like the guy in the reddit-linked-video I got it best when using 2 or few more vultures, so that you can use the magic-box to just click the same spot over and over again. Not all vultures might do the speed-mine-laying though (see my lower one missed the 3rd mine).
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Thanks for posts guys!
Holy shit from Jan 2018? I'm almost 2 years behind O_O
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Damn that vulture technique is crazy.
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In the bottom video that is pretty impressive, I haven't seen vultures lay mines that fast before, i'm pretty sure lol. Cool technique! thanks for sharing
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I remember Artosis previewing the vulture technique on the BW-oriented Pylon Show episode, pretty crazy..
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Pretty neat. Love stuff like this.
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Vulture trick is kinda op... but they ban patrol recall. :c
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United Kingdom12022 Posts
On September 06 2019 20:21 XenOsky wrote: Vulture trick is kinda op... but they ban patrol recall. :c
Patrol recall?
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I always ask myself whether these tricks were already known back in the days and whether they were just super secret.
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wait total recall is banned?
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On September 06 2019 21:19 [AS]Rattus wrote: wait total recall is banned? I never heard that. I don’t think it’s true. I did go back and read the old total recall thread and it’s hilarious to see so many people declaring the end of PvT and the end of FlaSh’s dominance.
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Total recall is not banned and is sometime used even in both amatour and pro games..
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On September 06 2019 21:11 Qikz wrote:Show nested quote +On September 06 2019 20:21 XenOsky wrote: Vulture trick is kinda op... but they ban patrol recall. :c Patrol recall?
I dunno who comes up with all these silly names.. "total recall" is just misleading..
Patrol recall is when you take a worker and run through a tight ball of army, releasing it in the center of the army so they start jumping on each other..
Once thats done you keep taking 12 of the army in different areas of the ball and patrol towards the center of the ball..
In such way they keep moving back and forth over the army making a massive stacked ball (just as with worker stack).
By using Patrol you keep the army moving towards the center but you need to keep doing this at all times until the recall is going down..
Once you recall there is a question about SIZE of each unit in the recall whether or not everyone will follow through. There seems to be a size limit from my tests.
By such i dunno why its called Total Recall and imo its just silly..
Patrol Recall i understand perfectly what it is about as thats how you do it. You Patrol the army towards center mass then recall..
Also by definition "Total Recall" it requires a total recall which it aint because all units doesnt get recalled as i just mentioned.
Edit: After doing a new test of Recall:
Regular Recall with goons only: 16
Zels only: 35, super tightly packed: 40
Stacked goons: 38 (of 42 stacked)
Stacked Zels: 71 (of 95 stacked)
Stacked Archons: 39 (of 47 stacked, it looks to have space for 2 more https://imgur.com/a/AvqatPR )
Stacked Archons with Factory below Arbiter: 35 (of 47 stacked)
Stacked Archons with Sim City below Arbiter: 16 (of 47 stacked, https://imgur.com/a/YjUg1XM )
Concluding: Stacking is only necessary when you Recall on flat surface.
Replay: http://s000.tinyupload.com/index.php?file_id=04580415152117968529
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On October 24 2019 16:49 MeSaber wrote:Show nested quote +On September 06 2019 21:11 Qikz wrote:On September 06 2019 20:21 XenOsky wrote: Vulture trick is kinda op... but they ban patrol recall. :c Patrol recall? I dunno who comes up with all these silly names.. "total recall" is just misleading.. Patrol recall is when you take a worker and run through a tight ball of army, releasing it in the center of the army so they start jumping on each other.. Once thats done you keep taking 12 of the army in different areas of the ball and patrol towards the center of the ball.. In such way they keep moving back and forth over the army making a massive stacked ball (just as with worker stack). By using Patrol you keep the army moving towards the center but you need to keep doing this at all times until the recall is going down.. Once you recall there is a question about SIZE of each unit in the recall whether or not everyone will follow through. There seems to be a size limit from my tests. By such i dunno why its called Total Recall and imo its just silly.. Patrol Recall i understand perfectly what it is about as thats how you do it. You Patrol the army towards center mass then recall.. Also by definition "Total Recall" it requires a total recall which it aint because all units doesnt get recalled as i just mentioned. Edit: After doing a new test of Recall: Regular Recall with goons only: 16 Zels only: 35, super tightly packed: 40 Stacked goons: 38 (of 42 stacked) Stacked Zels: 71 (of 95 stacked) Stacked Archons: 39 (of 47 stacked, it looks to have space for 2 more https://imgur.com/a/AvqatPR ) Replay: http://s000.tinyupload.com/index.php?file_id=04580415152117968529
It's just an excellent opportunity to name a move after a famous Schwarzenegger movie in the 90s: https://en.wikipedia.org/wiki/Total_Recall_(1990_film)
And to a lesser extent, the 2012 remake: https://en.wikipedia.org/wiki/Total_Recall_(2012_film)
Like a play-on-words or a pun.
The name applies anyways, you aren't recalling the entirety of your army, but you are recalling a shit ton of it, enough to justify the name.
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They probably mean Total Recall in terms of filling the whole recall area beneath Arbiter, which is more or less true (from my tests). And also they want a cool name for the casting.
"WHOA A TOTAL RECALL!!!".. Where patrol recall as referring to the actual technique wouldnt sound as cool.¨
Edit: Btw the Arnold movie is great. Remake not so much.
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On October 24 2019 17:50 MeSaber wrote: They probably mean Total Recall in terms of filling the whole recall area beneath Arbiter, which is more or less true (from my tests). And also they want a cool name for the casting.
"WHOA A TOTAL RECALL!!!".. Where patrol recall as referring to the actual technique wouldnt sound as cool.¨
Edit: Btw the Arnold movie is great. Remake not so much.
Well when this was first announced to the foreign community it was called "clustered recall" There was a push from the community to rename it "total recall" because how could we miss out on an opportunity to capitalize on such a great reference?!?
Source: https://tl.net/forum/brood-war/533467-game-changing-discovery-clustered-recall
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WTF man, never knew and heard about mineral boosting. It's insane koreans still coming out with new glitches, bugs, holy molly.
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United Kingdom12022 Posts
On October 24 2019 20:23 outscar wrote: WTF man, never knew and heard about mineral boosting. It's insane koreans still coming out with new glitches, bugs, holy molly.
Mineral boosting isn't new. Nada was using it years and years ago. It was one of the things that set him out from the rest as you'd see him in a TvT and despite having the same workers he'd somehow have more money.
Unless I'm thinking of a different trick which I thought was called mineral boosting.
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Can we all just take a step back and appreciate that the game came out in 1998 and we're talking about new techniques in 2019.
God I love this game.
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On September 06 2019 06:23 razorsuKe wrote: It has come to my attention that there is some new tech out there but I have no idea how to search for it and/or get a full explanation of what to do.
First one is called boost mineral (I think) So most, if not every map, has a mineral patch or two that can get you an increased rate of return. What I think it is is after a worker mines, you press C immediately to see the effects? Or something like that. I also think it's a different patch depending on what unit is doing the gathering. I think there is a korean video out there that highlights the income you get by doing this vs just letting the workers mine undisturbed. This has been known for a long time, at least by top tier players and by map makers (I coined the term metastable mining path for the general phenomenon). Generally mining rates for specific patches depend on mineral position, pathfinding region layout, terrain walkability and interfering nearby building units (including other resources). Exact mining rates vary depending on the race due to varying collision sizes of their respective resource depots, which has influence on both absolute travelling distance, but mostly deceleration/acceleration behaviour of workers between return and mining trip. "Boosted mining paths" are those that have very little deceleration, so the worker can turn around and return to minining a bit faster.
I believe the guys who program AIs know about this already and have implemented it. I do remember reading something about more efficient mining in the BWAPI threads. Bots can act even more radically by continuously microing every single worker, thus eliminating most deceleration phases by waypoints, giving them mining and return commands only at the last possible moment and manually assigning each worker directly to the closest free patch, eliminating worker migration losses almost completely. This can amount to some pretty insane income boosts, but is just not humanly possible.
As for the "total recall": If you are in the business of finding better names for it, just call it "stack recall", which is bost concise and best describes the defining phenomenon of unit stacking, regardless of stacking technique employed (you can do the same using a vortex, a.k.a. stuck stack, bug for example. The limiting factor is the size of the recall target area and how many units can fit in there, as has already been pointed out. Here is the test map I made. It shows that the maximum number of Dragoons in a recall on an open plain is 56.
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On October 24 2019 23:51 KungKras wrote: Can we all just take a step back and appreciate that the game came out in 1998 and we're talking about new techniques in 2019.
God I love this game. The sad thing is we will probably never have a game like this, where it's up to the players to figure everything out, not relying on developers and constant balance patches etc.
The good thing is that we can just keep playing Brood War, why even stop honestly?
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On October 25 2019 13:58 Akio wrote:Show nested quote +On October 24 2019 23:51 KungKras wrote: Can we all just take a step back and appreciate that the game came out in 1998 and we're talking about new techniques in 2019.
God I love this game. The sad thing is we will probably never have a game like this, where it's up to the players to figure everything out, not relying on developers and constant balance patches etc. The good thing is that we can just keep playing Brood War, why even stop honestly? 
I'm never stopping that's for sure
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On October 24 2019 21:11 Qikz wrote:Show nested quote +On October 24 2019 20:23 outscar wrote: WTF man, never knew and heard about mineral boosting. It's insane koreans still coming out with new glitches, bugs, holy molly. Mineral boosting isn't new. Nada was using it years and years ago. It was one of the things that set him out from the rest as you'd see him in a TvT and despite having the same workers he'd somehow have more money. Unless I'm thinking of a different trick which I thought was called mineral boosting.
That's really interesting, are you sure it's because NaDa was using this technique? I knew that pros used to manually send their workers to certain patches at very start (especially zerg) to increase mining efficiency but never heard about them hitting C and using return cargo spell. Only heard pros using return cargo command was when if opponents worker was blocking ramp they used it to get into enemies base. I can't find a VOD but I think it was a game go.go vs. TT. If someone can find that game please share because I might be mistaken.
2007 GOMTV MSL Season 2/Survivor Tournament
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