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On September 08 2006 03:04 Sr18 wrote: Patching this would make reavers less fun to use, less fun to face and most importantly less fun to watch pro-gamers use them. So, regardless of how significant this AI problem is, fixing it is a big NO in my book.
How about we make mutas have a chance of randomly dropping out of the air and die if you don't micro them right and constantly move them? Good players will learn to keep their muta moving anyways. I think it'd make the game more fun and entertaining to watch, so I don't want to hear you Zerg players bitching about imbalance, regardness of significant the balance issues would be.
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On September 08 2006 03:04 Sr18 wrote: Patching this would make reavers less fun to use, less fun to face and most importantly less fun to watch pro-gamers use them. So, regardless of how significant this AI problem is, fixing it is a big NO in my book.
PvZ statistics isnt fun for me...
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On September 05 2006 09:36 FrozenArbiter wrote: I think there's one thing you could change about scarab detonation tho - at least when it duds, make it do damage where it duds (ie it explodes in mid air, right next to an scv, but not the targetted scv, as it is now it wont do any damage).
(However, then people could just spam stop and have the scarab explode wherever they want :D)
That's the only annoying thing, I don't mind people fooling the scarab AI with sexy micro or it not being able to reach an scv because the scv is running away and is blocked by others, but I do mind it when you fire a scarab from behind the minerals and it gets stuck at the edge, explodes close to other scvs, but does no damage. Yeah this would be good. Anyway I don't use the stop command unless it is stuck - so it should have a limited time-life and no stop button. And when stuck it explodes and damages nearby units.
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On September 03 2006 18:58 GrandInquisitor wrote:Show nested quote +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 Show nested quote +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.
Except you pretty much know exactly what to do when facing a tank drop. You know what it can and can't do, the limitations of it etc. You can mitigate the damage caused by a tank drop even if it surprises you. You can't for a second predict what a reaver will do in your mineral lines. It's panic mode++ even for pros. Reavers in BW are for gamblers, that's part of the magic. Is it frustrating when they fuck up and do nothing? Hell yes. Is it exhilarating when they leave your opponent with nothing to do but nurse the gaping chasm that was once his virgin anus left to him for fear that homeless people will take up residence in their now spacious cavity? you better fucking believe it pendejo
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Yes becouse if scarabs hit all the time reavers wouldn't be overpowered at all. Seriously though
1. A scarab that fucks up and explode and do no damage does not follow the same logic as a fucking shot from a tank..
The scarab is high tech and is sent out with an AI of it's own... FIND YOUR TARGET! but the scarab get's low battery and dies.. Nothing strange. Kind of like when a spidermine get's destroyed... You shouldn't mind the explosion looking the same
2. they should be able to fire at cannons and sunkens from every angle in the same way.
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On September 08 2006 16:17 Patriot.dlk wrote: Yes becouse if scarabs hit all the time reavers wouldn't be overpowered at all. Seriously though
1. A scarab that fucks up and explode and do no damage does not follow the same logic as a fucking shot from a tank..
The scarab is high tech and is sent out with an AI of it's own... FIND YOUR TARGET! but the scarab get's low battery and dies.. Nothing strange. Kind of like when a spidermine get's destroyed... You shouldn't mind the explosion looking the same
2. they should be able to fire at cannons and sunkens from every angle in the same way. Spidermine doesn't cost 15 minerals to fuck. Spidermine is targeted to be destroyed therefore the detonation doesn't occur. Scarab can decide when to explode, or you think that revear can only send a "forget it, now deactivate" message.
If so then I want a reaver to be able to fire more than one scarab at time, just limited to his own cooldown not waiting for the previous scarab to be dead.
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On September 04 2006 11:16 Scorpion wrote: To the dude that said that making the Reaver smarter would result in an imbalance and then proceded to give an example of how a smater Scarab would result in the death of many probes/scvs in just two shots, making it imbalanced, I have some things to say:
I can do that now. So, would a dumb reaver be such an imbalance now because, even with the retarded reaver, I can still end up killing half/all of the Terran's scvs at his expo and main? I mean, there's plenty of counters for a giant ass worm that appears in your base, but if it's a giant retarded ass worm, then it's even better. The scarab would get stuck behind the mineral line and end up chasing the fleeing workers only to have the scarab explode between some factories, then some tanks can shoot at it. Oh, but it goes into the shuttle, you say? Then the shuttle goes into an array of missile turrets and dies. But the reaver was dropped before the shuttle exploded? No matter, it can't run, might as well just kill it with a few tanks.
I have a few suggestions at what might fix the AI, and these suggestions would not imbalance anything because we can do that with Reavers now. You can select a group of mutalisks with an overlord/larva/etc and have them stacked, should we fix that because the micro is so omg ownage? No, there's a counter for stacked mutas, making the zerg look like an idiot for stacking them. Well, it's the same thing with Smarter reavers.
1) If it has no scarabs, make it stop as to where it would have attacked if it did have a scarab. So, don't make it run up to something. Basically, make the reaver attack from its maximum range, not let it get up close. 2) Fix the memory problem. Have it stop and target its targeting and if you don't have any scarabs, still have the reaver fixed on that target. 3) The scarab should explode if it can't get to its target and still cause damage. So, if you've got an scv targeted, and let's say the scv went and built something, and you dropped the reaver and it targeted that particular scv and it got stuck on the minerals and exploded right where the scv's are mining and did NOTHING, then your drop has failed miserably since now he's probably running his scvs to his expansion. So, it should be able to damage things even when it has gotten stuck between supply depots, so at least something gets harmed. 4) I never knew about the reaver angle thing. I might have encountered it, but never really paid attention to it. Yes, fix this so annoying ass sunk/spore/lurk defensive positions can get seriously owned by the Protoss counter to that gayness: Reaver.
Mhmm...
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The stuff that happens in your anti-case is really rare. If moves like that were easier to pull off with reavers it would help with a lot of the balance issues in PvZ.
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In every case that scarab fails to impact the target directly it should inflict the splash damage: Manual stop, explosion by time, explosion out of reaver range.
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Change the angle bug. Please. I don't care the hitting randomly w/e. It's part of the gamble but if it won't fire at all it's like gambling knowing you will lose 100%
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YES... starcraft is a great game because the luck factor is very small, so they shoul fixed...its not fair to win/loose a game cause luck gave you and advantage.
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Aotearoa39261 Posts
make scarabs selectable duh simple answer
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fuck all of you against changing the reaver ai. seriously. for you ppl to even have the balls to say that really disgusts me. just because it gives you the chance to go "phew that was close good thing the reaver is a complete stupid fucking idiot" is not at all a reason to leave it as it is.
yet again it seems to everyone that its completely fucking ok for a protoss player to invest everything into something that doesnt work sometimes, just because IF it works it can cause severe damage.
its like saying you paid your motherfucking taxes for 40 years but if your house catches fire the super high tech advanced technology that the fireman developed with the zillion tax money you paid doesnt always work, but hey the good news is IF the high tech freezing technology that instantly removes any traces of fire and heat works, it works really well. well fuck no no one in the world would want that would they.
it pisses me off when you say its ok as it is. just to make it fair we should make the siege tank and lurkers missfire 20% of the time. then we will see how much of this "wild card, gamble, magic, betting, unknown, tense" bullshit remains.
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If reaver hit all the time, then Protoss basically have both ground advantage and air advantage! To kill a reaver, you normally throw groups of things split into more groups to outgroup the groupless reaver. Unfortunately, basic reaver micro has you killing multiple units... exactly what it specializes in.
I'm against increasing the reaver ai; I'm hesitant enough to take out reavers as it is. I don't want to know for sure that the counter force will lose X amount of men.
Added: @ pyrogenetix Maybe you should take up Z?
Added: @ Reaver's angle I think with the angle change, it will be able to hit a siege tank at the same angle. I'm not sure... Regardless, I'm all for it! It's pretty gay as it is.
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sorry about reviving and old post, but to all saying no, i give this link http://www.playsc.com/replays/view1.php?type=replay&ID=584
game is a one sided rape by toss anyway, but the drops in the beginning are hilarious.
there should be a micro ums map where you get a reaver and a bunch of scv-s, and the goal is to shoot all 10 scarrabs without killing any...
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