• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 21:01
CET 03:01
KST 11:01
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
ComeBackTV's documentary on Byun's Career !8Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15
StarCraft 2
General
When will we find out if there are more tournament ComeBackTV's documentary on Byun's Career ! Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win RSL Revival - 2025 Season Finals Preview Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump
Tourneys
Winter Warp Gate Amateur Showdown #1: Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship RSL Offline Finals Info - Dec 13 and 14! Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress
Brood War
General
How Rain Became ProGamer in Just 3 Months BGH Auto Balance -> http://bghmmr.eu/ FlaSh on: Biggest Problem With SnOw's Playstyle screp: Command line app to parse SC rep files [BSL21] RO8 Bracket & Prediction Contest
Tourneys
Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET [BSL21] RO8 - Day 2 - Sunday 21:00 CET
Strategy
Game Theory for Starcraft Current Meta Simple Questions, Simple Answers Fighting Spirit mining rates
Other Games
General Games
Mechabellum Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1033 users

Reaver AI (Does it need to be fixed?) - Page 3

Forum Index > Brood War Strategy
Post a Reply
Prev 1 2 3 4 5 Next All
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
September 03 2006 07:36 GMT
#41
On September 03 2006 05:26 LastWish wrote:
I just don't like 3 things :
1. reaver vs sunken, though most of the time when you have a shuttle you can unload a reaver in updown/leftright position so it works perfectly.
2. stuck scarab - situation : PvT dropping mineral line, in which a tank dwells - terran uses his scvs to surround it and scarab doesn't pass to it, moreover does it lag and explode doing no damage -
Hey I want my 15 minerals back! (this is probably most frustrating)
3. empty reavers have alzheimer's disease - they don't remember the targets and just shoot anything when the scarab has been build. In the meantime you must move the reaver somewhere and then manually control it when it is loaded again.


2. Thats just good micro from the terran. Its like saying "No I don't want terran to be able to out micro my reaver!"
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
September 03 2006 07:38 GMT
#42
Without reading the thread:

The problem with the reaver walking into a sunken's range should definitely be fixed.

Fixing scarab ai would do more bad than good. Ideally it would be better if it was fixed, because it reduces the luck factor of reavers, but so many other factors would be changed by it that it's better to just leave them as they are (although I would like to see double robo more PvT, <3 Kingdom ).
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
oshibori_probe
Profile Blog Joined July 2006
United States2934 Posts
September 03 2006 07:44 GMT
#43
k the problem with this thread is
your case < your counterexample

if you want reavers to look bad, dont use nal ra, rock, kindom, pusan, and rainbow
in other words: (the gods of protoss) shouldent be the example against your claim
Fuck KeSPA.
FREEloss_
Profile Joined August 2006
38 Posts
September 03 2006 09:22 GMT
#44
I hate it when my reaver:

-Goes into range of a sunk/cannon
-Has its scarab caught up behind a building/mineral patch and explodes
-fires a scarab at a running target and does 0 damage
-Moves towards a target instead of attacking it
-Randomly has a slowed cooldown on its scarab when being microed with a shuttle
I hate all da orphans in da werld.
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
September 03 2006 09:56 GMT
#45
On September 03 2006 11:08 rpf289 wrote:
Things that need to be fixed:

1.) Scarab explosion affects everything. I'm sick and tired of seeing a fucking explosive explode next to an SCV it wasn't heading for only to see it live with 100% HP. Siege Tank splash damage affects all units, buildings, and even friendly units. So yes, that means that if an enemy unti drags a scarab into a pack of my own dragoons, they should take damage.


Should sairs and devourers and LURKERS do friendly damage too, then?

bye bye lurkling
What fun is it being cool if you can’t wear a sombrero?
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
September 03 2006 09:58 GMT
#46
On September 03 2006 16:26 racebannon wrote:
The beauty of the reaver is that it is such a wild card. That's the reason they are scary, you never know if it's going to obliterate all your scvs or if its going to do fuck all. They freak me out and i love it


On September 03 2006 15:35 homZ-3k wrote:
isnt sair reaver devastating enough
upgrade scarab damage and 1 scarab will kill 2x as many probes/scvs as the units that only go to 1/2 health due to splash get extra damage done

if u wanna know exactly how to control reavers just SEARCH

your case is of bad placement, not bad ai
dont attack something your scarab cant get to, when it comes to probe lines ure scarab should go perpendicular to them, so it doesnt get all fucked up getting to a probe in the middle of a line of stacked probes.

ive had bad cases where i do a goon and reaver drop, and the goon blocked my scarab, but nevertheless
reavers pwn, make them any better and uve just ruined pvt
reavers already are perfect for pvz, get some upgrades and their even better.


Ya, imagine a TvP tank drop where the tanks randomly do no damage at all. That'd be exciting too. Plus tanks are perfect TvP, why fix such bugs?

You're supposed to play vs reavers as if they have decent scarab AI, so it doesn't imbalance the game to make the AI actually non-retarded.
What fun is it being cool if you can’t wear a sombrero?
aseq
Profile Joined January 2003
Netherlands3991 Posts
September 03 2006 10:33 GMT
#47
The people who say 'don't fix' because of the reason that the reaver is strong enough as it is are wrong. While i do agree that this is the case - it is strong enough now - that cannot be the reason for not fixing it. Imagine having a superweapon that's like 5x a nuke with friendly fire off, costing loads but only working 1% of the times you fire it because of a bug. You can't go around and say ah don't fix the 1% bug, it's strong enough as it is when it hits.

I think the AI should definitely be fixed (the angle part and the no damage done to near units part). As for the non-reaching of the target, i suggest it explodes after it's path searching time has expired, just like it does now, only then it actually damages? And it should of course stay the way it damages enemies only, that's the way it was designed.

If the reaver turns out to be too strong after the fiixing of the AI (i think it won't matter that much in game win percentages), then it's time to look at the rvr's balancing ( if slower firing, higher scarab costs, even slower speed are necessary).
Alborz
Profile Blog Joined March 2006
Canada1551 Posts
September 03 2006 11:08 GMT
#48
On September 03 2006 04:43 FrozenArbiter wrote:
Yes, and no.

The way the scarab moves does not need to be changed, that is fine, however.. The inability of reavers to attack sunkens in certain angles HAS TO BE CHANGED.
Luhh
Profile Joined October 2003
Sweden2974 Posts
September 03 2006 11:20 GMT
#49
On September 03 2006 18:56 GrandInquisitor wrote:
Show nested quote +
On September 03 2006 11:08 rpf289 wrote:
Things that need to be fixed:

1.) Scarab explosion affects everything. I'm sick and tired of seeing a fucking explosive explode next to an SCV it wasn't heading for only to see it live with 100% HP. Siege Tank splash damage affects all units, buildings, and even friendly units. So yes, that means that if an enemy unti drags a scarab into a pack of my own dragoons, they should take damage.


Should sairs and devourers and LURKERS do friendly damage too, then?

bye bye lurkling

I think you may have misunderstood him. I interpreted this as even if it doesn't reach it targets and expires (in an explosion), that explosion does the normal non-FF explosive damage, but where it happens, not against the intended target.

This could be a bit too powerful in PvT foremost, since terrans probably find it hard enough to get their scvs out of the way.
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
Sadist
Profile Blog Joined October 2002
United States7298 Posts
September 03 2006 11:25 GMT
#50
maybe just improve their chance for success?

because reavers that hit 100% and dont have buggy cool down time would literally rape someones economy and be way too cost effective(at least in my opinion as a terran player, i can only imagine how bad it would affect pvp games where you could eliminate their entire probe population in 2 shots)
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
rpf289
Profile Joined October 2004
United States3524 Posts
September 03 2006 11:40 GMT
#51
On September 03 2006 18:56 GrandInquisitor wrote:
Show nested quote +
On September 03 2006 11:08 rpf289 wrote:
Things that need to be fixed:

1.) Scarab explosion affects everything. I'm sick and tired of seeing a fucking explosive explode next to an SCV it wasn't heading for only to see it live with 100% HP. Siege Tank splash damage affects all units, buildings, and even friendly units. So yes, that means that if an enemy unti drags a scarab into a pack of my own dragoons, they should take damage.


Should sairs and devourers and LURKERS do friendly damage too, then?

bye bye lurkling
Sure. I mean, fuck, the explosive doesn't do shit anyways. It's stuck on a doodad.

Why don't they make Reavers free? They aren't doing me any good. Or why not give us a "attack terrain" option. At least that way they could be used a definitive counter for lurkers. Oh no wait, the scarab will find something to get stuck on.

Just make the damn things more consistent. What the fuck is the point of playing with reavers if the fucking thing is gonna bug, not be able to shoot, walk into other units, etc. Fuck.
skyglow1
Profile Blog Joined April 2005
New Zealand3962 Posts
September 03 2006 12:50 GMT
#52
On September 03 2006 19:33 aseq wrote:
The people who say 'don't fix' because of the reason that the reaver is strong enough as it is are wrong. While i do agree that this is the case - it is strong enough now - that cannot be the reason for not fixing it. Imagine having a superweapon that's like 5x a nuke with friendly fire off, costing loads but only working 1% of the times you fire it because of a bug. You can't go around and say ah don't fix the 1% bug, it's strong enough as it is when it hits.


No its strong because if you control it properly it hits alot of the time and when it does it really owns.
tec27
Profile Blog Joined June 2004
United States3702 Posts
Last Edited: 2006-09-03 13:39:52
September 03 2006 13:11 GMT
#53
Just to add to the discussion, Blizzard may have intentionally *not* fixed the reaver AI already. Scarab AI is mentioned in one of the beta patch notes here.
To make the Reaver cooler, we increased its speed by 30% (we still have work to do on the pathing of the Reaver's scarabs. Soon.

I don't have access to the later patch notes, so who's to say that blizzard didn't decide that keeping the AI in its current state was in the game's best interest?

I need to test scarab AI in the unpatched beta to see if there's any differences though, so once I do that, I think we'll have a more definite answer as to whether scarab AI was patched before retail.

Edit: Ok, I tested it. Now, you may be surprised, but I can tell you *assuredly* that what you are seeing today is a "fixed" scarab AI. You may find it an incredible problem, but I truly believe that if scarab AI were to be reverted, reavers would either be pretty overpowered, while still being a bit annoying (nowhere near as much). At any point in the scarab's "running" where you see it turning around and going the other way, or kind of hanging, in the beta, this would instead be replaced by the scarab exploding on the spot and doing full splash damage to anyone around and anything around it.

This AI could be quite annoying as well, if you think about it. I can see it now: any time your opponent drops a reaver, you promptly setup a 3 scv wall at the shortest path from the reaver to your scv's, and bam, he only gets 3 scv kills when he should have collected 12. If the regular AI were in place, it could have easily found a way around this blockade and taken out the larger clump.

Or, in PvZ: You opponent has a clump of ultralisks, but as you bring out your reaver to take them down, a small clump of lings runs forward, getting into the way of your scarabs. BOOM, 6 ling kills as the result of 3 scarabs.

Granted, this AI can also be extremely overpowered, especially so in PvP, where a lot of the time, goons can block the scarabs from getting to their true target and doing any damage: well here, they do full damage directly to the front line of goons/zealots.

I think any change to scarab AI should be somewhat of a middle-ground between the extremes of the beta and the current. When scarabs explode, no matter what, they should do splash damage, even if they couldn't make it to their target. Whether or not this should be full damage, I don't know, but at least give reaver users something for watching a scarab pace back and forth for 5 minutes.
Can you jam with the console cowboys in cyberspace?
ROOTheognis
Profile Blog Joined January 2006
United States4482 Posts
September 03 2006 13:42 GMT
#54
On September 03 2006 20:25 Sadist wrote:
maybe just improve their chance for success?

because reavers that hit 100% and dont have buggy cool down time would literally rape someones economy and be way too cost effective(at least in my opinion as a terran player, i can only imagine how bad it would affect pvp games where you could eliminate their entire probe population in 2 shots)


agreed. reavers would be so damn imbalanced.

i like the reaver ai tho persoanlly. it makes it more exciting in progames lol
If you avoid your weakness, it will remain your weakness. www.twitter.com/#!/rootheognis Follow me!
RiSE
Profile Joined April 2004
United States3182 Posts
September 03 2006 13:46 GMT
#55
Fix that shit nigga
heavy hand upon the land, feel it's weight inside you
Larva
Profile Joined November 2005
United States363 Posts
September 03 2006 14:02 GMT
#56
Rpf, stfu, reaver AI is fine enough... Jesus, people cry cause they don't think 200 min + 100 gas + 25 min can kill approximately maybe 8 peons, and much more for each 25 (if that's what a Reaver scarab costs, I even fuckin' forgot ).
LOL AT THIS GUY ABOVE ME.
Evilmonkey.
Profile Blog Joined April 2006
United States1628 Posts
September 03 2006 17:08 GMT
#57
On September 03 2006 16:26 racebannon wrote:
The beauty of the reaver is that it is such a wild card. That's the reason they are scary, you never know if it's going to obliterate all your scvs or if its going to do fuck all. They freak me out and i love it


That's why I always smile when I see Rainbow or rA freakin own with reavers.
WWBD- What would Boxer do?
superjoppe
Profile Joined December 2004
Sweden3685 Posts
September 03 2006 17:45 GMT
#58
Reavers would be fucking imba if they worked perfect and never missed etc. I think it should stay like it is now.
araav
Profile Blog Joined September 2004
Armenia1590 Posts
September 03 2006 18:38 GMT
#59
fucking imba??? why shouldn't toss have a really strong and smart unit?
i'm all for fixing its ai. +128 upgrade
The flower that blooms in adversity is the most rare and beautiful of all.
pyrogenetix
Profile Blog Joined March 2006
China5098 Posts
September 03 2006 19:32 GMT
#60
right... so its ok for the protoss players to have a unit thats a fucking dumbass...
Im seeing a lot of this "its the trill of it" "it makes the game more tense, serious, thrilling" "it is the control of it, the micro, it is an art" bla bla fuck that ill tell you what the fuck a dumbass reaver means, it means that you just invested all ur shit into something that doesnt even fucking work all the time. thats just fucking great isnt it, imagine some bug with the spider mines. hey terrans guess what, heres a fun fact, now u all can spend money and time researching spider mine research but the problem is that sometimes they pop up and get STUCK and dont attack, or they dont do damage when they blow up. gee what a fucking big uproar that would cause huh. or hey heres a newsflash, now the siege tank with a range of 12 will sometimes not fire on the enemy at some angles making it a FUCKING MELEE FUCKING UNIT. so the money and time u spent on siege is just WASTED.

I used to love the reaver but then I kept losing 30% of the games wehre I go reaver cuz they just cost so fucking much and then they have the accuracy of a damn punk who just snorted 15 grams of cocain and 10 grams of meth. now I just avoid the reaver all out.

the thing is that all the terrans and zergs have gotten used to the idea that the reaver can "miss" and not hit and take it for granted, so that when we toss players wana change and take this away from them they go "hey wtf I was feeling so fuzzy and warm and safe wtf are u doing dont take this away..." fact of the matter is that the reaver bug is not there to make in balanced, it IS a fucking imbalance.
Yea that looks just like Kang Min... amazing game sense... and uses mind games well, but has the micro of a washed up progamer.
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:00
Best Games of Starcraft
SHIN vs ByuN
Reynor vs Classic
TBD vs herO
Maru vs SHIN
TBD vs Classic
PiGStarcraft676
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft676
StarCraft: Brood War
Shuttle 108
NaDa 49
GoRush 20
Mong 16
Hm[arnc] 11
Free 0
Counter-Strike
summit1g7557
Coldzera 1211
taco 138
Other Games
JimRising 364
ViBE144
Trikslyr67
PPMD32
Organizations
Other Games
gamesdonequick1071
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Hupsaiya 102
• davetesta43
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Azhi_Dahaki10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22681
League of Legends
• Doublelift4260
Other Games
• Scarra1403
Upcoming Events
CranKy Ducklings
7h 59m
WardiTV 2025
8h 59m
Spirit vs Cure
Reynor vs MaxPax
SHIN vs TBD
Solar vs herO
Classic vs TBD
SC Evo League
10h 29m
Ladder Legends
16h 59m
BSL 21
17h 59m
Sziky vs Dewalt
eOnzErG vs Cross
Sparkling Tuna Cup
1d 7h
Ladder Legends
1d 14h
BSL 21
1d 17h
StRyKeR vs TBD
Bonyth vs TBD
Replay Cast
2 days
Wardi Open
2 days
[ Show More ]
Monday Night Weeklies
2 days
WardiTV Invitational
4 days
Replay Cast
5 days
WardiTV Invitational
5 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Offline Finals
Kuram Kup

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 1
WardiTV 2025
META Madness #9
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL Season 19: Qualifier 2
CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.