http://www.shamusyoung.com/twentysidedtale/?p=1597
Turns out Protoss AI is imba! Nerf Nerf!
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Goosey
United States695 Posts
http://www.shamusyoung.com/twentysidedtale/?p=1597 Turns out Protoss AI is imba! Nerf Nerf! | ||
ATeddyBear
Canada2843 Posts
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intrigue
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Washington, D.C9933 Posts
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ShaLLoW[baY]
Canada12499 Posts
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Lemonwalrus
United States5465 Posts
Edit: Although I suppose balance on the human vs human level probably doesn't correlate to balance on the comp vs comp level. | ||
DrywMz
United States394 Posts
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Hurricane
United States3939 Posts
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hunter3
United States155 Posts
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ydg
United States690 Posts
terran usually always m&m rushes and then m&m and tanks toss can do the zeal rush or a dt rush | ||
grobo
Japan6199 Posts
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Stegosaur
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Netherlands1231 Posts
On April 15 2008 08:15 hunter3 wrote: Someone correct me if I'm wrong, but I always thought there were several flavors (aggressiveness, rush tactics, etc) of AI for each race. I read somewhere that the faction name (i.e. "Furinax Tribe" or "Epsilon Squadron") would tell you which one it was. If so, would these AI tests would have to take these into account. I remember the WC2 map editor had AI 'flavors' when putting AI players into a map, so indeed, I bet SC comps have this as well. | ||
8882
2718 Posts
I remember one of my first battle.net games (it was like my 2nd game ever) - me+my friend vs two protoss comps on LT - we lost because we couldnt wall. I wonder if I would won vs the rush nowadays, if I did not expect it and without mines. Generally I think the AI was nerfed somehow after BW came out - I think in stacracraft the zerg would 5 pool from time to time and now it's like 9, also in the past the computers used to siege the tanks as far as I remember. On April 15 2008 08:27 Stegosaur wrote: Show nested quote + On April 15 2008 08:15 hunter3 wrote: Someone correct me if I'm wrong, but I always thought there were several flavors (aggressiveness, rush tactics, etc) of AI for each race. I read somewhere that the faction name (i.e. "Furinax Tribe" or "Epsilon Squadron") would tell you which one it was. If so, would these AI tests would have to take these into account. I remember the WC2 map editor had AI 'flavors' when putting AI players into a map, so indeed, I bet SC comps have this as well. As far as I know there are like 4 types of computer opponents (easy, medium, hard and insane) and "campaign" computers who use semi scripted attacks (e.g. attack beacons with DTs) and there is one computer AI used for melee games (expansion). (well technically there is also the "area town" AI which means only mining) These AIs use different units and I think the expansion AI is a bit better than the insane AI (insane means difficulty level, not stupidity ![]() I think you mistake different "tribes" with the randomness of the AI - e.g. you can do something, save a game and say in two minutes the computer will attack you. Load the game - and he will not attack you. I used it to abuse the campaign when I really sucked. However the "expansion" AI has more of a scripted attack and usually will make one of the standard build orders (consisting of like 3-5 attack waves?) and then starts behaving more randomly. | ||
besiger
Croatia2452 Posts
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xmShake
United States1100 Posts
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fusionsdf
Canada15390 Posts
On April 15 2008 08:27 Stegosaur wrote: Show nested quote + On April 15 2008 08:15 hunter3 wrote: Someone correct me if I'm wrong, but I always thought there were several flavors (aggressiveness, rush tactics, etc) of AI for each race. I read somewhere that the faction name (i.e. "Furinax Tribe" or "Epsilon Squadron") would tell you which one it was. If so, would these AI tests would have to take these into account. I remember the WC2 map editor had AI 'flavors' when putting AI players into a map, so indeed, I bet SC comps have this as well. Yeah, 90% sure this is true. The AI can definitely do different things. For Zerg: -4 pool -12 hatch expo *I think -9 pool, hatch in base, mass sunken For protoss: -3 gate, save up zealots till 12, attack. -cannons, and 14? nexus -DT rush For Terran: -marines and medics -Anything else???? also, the computer will pretty much always time its attacks together if there are more than one and they are allied. Pretty sure they wont delay 4 pool or dt rush, but every other attack is delayed until both are done first cycle attack. I should point out that bw ai work off 3 basic cycles. Basically they follow a preset build order (like 12 zealots) execute it, and then when those units die, it moves to the next cycle. When the 2nd cycle is done it attacks again, when those units die it moves to third cycle, and then stays on third cycle for the rest of the game. The Terran wave is: * 12 Marines, 3 Medics vs. Terrans OR 10 Marines, 4 Firebats, 3 Medics vs. Protoss or Zerg * 5 Tanks, 12 Marines, 3 Medics * 4 Battlecruisers, 6 Wraiths, 2 Valkyries, 3 Tanks, 2 Goliaths, 3 Ghosts, 10 Marines, 2 Medics, and a Partridge in a Pear Tree. Zerg: Zerg AI: The Zerg AI uses only one general strategy regardless of map and enemy race. There is a random chance of using a pool first 6 zergling rush. If used, nothing else changes except that their later attacks take longer to prepare. The attack waves are as follows: *initial lings/build * 20 Hydralisks, 2 Lurkers * 9 Mutalisks, 4 Devourers, 4 Guardians, 8 Scourge * 60 Zerglings The final attack loop is variable. The AI will pick one of the following for each attack: * 12 Mutalisks, 4 Devourers, 4 Guardians * 6 Fully Upgraded Ultralisks, 12 Hydralisks * 20 Hydralisks * 20 Hydralisks, 20 Zergling * 40 Zerglings with the Adrenal Glands upgrade Protoss: Protoss AI: The Protoss AI has 4 basic attack methods: Normal, Dark Templar Attack, Dark Templar Defense, and Double Nexus. The Dark Templar Attack method is used if the scouting unit sees the enemy may not be ready with detectors. Dark Templar Defense is used if a scouting unit sees an enemy Protoss player possibly making Dark Templars. Double Nexus is used if the map seems to provide a close, guardable expansion. Normal is used in all other cases. The attack waves on land maps are as follows: * 12 Zealots if using Normal OR 12 Zealots and 1 Dark Templar if using Dark Templar Attack * 12 Zealots, 6 Dragoons, 2 Dark Templar * 12 Zealots, 8 Scouts, 4 Corsairs * 10 Scouts, 8 Corsairs, 5 Carriers See: http://www.battle.net/scc/faq/aiscripts.shtml | ||
besiger
Croatia2452 Posts
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fusionsdf
Canada15390 Posts
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besiger
Croatia2452 Posts
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GTR
51424 Posts
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Sean.G
Spain889 Posts
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