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[ASL6] Ro8 Flash vs Mini

Forum Index > Brood War Tournaments
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BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50121 Posts
Last Edited: 2018-10-16 11:46:28
October 16 2018 01:32 GMT
#1

Afreeca Starleague Season 6


Tuesday, Oct 16 10:00am GMT (GMT+00:00)


(Wiki)Afreeca Starleague Season 6


Casters & Hosts


Tasteless | Artosis | RAPiD | NoRegreT


Streams


Korean Afreeca Stream
ENG Afreeca Stream (Tastosis)


Matchups and Maps



[image loading]      [image loading]
(T)Flash              (P)Mini






Results


+ Show Spoiler [Full results] +




Recommended Games


+ Show Spoiler [Game 1] +
Poll: Recommend game 1?

Yes (8)
 
36%

No (8)
 
36%

If you have time (6)
 
27%

22 total votes

Your vote: Recommend game 1?

(Vote): Yes
(Vote): No
(Vote): If you have time


+ Show Spoiler [Game 2] +
Poll: Recommend game 2?

Yes (12)
 
52%

No (8)
 
35%

If you have time (3)
 
13%

23 total votes

Your vote: Recommend game 2?

(Vote): Yes
(Vote): No
(Vote): If you have time


+ Show Spoiler [Game 3] +
Poll: Recommend game 3?

No (12)
 
71%

If you have time (3)
 
18%

Yes (2)
 
12%

17 total votes

Your vote: Recommend game 3?

(Vote): Yes
(Vote): No
(Vote): If you have time


+ Show Spoiler [Game 4] +

+ Show Spoiler [Game 5] +




CSS: FO-nTTaX
Banner: Afreeca

Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Yanokabo
Profile Joined October 2018
268 Posts
Last Edited: 2018-10-16 01:45:24
October 16 2018 01:44 GMT
#2
This should be a good test series for flash on camera and on the stage. He’s expected to win but should nonetheless sharpen up as much as possible for the semis and finals. Whoever meets him in the finals will be a quite strong player. Mini has a punchers chance here but the maps don’t favor him and flash is the one person no one wants to face.
Rodya
Profile Joined January 2018
546 Posts
October 16 2018 02:19 GMT
#3
Should be a 3-0 for Flash but I'm rooting for Mini to push him hard.
Banned for saying "zerg players are by far the biggest whiners in sc2 history" despite the fact that this forum is full of such posts about Terrans. Foreigner Elitists in control!
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
October 16 2018 02:34 GMT
#4
Given maps, probably 3 1 or 3 2 Flash. His TvP on Transistor is still shaky, and Mini has been decent with Carrier abuse on Sylphid before.
Что?
FyRe_DragOn
Profile Blog Joined November 2006
Canada2056 Posts
October 16 2018 02:39 GMT
#5
LOL the graphic. HYPE!!!
aka DragOn[NaS]
KamMoye
Profile Joined December 2010
United States721 Posts
October 16 2018 02:48 GMT
#6
Should be interesting but ultimately a standard 3-0 stomping for Flash.
nastzkoa
Profile Joined September 2017
34 Posts
October 16 2018 06:19 GMT
#7
people are sleeping on mini. its gonna be a good match
TaardadAiel
Profile Joined May 2017
Bulgaria750 Posts
October 16 2018 06:24 GMT
#8
Mini is underrated IMO, possibly because of his labile psyche offline. He gets so tilted so easily...

I still expect Flash to win, but it won't be a walk in the park.
WriterReV hwaiting!
Incomplete..ReV
Profile Joined August 2017
Norway633 Posts
October 16 2018 06:49 GMT
#9
Hoping Mini doesn't tilt and we get to see a really good series!
It's ok. I still love you <3
Uldridge
Profile Blog Joined January 2011
Belgium4773 Posts
October 16 2018 07:06 GMT
#10
I've been looking forward to this match a lot.. hoping for it to deliver!
Taxes are for Terrans
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
October 16 2018 07:17 GMT
#11
I think this will be a 3-2 either way. Going to be tough for Flash Mini is a pretty scary Protoss.
Artosis loves Starcraft
Burned Toast *
Profile Blog Joined May 2007
Canada2040 Posts
October 16 2018 07:36 GMT
#12
Ahahahaha, the montage of Flash patiently waiting on his chair with his leg crossed is such a good contrast to what we are used to. I like it.
TvT matchup is sometimes worse than jailtime
Kaley
Profile Blog Joined August 2018
64 Posts
October 16 2018 07:55 GMT
#13
Would love to see something unorthodox, like throwing FlaSh off balance with a dark archon mindcontrolling a dropship full of vultures mid-game, & feedbacking vessels, stealing an SCV and unleashing tesagi while turtleing up with carriers for the lategame win.
radadaundandan
Profile Joined May 2007
Bulgaria3148 Posts
October 16 2018 08:21 GMT
#14
Mini constantly causes trouble to Flash when playing online. Expecting a tough match for Flash. Hope he goes through so we can have one more nice tvp in the semis.
Flash returns...
keit
Profile Blog Joined May 2008
1584 Posts
October 16 2018 08:25 GMT
#15
Hopefully some back and forth games like Shuttle vs Action. I want flash to advance but not too easily.
Graphics
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 08:28 GMT
#16
On October 16 2018 15:19 nastzkoa wrote:
people are sleeping on mini. its gonna be a good match


Agreed. I wouldnt be surprised if Mini manage to advance actually. Flash obviously the favorite here, but i would say its closer to a 60-40.
rotta
Profile Joined December 2011
5587 Posts
Last Edited: 2018-10-16 08:54:40
October 16 2018 08:52 GMT
#17
[image loading]3-1[image loading]
don't wall off against random
chongu
Profile Blog Joined February 2009
Malaysia2585 Posts
Last Edited: 2018-10-16 09:13:50
October 16 2018 09:13 GMT
#18
4-0 flash winning over mini.

One game due to failed proxy gate, 2 games due to inefficient trades from reaver harrass into double shuttle, 1 game due to flash pushing out with scvs, marines and siege tanks around the 6 minute mark - akin to Last vs best ro24 on circuit
SC2 is to BW, what coke is to wine.
Zaibakk
Profile Joined May 2017
101 Posts
Last Edited: 2018-10-16 09:44:55
October 16 2018 09:29 GMT
#19
On October 16 2018 17:28 TornadoSteve wrote:
Show nested quote +
On October 16 2018 15:19 nastzkoa wrote:
people are sleeping on mini. its gonna be a good match


Agreed. I wouldnt be surprised if Mini manage to advance actually. Flash obviously the favorite here, but i would say its closer to a 60-40.


In the BO5 the chance is better for the best player. If we suppose for example that in a single game the chances are Mini 33% - Flash 66% (you should take those numbers from a statistical analysis of their last games ), in a BO3 the chances of passing the round will divent 25% - 75% and in a BO5 even less for Mini (i dont do the calculation right now but roughly 18%). This is, in the first place, the very reason they make a BOX instead of a single game: to maximize the probability that the best of the two players passes the round. Also the more is X the more it would be closer to 0%-100%, but of course it will take more time.

In the end, a 40% is too much optimistic for Mini, I would say roughly a 20% of Mini passing the round.
Yanokabo
Profile Joined October 2018
268 Posts
October 16 2018 09:44 GMT
#20
On October 16 2018 18:13 chongu wrote:
4-0 flash winning over mini.

One game due to failed proxy gate, 2 games due to inefficient trades from reaver harrass into double shuttle, 1 game due to flash pushing out with scvs, marines and siege tanks around the 6 minute mark - akin to Last vs best ro24 on circuit

Good thoughts bud but it’s bo5. I don’t think mini tries cheese in any game of this, but my gut says he maybe should think about that especially on autobahn where in base proxy gating or cannons is possible.
thezanursic
Profile Blog Joined July 2011
5480 Posts
October 16 2018 09:49 GMT
#21
Easy 3-0
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 09:50 GMT
#22
Wooaaaa 2 pages and it hasn't even started !
Let's see some STARCRAFT !!!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Dante08
Profile Blog Joined February 2008
Singapore4128 Posts
October 16 2018 09:53 GMT
#23
Hype!!
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
Last Edited: 2018-10-16 09:55:05
October 16 2018 09:54 GMT
#24
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ HYPU *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
October 16 2018 09:55 GMT
#25
On October 16 2018 18:50 prosatan wrote:
Wooaaaa 2 pages and it hasn't even started !
Let's see some STARCRAFT !!!

Game not dead it seems
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 09:56 GMT
#26
On October 16 2018 18:29 Zaibakk wrote:
Show nested quote +
On October 16 2018 17:28 TornadoSteve wrote:
On October 16 2018 15:19 nastzkoa wrote:
people are sleeping on mini. its gonna be a good match


Agreed. I wouldnt be surprised if Mini manage to advance actually. Flash obviously the favorite here, but i would say its closer to a 60-40.


In the BO5 the chance is better for the best player. If we suppose for example that in a single game the chances are Mini 33% - Flash 66% (you should take those numbers from a statistical analysis of their last games ), in a BO3 the chances of passing the round will divent 25% - 75% and in a BO5 even less for Mini (i dont do the calculation right now but roughly 18%). This is, in the first place, the very reason they make a BOX instead of a single game: to maximize the probability that the best of the two players passes the round. Also the more is X the more it would be closer to 0%-100%, but of course it will take more time.

In the end, a 40% is too much optimistic for Mini, I would say roughly a 20% of Mini passing the round.


Would bet fairly big if someone gave me those odds -.-
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
October 16 2018 09:58 GMT
#27
i hope for a Flash loss 2:3
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
Ziggy
Profile Blog Joined June 2013
South Korea2105 Posts
October 16 2018 10:01 GMT
#28
REFIGHT!
WriterDefeating a sandwich only makes it tastier. @imjustziggy
Motivate
Profile Joined June 2011
2860 Posts
October 16 2018 10:05 GMT
#29
predicted snow would beat flash, now i'm predicting mini will beat flash... flash looked shaky in the ro16
flashimba
Profile Joined May 2011
225 Posts
October 16 2018 10:08 GMT
#30
YouTube link
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 10:12 GMT
#31
On October 16 2018 19:05 Motivate wrote:
predicted snow would beat flash, now i'm predicting mini will beat flash... flash looked shaky in the ro16


To be fair, snow was probably a slight favorite with those maps against Flash.
This season, this is a different story :O

I think whoever wins the first map has a 60% chance to win the series.
Mini fighting against Mini =[
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 10:14 GMT
#32
On October 16 2018 19:08 flashimba wrote:
YouTube link

thanks flashimba
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
nojok
Profile Joined May 2011
France15845 Posts
October 16 2018 10:15 GMT
#33
Go flash ^^
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 10:16 GMT
#34
mini is greedy !!!! i hope it won't get punished !!!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 10:19 GMT
#35
This micro....
The sickest part is that he make it looks so easy
Its scary
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 10:19 GMT
#36
zealots are dragoons doing nothing
as a p player it hurts me a lot
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 10:20 GMT
#37
Mini is completely tilted already

lol
Miragee
Profile Joined December 2009
8509 Posts
Last Edited: 2018-10-16 10:25:03
October 16 2018 10:21 GMT
#38
Flash microed that perfectly but Mini also did a lot of anti micro...

//I mean, he didn't pull probes at first... He also ran around with his zealots instead of attacking, pulling them back grouped with his dragoons. He stopped dragoon shots. Like, he would have done better without any micro at all.
thezanursic
Profile Blog Joined July 2011
5480 Posts
October 16 2018 10:25 GMT
#39
Could Mini have realistically held that, at this point I really don't know.

Everytime a protoss goes 12 nex, they lose
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
reincremate
Profile Blog Joined May 2009
China2213 Posts
October 16 2018 10:26 GMT
#40
Flash is just thrashing Mini heh.
Motivate
Profile Joined June 2011
2860 Posts
October 16 2018 10:27 GMT
#41
lol flash looks borderline offended after that game

how did he know mini was going DTs?
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
October 16 2018 10:27 GMT
#42
HELL YER GO FLASH!

Sweet, onto game 2. Still needs to stay on top of things to defeat Mini though.
Artosis loves Starcraft
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 10:28 GMT
#43
On October 16 2018 19:25 thezanursic wrote:
Could Mini have realistically held that, at this point I really don't know.

Everytime a protoss goes 12 nex, they lose


I think he could have.
Kaley
Profile Blog Joined August 2018
64 Posts
October 16 2018 10:29 GMT
#44
<3 replay
KamMoye
Profile Joined December 2010
United States721 Posts
October 16 2018 10:29 GMT
#45
Are people just hoping for an upset? Mini is good but Flash has looked his usual dominant self.
TornadoSteve
Profile Joined March 2018
1030 Posts
Last Edited: 2018-10-16 10:30:44
October 16 2018 10:30 GMT
#46
On October 16 2018 19:21 Miragee wrote:
Flash microed that perfectly but Mini also did a lot of anti micro...

//I mean, he didn't pull probes at first... He also ran around with his zealots instead of attacking, pulling them back grouped with his dragoons. He stopped dragoon shots. Like, he would have done better without any micro at all.


To get zero kills with 2 zealots and probes against 4 marines and 7 scvs in an open area, the two players have to work together somehow :O(
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 10:30 GMT
#47
On October 16 2018 19:27 Motivate wrote:
lol flash looks borderline offended after that game

how did he know mini was going DTs?


What do you mean by "know"? I mean I wouldn't put it past Flash that he knew because of some detail we missed but building a handful of turrets is good against every reasonable follow up, be it DTs or Reavers.
nojok
Profile Joined May 2011
France15845 Posts
October 16 2018 10:30 GMT
#48
Tasteless spolied the result with his knowledge.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
BlackJack
Profile Blog Joined June 2003
United States10501 Posts
October 16 2018 10:31 GMT
#49
Artosis: "Flash is just going to push out with 7 scvs, 4 marines and a rally of vultures and destroy this Nexus."

Well that call was pretty spot on
Motivate
Profile Joined June 2011
2860 Posts
October 16 2018 10:32 GMT
#50
On October 16 2018 19:30 Miragee wrote:
Show nested quote +
On October 16 2018 19:27 Motivate wrote:
lol flash looks borderline offended after that game

how did he know mini was going DTs?


What do you mean by "know"? I mean I wouldn't put it past Flash that he knew because of some detail we missed but building a handful of turrets is good against every reasonable follow up, be it DTs or Reavers.

he built his turrets at positions more for detection rather than to counter a reaver (e.g. at the choke of his natural)
nojok
Profile Joined May 2011
France15845 Posts
October 16 2018 10:32 GMT
#51
On October 16 2018 19:27 Motivate wrote:
lol flash looks borderline offended after that game

how did he know mini was going DTs?

Tastosis said the delayed goon range was a give away.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
chaosTheory_14cc
Profile Blog Joined December 2010
Canada1270 Posts
October 16 2018 10:33 GMT
#52
Flash looks bored lol
rand0MPrecisi0n
Profile Joined February 2017
313 Posts
October 16 2018 10:34 GMT
#53
On October 16 2018 19:33 chaosTheory_14cc wrote:
Flash looks bored lol


I have to play two more games against this guy, seriously?
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 10:34 GMT
#54
On October 16 2018 19:32 nojok wrote:
Show nested quote +
On October 16 2018 19:27 Motivate wrote:
lol flash looks borderline offended after that game

how did he know mini was going DTs?

Tastosis said the delayed goon range was a give away.


This, and also the goons with no range trying to snipe mines around the bunker like their lifes depends on it.
Also, the only way he can lose the game from there is an allin like dt or someone who snipe him from the crowd.

Dante08
Profile Blog Joined February 2008
Singapore4128 Posts
October 16 2018 10:35 GMT
#55
On October 16 2018 19:32 nojok wrote:
Show nested quote +
On October 16 2018 19:27 Motivate wrote:
lol flash looks borderline offended after that game

how did he know mini was going DTs?

Tastosis said the delayed goon range was a give away.


Protoss usually go reavers or DTs after their 12 nexus gets busted. And yeah as Tastosis pointed out the delayed goon range was a giveaway. Mini also cleared mines with a zealot which is another giveaway.
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 10:36 GMT
#56
On a scale from 1 to 10, i would say Mini is tilted to a TL staff
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 10:36 GMT
#57
On October 16 2018 19:29 KamMoye wrote:
Are people just hoping for an upset? Mini is good but Flash has looked his usual dominant self.


Naturally, yes. Every tournament without Flash is a lot more exciting.

Jokes aside, upsetting Flash usually means the getting the best games because something spectacular must happen to pull that off. Mini is not the guy to pull it off though. Crossing my fingers for at least one game that isn't boring...
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
October 16 2018 10:36 GMT
#58
On October 16 2018 19:32 nojok wrote:
Show nested quote +
On October 16 2018 19:27 Motivate wrote:
lol flash looks borderline offended after that game

how did he know mini was going DTs?

Tastosis said the delayed goon range was a give away.


Yep. Delayed goon range, low number of dragoons, a minesweeping zealot = DTs

The minesweeping zealot especially is a dead giveaway since you don't need to minesweep if you go reavers.
im deaf
CakeSauc3
Profile Joined February 2011
United States1437 Posts
October 16 2018 10:42 GMT
#59
Wow hero reaver
razorsuKe
Profile Blog Joined July 2008
Canada2000 Posts
October 16 2018 10:43 GMT
#60
damn the reaver is so good, yet so bad too -_-
What an excellent bait of the tank shot making it whiff, but then unload again and scarab doesn't come out T_T

Such a love/hate unit
EntusGalleries.com - CJ Uniform Sale
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 10:45 GMT
#61
mini what are you doing ?
losing both reavers and the shuttle
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
CakeSauc3
Profile Joined February 2011
United States1437 Posts
October 16 2018 10:45 GMT
#62
Mini that wasn't smart with those two reavers
Zera
Profile Joined April 2010
Lithuania716 Posts
October 16 2018 10:46 GMT
#63
slow push with reavers always work! not...
JD fanboy. #FPPS
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
Last Edited: 2018-10-16 10:49:30
October 16 2018 10:46 GMT
#64
YIKES mini is not shuttle LOL

edit: whoops meant snow
GANDHISAUCE
nojok
Profile Joined May 2011
France15845 Posts
October 16 2018 10:46 GMT
#65
Oh no that was such a sad reaver push, the shuttle got salty of never being praised and let the fatass die.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 10:48 GMT
#66
tastosis is watching what ?!?!!
mini is ahead ?!?!?!!
flash has this easily
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 10:49 GMT
#67
Boooooooooooooooooooooooooooooooooooooring. Mini defeated himself again.
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 10:50 GMT
#68
man.....that scarabs....not a single damage done to those goilaths ......... how is this possible ??!??!??!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
CakeSauc3
Profile Joined February 2011
United States1437 Posts
October 16 2018 10:50 GMT
#69
I wonder how differently this game would have looked if the two reavers weren't thrown away mindlessly as Flash pushed out
thezanursic
Profile Blog Joined July 2011
5480 Posts
October 16 2018 10:50 GMT
#70
Mini threw that game..
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
October 16 2018 10:51 GMT
#71
That was once serious Fantasy gg timing.
Artosis loves Starcraft
nojok
Profile Joined May 2011
France15845 Posts
October 16 2018 10:51 GMT
#72
On October 16 2018 19:49 Miragee wrote:
Boooooooooooooooooooooooooooooooooooooring. Mini defeated himself again.

It was small mistakes which flash punished very hard, it was not that bad from mini.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 10:51 GMT
#73
fantasy gg timing from mini
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Last.Midnight
Profile Blog Joined July 2006
Australia903 Posts
October 16 2018 10:51 GMT
#74
I'm a disappointed boi.
reincremate
Profile Blog Joined May 2009
China2213 Posts
Last Edited: 2018-10-16 10:57:19
October 16 2018 10:52 GMT
#75
Flash is just too good. Coming back from losing all those SCVs. Mini didn't screw up too badly. He could have kept the reavers alive a bit longer when Flash was pushing out, but he didn't really make any huge blunders. Flash just makes everyone else look bad.
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
Last Edited: 2018-10-16 10:52:41
October 16 2018 10:52 GMT
#76
Nah let's not give Flash any props for winning. Just blame it on mini being bad. Just another day in a Flash LR thread.

I think Flash did great to come back after that early damage.
Artosis loves Starcraft
Motivate
Profile Joined June 2011
2860 Posts
October 16 2018 10:52 GMT
#77
On October 16 2018 19:52 NoS-Craig wrote:
Nah let's not give Flash any props for winning. Just blame it on mini being bad. Just another day in a Flash LR thread.

I think Flash did great to come back after that early damage.

but he threw away both reavers
RowdierBob
Profile Blog Joined May 2003
Australia13006 Posts
October 16 2018 10:53 GMT
#78
Mini choking so bad. Haha.
"Terrans are pretty much space-Australians" - H
iFU.pauline
Profile Joined September 2009
France1564 Posts
October 16 2018 10:53 GMT
#79
It's almost embarassing
No coward soul is mine, No trembler in the world's storm-troubled sphere, I see Heaven's glories shine, And Faith shines equal arming me from Fear
KamMoye
Profile Joined December 2010
United States721 Posts
October 16 2018 10:54 GMT
#80
On October 16 2018 19:52 NoS-Craig wrote:
Nah let's not give Flash any props for winning. Just blame it on mini being bad. Just another day in a Flash LR thread.

I think Flash did great to come back after that early damage.


No, Mini definitely choked that away. If you lose a shuttle with two reavers for two scarab shots that kills one goliath, you are going to be in serious trouble against any pro Terran.

I mean, obviously Flash is gonna play Flash level. But Mini did the hard stuff marvelously and messes up the comparatively easy stuff...

Well, it was entertaining.
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 10:54 GMT
#81
On October 16 2018 19:51 nojok wrote:
Show nested quote +
On October 16 2018 19:49 Miragee wrote:
Boooooooooooooooooooooooooooooooooooooring. Mini defeated himself again.

It was small mistakes which flash punished very hard, it was not that bad from mini.


Losing 2 reavers like that is not a big mistake? Counter attacking with a force that was out on the map and could have flanked instead is not a big mistake? I mean, what could he have accomplished by counter-attacking with that force? Best case scenario would have been getting up the ramp and into production. But even then you don't do that much damage. You don't get up a ramp against Flash though...
thezanursic
Profile Blog Joined July 2011
5480 Posts
October 16 2018 10:55 GMT
#82
On October 16 2018 19:52 NoS-Craig wrote:
Nah let's not give Flash any props for winning. Just blame it on mini being bad. Just another day in a Flash LR thread.

I think Flash did great to come back after that early damage.

It was Mini's game to lose, not Flash's game to lose.

Flash definitely knew the most likely way to lose, but it was in the hands of Mini to hand him the game, and he did. Most Terran players lose in that position against Mini, but that doesn't mean that Protoss wasn't very ahead.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
nojok
Profile Joined May 2011
France15845 Posts
October 16 2018 10:56 GMT
#83
On October 16 2018 19:52 Motivate wrote:
Show nested quote +
On October 16 2018 19:52 NoS-Craig wrote:
Nah let's not give Flash any props for winning. Just blame it on mini being bad. Just another day in a Flash LR thread.

I think Flash did great to come back after that early damage.

but he threw away both reavers

Flash sniped the observer, moved his army right away and sieged up at the exact time and place mini was starting to set up his reaver push, it was the perfect moment of weakness.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Jackal03
Profile Joined October 2009
Brazil7469 Posts
October 16 2018 10:57 GMT
#84
Flash's so good, it's always awesome to see his games
BW is back
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 10:57 GMT
#85
On October 16 2018 19:52 NoS-Craig wrote:
Nah let's not give Flash any props for winning. Just blame it on mini being bad. Just another day in a Flash LR thread.

I think Flash did great to come back after that early damage.


That's because it's always in the hands of the person playing against Flash to not mess it up. Flash isn't going to mess up anyways.
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 10:58 GMT
#86
On October 16 2018 19:56 nojok wrote:
Show nested quote +
On October 16 2018 19:52 Motivate wrote:
On October 16 2018 19:52 NoS-Craig wrote:
Nah let's not give Flash any props for winning. Just blame it on mini being bad. Just another day in a Flash LR thread.

I think Flash did great to come back after that early damage.

but he threw away both reavers

Flash sniped the observer, moved his army right away and sieged up at the exact time and place mini was starting to set up his reaver push, it was the perfect moment of weakness.


Mini had a second observer...
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
October 16 2018 10:58 GMT
#87
Poll: Recommend game 1?

Yes (8)
 
36%

No (8)
 
36%

If you have time (6)
 
27%

22 total votes

Your vote: Recommend game 1?

(Vote): Yes
(Vote): No
(Vote): If you have time



Poll: Recommend game 2?

Yes (12)
 
52%

No (8)
 
35%

If you have time (3)
 
13%

23 total votes

Your vote: Recommend game 2?

(Vote): Yes
(Vote): No
(Vote): If you have time



Artosis loves Starcraft
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 10:59 GMT
#88
Flash is gonna cheese to get out of there asap
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
October 16 2018 10:59 GMT
#89
BBS anyone?
Artosis loves Starcraft
Kaley
Profile Blog Joined August 2018
64 Posts
Last Edited: 2018-10-16 11:16:33
October 16 2018 11:00 GMT
#90
On October 16 2018 19:35 Dante08 wrote:
Show nested quote +
On October 16 2018 19:32 nojok wrote:
On October 16 2018 19:27 Motivate wrote:
lol flash looks borderline offended after that game

how did he know mini was going DTs?

Tastosis said the delayed goon range was a give away.


Protoss usually go reavers or DTs after their 12 nexus gets busted. And yeah as Tastosis pointed out the delayed goon range was a giveaway. Mini also cleared mines with a zealot which is another giveaway.

Would've been the ideal circumstance for Mini to go dark archon and try to mindcontrol the dropship - the only way to get back into the game

Game 2 rap

Mini looking good after the scarabs didn't let him down
Blocking turd? nah, Flash was pushing `bout to turn this `round
Carriers, but Flash's push is going to town..
Flash's sense was what was causing Mini to frown
..Fantasy gg timing
Nothing but the main mining
Time to leave
and try to believe
in Mini Hwaiting
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 11:00 GMT
#91
On October 16 2018 19:59 NoS-Craig wrote:
BBS anyone?


Yes please.
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 11:01 GMT
#92
On October 16 2018 20:00 Kaley wrote:
Show nested quote +
On October 16 2018 19:35 Dante08 wrote:
On October 16 2018 19:32 nojok wrote:
On October 16 2018 19:27 Motivate wrote:
lol flash looks borderline offended after that game

how did he know mini was going DTs?

Tastosis said the delayed goon range was a give away.


Protoss usually go reavers or DTs after their 12 nexus gets busted. And yeah as Tastosis pointed out the delayed goon range was a giveaway. Mini also cleared mines with a zealot which is another giveaway.

Would've been the ideal circumstance for Mini to go dark archon and try to mindcontrol the shuttle - the only way to get back into the game

Game 2 rap

Mini looking good after the scarabs didn't let him down
Blocking turd? nah, Flash was pushing `bout to turn this `round
Carriers, but Flash's push was what was shutting Mini down
Flash's sense was what was causing Mini to frown
..Fantasy gg timing
Nothing but the main mining
Time to leave
and try to believe
in Mini Hwaiting


Mindcontrol what ?!?!!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 11:02 GMT
#93
Pretty sure Flash will go for 4 facts low econ and smash Mini under 9 minutes from there
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 11:04 GMT
#94
or not
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 11:07 GMT
#95
corsair omg haha
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 11:08 GMT
#96
wraith vs sair ...nice
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Kaley
Profile Blog Joined August 2018
64 Posts
October 16 2018 11:08 GMT
#97
ok killing a corsair with a wraith .. gg.
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
October 16 2018 11:08 GMT
#98
Haven't seen a Corsair in a PvT since ASL 4 I think.
Artosis loves Starcraft
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 11:09 GMT
#99
close game bro
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
October 16 2018 11:11 GMT
#100
Mini needs to pull something special for this game I think.
Artosis loves Starcraft
CakeSauc3
Profile Joined February 2011
United States1437 Posts
October 16 2018 11:12 GMT
#101
Too bad Mini didn't win game 2. Quick, fast, boring series
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 11:12 GMT
#102
lol, totally embarassing. I would prefer to see Mini's face instead of the game from there
Kaley
Profile Blog Joined August 2018
64 Posts
October 16 2018 11:12 GMT
#103
"You can have a base for free
I'm gonna have game 3"
~ Tasteless
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 11:12 GMT
#104
On October 16 2018 20:11 NoS-Craig wrote:
Mini needs to pull something special for this game I think.


Like Flash going afk?
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
October 16 2018 11:13 GMT
#105
well that's a skill gap if I've ever seen one
GANDHISAUCE
Antoonj
Profile Joined December 2007
Sweden9 Posts
October 16 2018 11:14 GMT
#106
That was... disappointing.
Pandabearguy fighting!
]343[
Profile Blog Joined May 2008
United States10328 Posts
October 16 2018 11:14 GMT
#107
i'm not sure mini successfully did anything that whole game
Writer
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
October 16 2018 11:14 GMT
#108
Poll: Recommend game 3?

No (12)
 
71%

If you have time (3)
 
18%

Yes (2)
 
12%

17 total votes

Your vote: Recommend game 3?

(Vote): Yes
(Vote): No
(Vote): If you have time


Artosis loves Starcraft
Dante08
Profile Blog Joined February 2008
Singapore4128 Posts
October 16 2018 11:14 GMT
#109
God that was brutal
reincremate
Profile Blog Joined May 2009
China2213 Posts
October 16 2018 11:14 GMT
#110
Shuttle must be shitting himself right now.
RowdierBob
Profile Blog Joined May 2003
Australia13006 Posts
October 16 2018 11:14 GMT
#111
Jesus that’s the sort of beat down that ends careers. Flash so good but Mini just awful.
"Terrans are pretty much space-Australians" - H
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 11:14 GMT
#112
Can't wait to see ASL 7 maps

: )
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 11:15 GMT
#113
On October 16 2018 20:14 Antoonj wrote:
That was... disappointing.


Kinda expected but still disappointing, yes.
reincremate
Profile Blog Joined May 2009
China2213 Posts
October 16 2018 11:15 GMT
#114
On October 16 2018 20:14 TornadoSteve wrote:
Can't wait to see ASL 7 maps

: )

Neither Transistor nor Neo Transistor can beat Flash.
Grettin
Profile Joined April 2010
42381 Posts
October 16 2018 11:15 GMT
#115
Demolished.
"If I had force-fields in Brood War, I'd never lose." -Bisu
RowdierBob
Profile Blog Joined May 2003
Australia13006 Posts
October 16 2018 11:16 GMT
#116
I convinced myself Mini was actually a chance this game.
"Terrans are pretty much space-Australians" - H
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
October 16 2018 11:17 GMT
#117
On October 16 2018 20:14 TornadoSteve wrote:
Can't wait to see ASL 7 maps

: )

the entire map will start covered in creep and pylons
GANDHISAUCE
Dante08
Profile Blog Joined February 2008
Singapore4128 Posts
October 16 2018 11:17 GMT
#118
Snow the Protoss traitor :D
reincremate
Profile Blog Joined May 2009
China2213 Posts
October 16 2018 11:17 GMT
#119
Don't bash Mini too much. Flash is going to steamroll Shuttle and Last/Effort as well. Divine retribution for ASL5.
geod
Profile Blog Joined November 2004
Vietnam450 Posts
October 16 2018 11:19 GMT
#120
This is so awful to watch. Flash is killing Broodwar
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
October 16 2018 11:20 GMT
#121
GO FLASH!

Loved the games tonight. Flash should be able to beat shuttle and have an awesome series against either EffOrt or Last.
Artosis loves Starcraft
Bonyth
Profile Joined August 2010
Poland561 Posts
October 16 2018 11:24 GMT
#122
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.
TaardadAiel
Profile Joined May 2017
Bulgaria750 Posts
October 16 2018 11:25 GMT
#123
Man, Flash is just too good at this. The way he destroyed the two reavers in game 2 was beautiful. He lead up with a lone goliath and all he needed was Mini to not pay attention for a second or two. So decisive, I shuddered with dread.
WriterReV hwaiting!
thezanursic
Profile Blog Joined July 2011
5480 Posts
October 16 2018 11:26 GMT
#124
On October 16 2018 20:19 geod wrote:
This is so awful to watch. Flash is killing Broodwar

KSL doesn't have Flash and in hindsight I think that might actually be a good thing, building up players so that they can eventually beat Flash in ASL
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 11:29 GMT
#125
On October 16 2018 20:17 De4ngus wrote:
Show nested quote +
On October 16 2018 20:14 TornadoSteve wrote:
Can't wait to see ASL 7 maps

: )

the entire map will start covered in creep and pylons

Best comment !!!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 11:30 GMT
#126
I predict for the finals Flash vs Last , with Flash winning 3-1
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
Miragee
Profile Joined December 2009
8509 Posts
October 16 2018 11:30 GMT
#127
On October 16 2018 20:29 prosatan wrote:
Show nested quote +
On October 16 2018 20:17 De4ngus wrote:
On October 16 2018 20:14 TornadoSteve wrote:
Can't wait to see ASL 7 maps

: )

the entire map will start covered in creep and pylons

Best comment !!!


With the result that Flash will still win but we see no other Terran other than him.
Yanokabo
Profile Joined October 2018
268 Posts
Last Edited: 2018-10-16 11:32:46
October 16 2018 11:31 GMT
#128
Embarrassing for mini dude looks like he was blindfolded kicked from a van in the middle of seoul stumbled into afreecatv studios and told he had to play in front of a crowd.
He was not prepared. But can anyone be prepared to play vs the goat? “Doing what I practiced and I should be fine” turned into typical toss brainjam of 12 nex carrier dt allins. The only bright spot was the reaver goon push on cb. Toss need to get aggressive early with flash if they let him get comfortable it’s just impossible to stop him.
TornadoSteve
Profile Joined March 2018
1030 Posts
October 16 2018 11:31 GMT
#129
And shuttle who likes to play standard games
Well he did good in the wild card, didn't he [:

will watch effort vs last though
KamMoye
Profile Joined December 2010
United States721 Posts
October 16 2018 11:36 GMT
#130
Super standard 3-0
RowdierBob
Profile Blog Joined May 2003
Australia13006 Posts
Last Edited: 2018-10-16 11:37:43
October 16 2018 11:36 GMT
#131
Mini is better than that. His fast carrier builds were weak as shit though and Flash read it way too easy. Reminds me of the days every Protoss was carrier rushing on Katrina and Flash stomped them all as Protosses became way too predictable.
"Terrans are pretty much space-Australians" - H
Terra1
Profile Joined June 2018
Philippines312 Posts
October 16 2018 11:38 GMT
#132
Flash is just too strong in a lot of games, this one included. And Mini played like he was an amateur.
I hope we get to see Last vs Flash because I want Flash to win this time vs Last (referring to his loss vs Last in ASL 1)

What are the odds of FlaSh winning this time vs Last? Has FlaSh defeated Last a lot after that loss?
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50121 Posts
Last Edited: 2018-10-16 11:45:30
October 16 2018 11:44 GMT
#133
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
NoS-Craig
Profile Joined July 2011
Australia3115 Posts
October 16 2018 11:45 GMT
#134
He 3-0 him in the quarter finals of ASL 3.
Artosis loves Starcraft
Freakling
Profile Joined October 2012
Germany1529 Posts
October 16 2018 11:51 GMT
#135
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or less accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.
Yanokabo
Profile Joined October 2018
268 Posts
October 16 2018 11:58 GMT
#136
On October 16 2018 20:38 Terra1 wrote:
Flash is just too strong in a lot of games, this one included. And Mini played like he was an amateur.
I hope we get to see Last vs Flash because I want Flash to win this time vs Last (referring to his loss vs Last in ASL 1)

What are the odds of FlaSh winning this time vs Last? Has FlaSh defeated Last a lot after that loss?

I think flash verus shuttle will help us all know the answer to that question. Now is the time in the tournament where all the boys have been eliminated and only the men remain. Shuttle has a solid 60lb bodyweight advantage on mini and action is rather small as well, I have a theory that a lot of the reason flash wins often is his great physical fitness of his body. Shuttle is a heavyweight as far as pro gamers go so he could present a challenge to flash. Last isn’t a large guy but he’s quite cerebral and he’s been on top of his game recently. I’d say 75-25 odds for flash in a last / flash finals card.
RxMidnight
Profile Joined July 2014
United States251 Posts
October 16 2018 11:58 GMT
#137
Brutal series. Flash didn't play perfectly, but it's good to see him dominating again.
rand0MPrecisi0n
Profile Joined February 2017
313 Posts
October 16 2018 12:53 GMT
#138
On October 16 2018 20:51 Freakling wrote:
Show nested quote +
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or less accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!
kogeT
Profile Joined September 2013
Poland2037 Posts
Last Edited: 2018-10-16 13:34:47
October 16 2018 13:34 GMT
#139
On October 16 2018 20:31 Yanokabo wrote:
Embarrassing for mini dude looks like he was blindfolded kicked from a van in the middle of seoul stumbled into afreecatv studios and told he had to play in front of a crowd.
He was not prepared. But can anyone be prepared to play vs the goat? “Doing what I practiced and I should be fine” turned into typical toss brainjam of 12 nex carrier dt allins. The only bright spot was the reaver goon push on cb. Toss need to get aggressive early with flash if they let him get comfortable it’s just impossible to stop him.



That or you actually try to play a long game as best / rain does and win quite a few if executed properly.. Flash always had a reputation of the best defensive player out there, so trying to catch him his pants down is probably the worst strategy to choose from.
https://www.twitch.tv/kogetbw
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
Last Edited: 2018-10-16 13:51:31
October 16 2018 13:49 GMT
#140
Man, this series was just terrible and here I thought that Mini had a small chance at causing an upset, or at least taking it to a deciding game. Game 1 was such a bad idea. Why 12 nexus on a 3 player map against the best terran of all time? Then on top of that, he really botches the micro and loses everything. He did do a decent enough job staying alive with dts, but obviously nowhere enough to bring him back into the match.

Game 2 had a nice frontal reaver assault, but then he also loses the two reavers for a goliath later on. He had an obs, he saw the tanks, but still inched his reavers forward. I don't know if he didn't hold, or if it was purposeful on his part. That was the moment the game swung back in Flash's favour imo, and it seems like Flash thought the same as well. He did have a nice idea to try and get the goliaths when Flash pushed, but on close spawns, is there even enough time to get a large carrier count with 8 interceptors each? For me, it feels like this would've been wiser cross spawn.

Game 3 was such dodgy decision making imo, especially towards the end of the game. He knew Flash's army was close, then he pulled his carriers all the way to the back, and allowed Flash to siege his main. Given, the game was over by then. He expands towards the terran, instead of away and doesn't try to take over the high ground either.

These games were a huge letdown. It felt obvious to me that Mini did not want to go into a long macro game. I can understand it, but from my perspective, he needs to play his own style which Flash has trouble with, and force Flash to make mistakes or at least, face unorthodox strategies (Anyone remember Snow's reavers on Gladiator last ASL?). On top of that, his control was pretty bad. Maybe he was just nervous, but these games were not of his caliber. Also, I'm not a big fan of this reaver/carrier style. I haven't really crunched the numbers, but can you sustain that kind of production off 2 gas when you are also dumping money into goons too?
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
YPang
Profile Blog Joined April 2007
United States4024 Posts
October 16 2018 13:56 GMT
#141
Mini looked super nervous for the entier series, it looked like he wasn't himself and was shaking in his seat. Flash looked calm. On the 2nd game on CB when mini refused to leave, flash even looked to his right to make sure mini wasn't having a heart attack or something lol.
sMi.Gladstone | BW: B high| SC2: gold T_T
ShloobeR
Profile Blog Joined April 2008
Korea (South)3809 Posts
October 16 2018 14:19 GMT
#142
Well I got home, loaded up the VOD, saw that the duration was pretty short and knew what was gonna happen, but watched it anyway :D
: o )
Freakling
Profile Joined October 2012
Germany1529 Posts
October 16 2018 14:37 GMT
#143
On October 16 2018 21:53 rand0MPrecisi0n wrote:
Show nested quote +
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or less accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.
rand0MPrecisi0n
Profile Joined February 2017
313 Posts
October 16 2018 14:43 GMT
#144
On October 16 2018 23:37 Freakling wrote:
Show nested quote +
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or less accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.


Sick explanation man, but what I mean is which tools do you use/recommend if I wanted to do this type of analysis myself?

Thanks a lot anyways
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-10-16 14:50:39
October 16 2018 14:45 GMT
#145
ScmDraft obviously (that's what I created that image with).
konadora *
Profile Blog Joined February 2009
Singapore66161 Posts
October 16 2018 15:11 GMT
#146
mini just threw everything at the wall and tried to see what sticks lol
POGGERS
iFU.pauline
Profile Joined September 2009
France1564 Posts
October 16 2018 15:16 GMT
#147
Frankly I have never seen a protoss winning vs Flash doing 2 bases carrier.
No coward soul is mine, No trembler in the world's storm-troubled sphere, I see Heaven's glories shine, And Faith shines equal arming me from Fear
O.P.
Profile Joined October 2007
Sweden109 Posts
October 16 2018 15:28 GMT
#148
On October 17 2018 00:16 iFU.pauline wrote:
Frankly I have never seen a protoss winning vs Flash doing 2 bases carrier.

Is 2 base carrier even viable if terran scouts it? It feels very cheesy.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
October 16 2018 15:54 GMT
#149
On October 17 2018 00:28 O.P. wrote:
Show nested quote +
On October 17 2018 00:16 iFU.pauline wrote:
Frankly I have never seen a protoss winning vs Flash doing 2 bases carrier.

Is 2 base carrier even viable if terran scouts it? It feels very cheesy.

I personally want to say no since as a terran, you can scan it and find out what the protoss is up to, then strike right before the carrier count goes up. However, I don't play protoss so I'm not sure either. Can a protoss player give up more info on this?
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
rand0MPrecisi0n
Profile Joined February 2017
313 Posts
October 16 2018 15:57 GMT
#150
On October 16 2018 23:45 Freakling wrote:
ScmDraft obviously (that's what I created that image with).


Ah ok, I didn't know scmdraft did this sort of thing.
plast1c
Profile Joined June 2011
Germany99 Posts
October 16 2018 16:07 GMT
#151
On October 17 2018 00:16 iFU.pauline wrote:
Frankly I have never seen a protoss winning vs Flash doing 2 bases carrier.


Bisu won vs Flash with carriers in ASL 3; it was 3 base carrier though.
kinda right, kinda wrong
Bonyth
Profile Joined August 2010
Poland561 Posts
October 16 2018 16:30 GMT
#152
Jangbi vs Fantasy finals
starkiller123
Profile Joined January 2016
United States4030 Posts
October 16 2018 16:39 GMT
#153
expected
Freakling
Profile Joined October 2012
Germany1529 Posts
October 16 2018 16:59 GMT
#154
On October 17 2018 00:28 O.P. wrote:
Show nested quote +
On October 17 2018 00:16 iFU.pauline wrote:
Frankly I have never seen a protoss winning vs Flash doing 2 bases carrier.

Is 2 base carrier even viable if terran scouts it? It feels very cheesy.

If the map is very favourable to Carriers (i.e. has cliffs and long ground paths, limiting Goliath mobility, like Katrina, Pathfinder – or Transistor) it seems to often work.
Brainojack
Profile Joined March 2018
Canada195 Posts
October 16 2018 17:10 GMT
#155
I laughed at the end of the circuit breaker match, just prior to the fantasy gg timing.
it looks like Flash glances over at Mini to see whats going on then quickly remembers the the cameras are on right in his face.

Youtube Jump
Barneyk
Profile Joined November 2008
Sweden305 Posts
October 16 2018 17:17 GMT
#156
Well, that was disappointing.

And its to bad that the ASL youtube timestamp kinda spoils it. :/
nah
prosatan
Profile Joined September 2009
Romania8041 Posts
October 16 2018 17:18 GMT
#157
On October 17 2018 02:10 Brainojack wrote:
I laughed at the end of the circuit breaker match, just prior to the fantasy gg timing.
it looks like Flash glances over at Mini to see whats going on then quickly remembers the the cameras are on right in his face.

Youtube Jump

When I watch it now I feel so sad for Mini
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
JoinTheRain
Profile Blog Joined September 2018
Bulgaria408 Posts
October 16 2018 17:43 GMT
#158
What a total domination, wow! Talk about one player outclassing the other, even game 3 on the Protoss map, it never looked like Mini stood a chance.
And for game 1, I wonder, how is 12 nex still a thing, I have yet to see a decent terran lose to it in a map where the 2nd is not accessible from a ramp.
The subject-matter of the art of living is each person's own life.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
October 16 2018 17:46 GMT
#159
^ It looked like Mini was trying to avoid playing a long macro game for some reason. His third were either late or non-existent while Flash was free to macro as he wanted, except that game 2 attack with the reaver.

As for 12 nex, I also wonder as well.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Aminus
Profile Joined October 2018
Bulgaria35 Posts
Last Edited: 2018-10-16 18:07:28
October 16 2018 17:54 GMT
#160
On October 16 2018 23:37 Freakling wrote:
Show nested quote +
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.
Uldridge
Profile Blog Joined January 2011
Belgium4773 Posts
October 16 2018 18:06 GMT
#161
Why not put your stargate and fleet beacon at a location that won't be scanned? Like the 9 o clock for example.
Taxes are for Terrans
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
October 16 2018 19:08 GMT
#162
As soon as I saw duration, no as soon as I saw Flash I knew the results, lol
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
letian
Profile Blog Joined May 2010
Germany4221 Posts
October 16 2018 19:08 GMT
#163
I just don't like the lack of competition. Mini did play well though.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
October 16 2018 19:09 GMT
#164
On October 17 2018 03:06 Uldridge wrote:
Why not put your stargate and fleet beacon at a location that won't be scanned? Like the 9 o clock for example.


Flash knows so much about this game that even if he doesn't scan it, he'll know what you're doing.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
oxKnu
Profile Joined December 2017
1180 Posts
October 16 2018 19:12 GMT
#165
I think Mini's idea was the right one. Try to hit Flash in the early part of the game. His macro is not as precise as Best, Snow, even Stork or Shuttle.

However, he also thought that:

1. Going 12 Nexus against Flash is a good strategy.

2. Going Carriers on CB on barely two bases

Just bad, bad decision making. He still didn't have a chance but I would've hoped that it would be closer.

IMO if you want to be a good protoss you have to do one thing against Terran: reaver control at an insanely effective level.

If your reaver does enough damage, you macro up as fast as you can and try to outlive the Terran with Arbiter from mid-to-late game.

In the last few tournaments it seems to me that Protoss against Terran is barely an adjustment game. You just have to execute the 1-2 viable strats and accept that.

Yanokabo
Profile Joined October 2018
268 Posts
October 16 2018 23:14 GMT
#166
On October 16 2018 22:34 kogeT wrote:
Show nested quote +
On October 16 2018 20:31 Yanokabo wrote:
Embarrassing for mini dude looks like he was blindfolded kicked from a van in the middle of seoul stumbled into afreecatv studios and told he had to play in front of a crowd.
He was not prepared. But can anyone be prepared to play vs the goat? “Doing what I practiced and I should be fine” turned into typical toss brainjam of 12 nex carrier dt allins. The only bright spot was the reaver goon push on cb. Toss need to get aggressive early with flash if they let him get comfortable it’s just impossible to stop him.



That or you actually try to play a long game as best / rain does and win quite a few if executed properly.. Flash always had a reputation of the best defensive player out there, so trying to catch him his pants down is probably the worst strategy to choose from.


Sure, if tosses really want to take flash out, they need to use the strengths of their race as flash uses all the strengths of Terran phenomenally. Scrap heap defense isn’t the strength of Protoss, so mini was playing it like a Tvt which is so wrong. Instead he should abuse psi storm stasis and recall which Terran has no answer for.
Freakling
Profile Joined October 2012
Germany1529 Posts
October 16 2018 23:29 GMT
#167
On October 17 2018 02:54 Aminus wrote:
Show nested quote +
On October 16 2018 23:37 Freakling wrote:
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.

And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.
Disregard
Profile Blog Joined March 2007
China10252 Posts
October 17 2018 01:09 GMT
#168
Dragoons are large units, so thus their pathfinding is much more pronounced.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
Dante08
Profile Blog Joined February 2008
Singapore4128 Posts
October 17 2018 02:51 GMT
#169
On October 17 2018 03:06 Uldridge wrote:
Why not put your stargate and fleet beacon at a location that won't be scanned? Like the 9 o clock for example.


Flash would have found it sooner or later. I watch his stream and he knows what is normal or not normal when scanning the main and nat.
Athinira
Profile Joined August 2011
Denmark33 Posts
Last Edited: 2018-10-17 02:57:12
October 17 2018 02:55 GMT
#170
While this series was a big disappointment, I'm looking forward to Flash vs Shuttle.

Back when i was getting into watching StarCraft games, i watched Flash playing the 2009 GOM TV Intel Averatec Classic Season 3. While Flash pretty much steamrolled the entire tournament, losing only 1 map to Iris/Berserker in the final (earning him a score of 14-1 in the tournament), i remember his first map against Shuttle in the quarter-finals on Heartbreak Ridge. Basically, the entire map got mined out more or less before Shuttle finally threw in the towel. One of the absolutely best Macro games i have ever seen. Semi-final against JulyZerg was also really good, with Flash almost getting killed by an early ling-rush, only to stage a comeback against July.

Too bad the VODs of these games doesn't exist anymore But I'm really hyped for the semi between those two!
"Science Vessel much? Yeah, i think so!" - Tasteless, 2008
Dante08
Profile Blog Joined February 2008
Singapore4128 Posts
Last Edited: 2018-10-17 02:56:59
October 17 2018 02:56 GMT
#171
On October 17 2018 02:54 Aminus wrote:
Show nested quote +
On October 16 2018 23:37 Freakling wrote:
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.


Dude are you forgetting the reaver blew up like 10 scvs on the bunker before missing that tank shot? Reaver scarabs have always been based on some luck and this is what makes Broodwar exciting to watch. The best players like Snow know how to abuse reavers even if they don't always connect.
Malongo
Profile Blog Joined November 2005
Chile3472 Posts
October 17 2018 03:30 GMT
#172
On October 17 2018 08:29 Freakling wrote:
Show nested quote +
On October 17 2018 02:54 Aminus wrote:
On October 16 2018 23:37 Freakling wrote:
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.

And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.


Dragoons have by far the worst combination of size, attack animation and proyectile damage. Pathfinding *may* be the same, but no other unit (mass produced or not) has it that hard to perform. Thats no myth.
Help me! im still improving my English. An eye for an eye makes the whole world blind. M. G.
Shinokuki
Profile Joined July 2013
United States859 Posts
October 17 2018 05:11 GMT
#173
On October 17 2018 12:30 Malongo wrote:
Show nested quote +
On October 17 2018 08:29 Freakling wrote:
On October 17 2018 02:54 Aminus wrote:
On October 16 2018 23:37 Freakling wrote:
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.

And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.


Dragoons have by far the worst combination of size, attack animation and proyectile damage. Pathfinding *may* be the same, but no other unit (mass produced or not) has it that hard to perform. Thats no myth.


One simply has to watch bisu’s Taekgyun goon control vs ssak on asl to see how goons can be effective and smart. Basically it’s all on you
Life is just life
asel
Profile Blog Joined June 2006
Germany1599 Posts
October 17 2018 05:45 GMT
#174
Remember the title of the corresponding YouTube video (Goon's don't suck, you suck). Also, you obviously never tried to get a group of goliaths on high ground with a small choke.
eSTRO for life | #3 Sea.Really fan! | GGoliath! | aeterna societas honoris | cbta~ | Flash makes Terran look like Toss | aka RevaL
Lazare1969
Profile Joined September 2014
United States318 Posts
October 17 2018 05:57 GMT
#175
Pretty much the only way to beat Flash in an offline tournament is if he has the flu and you're a PvT expert like Snow, or if you're FanTaSy.
6 trillion
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
October 17 2018 09:07 GMT
#176
Lol this was just brutal. Can't believe mini clung on as long as he did in g1 and 2. Seemed his brain was fried by g3
Что?
fLyiNgDroNe
Profile Joined September 2005
Belgium4009 Posts
Last Edited: 2018-10-17 09:29:12
October 17 2018 09:28 GMT
#177
On October 17 2018 12:30 Malongo wrote:
Show nested quote +
On October 17 2018 08:29 Freakling wrote:
On October 17 2018 02:54 Aminus wrote:
On October 16 2018 23:37 Freakling wrote:
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.

And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.


Dragoons have by far the worst combination of size, attack animation and proyectile damage. Pathfinding *may* be the same, but no other unit (mass produced or not) has it that hard to perform. Thats no myth.


1. Goliaths.
2. BW is designed for you to fix "bad AI". Basically if you control every dragoon individually, you'll get the job done. Now its up to you if you can actually do that or not.

PS. Reaver scarab AI is also not entirely luck. If you drop the reaver right in the middle of SCV's - no bugs will occur. Its only when you want to snipe something from the distance/behind the minerals/buildings wall - thats a choice in a sense of big risk/big reward.

On October 17 2018 14:57 Lazare1969 wrote:
Pretty much the only way to beat Flash in an offline tournament is if he has the flu and you're a PvT expert like Snow, or if you're FanTaSy.


or your map pool kinda sucks for terran.
Drone is a way of living
O.P.
Profile Joined October 2007
Sweden109 Posts
October 17 2018 10:26 GMT
#178
Is it possible that the reaver didn't have any scarab yet for the tank shot?

Also, reavers are designed to be worse the longer the distance. Are people salty because the reaver didn't outright win Mini the game? With all the scv and marine kills, the attack looked incredibly successful.
Motivate
Profile Joined June 2011
2860 Posts
Last Edited: 2018-10-17 11:32:52
October 17 2018 11:32 GMT
#179
i was wrong to doubt flash. 3-0 and dominated in a pretty convincing fashion

is it just me or does flash look so much stronger and more serious offline? online he's super goofy and it seems like his winrate is 50-55% at best. offline his winrate is far better and he looked visibly unimpressed with mini's play.. almost like he's sick of playing against newbies

maybe it's just because he posts so many games of himself losing on his youtube channel
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
October 17 2018 11:43 GMT
#180
It seems obvious that some of you guys have never tried to control goliaths through some narrow choke. I swear, it's like these things have a mind of their own haha. There's a reason that the BW carbot animation had them wondering all over the place and off cliffs too rofl. Anyways, Mini had a great lead in game 2. He just blew it by giving up those 2 reavers, and not playing the style that he is comfortable with.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2018-10-17 14:23:18
October 17 2018 14:20 GMT
#181
Poor Mini, just look at his face

Cut him some slack guys

On October 16 2018 20:12 Kaley wrote:
"You can have a base for free
I'm gonna have game 3"
~ Tasteless


hahahaha Tasteless is the man
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Freakling
Profile Joined October 2012
Germany1529 Posts
October 17 2018 15:13 GMT
#182
On October 17 2018 18:28 fLyiNgDroNe wrote:
Show nested quote +
On October 17 2018 12:30 Malongo wrote:
On October 17 2018 08:29 Freakling wrote:
On October 17 2018 02:54 Aminus wrote:
On October 16 2018 23:37 Freakling wrote:
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.

And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.


Dragoons have by far the worst combination of size, attack animation and proyectile damage. Pathfinding *may* be the same, but no other unit (mass produced or not) has it that hard to perform. Thats no myth.


1. Goliaths.
2. BW is designed for you to fix "bad AI". Basically if you control every dragoon individually, you'll get the job done. Now its up to you if you can actually do that or not.
The long attack cooldown and slow pre-attack animation (and lack of truning rate) are actually what make Dragoons so much better microable than for example Goliaths (which you cannot really micro at all in ground to ground engagements due to their long attack animation coupled with a high attack rate).

PS. Reaver scarab AI is also not entirely luck. If you drop the reaver right in the middle of SCV's - no bugs will occur. Its only when you want to snipe something from the distance/behind the minerals/buildings wall - thats a choice in a sense of big risk/big reward.
Cases exist where Reaver attack range is reduced to one in a certain direction. So viable targets really need to be right next to the Reaver.
Athinira
Profile Joined August 2011
Denmark33 Posts
Last Edited: 2018-10-17 16:05:39
October 17 2018 16:04 GMT
#183
On October 17 2018 08:29 Freakling wrote:And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.

No they're not.

The thing about Dragoon pathfinding is that the size of the unit itself actually changes when they move, because the legs were designed to take up space as well, and they extend when the unit moves. This sometimes causesin the unit the come on top of themselves or other units, which creates the equivalent effect of a worker drill.

This was explained by a Starcraft programmer in an interview once.
"Science Vessel much? Yeah, i think so!" - Tasteless, 2008
Aminus
Profile Joined October 2018
Bulgaria35 Posts
Last Edited: 2018-10-17 17:15:41
October 17 2018 17:06 GMT
#184
On October 18 2018 01:04 Athinira wrote:
Show nested quote +
On October 17 2018 08:29 Freakling wrote:And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.

No they're not.

The thing about Dragoon pathfinding is that the size of the unit itself actually changes when they move, because the legs were designed to take up space as well, and they extend when the unit moves. This sometimes causesin the unit the come on top of themselves or other units, which creates the equivalent effect of a worker drill.

This was explained by a Starcraft programmer in an interview once.

Thats probably the reason why goons does that bug i talked about earlier and their inabillity to walk up ramps normally.
In the meantime we have tanks who can break the physics and can go into each others body no problem. They appear to be the same size of a dragoon even they are not the same size actually...
Giving opinion that something needs to be fixed is what community should do, job of the developers is to fix that.
What about the stop dragoon bug that appeared in 1.16 patch, is that thing fixed in remastered?
On October 17 2018 18:28 fLyiNgDroNe wrote:
Show nested quote +
On October 17 2018 12:30 Malongo wrote:
On October 17 2018 08:29 Freakling wrote:
On October 17 2018 02:54 Aminus wrote:
On October 16 2018 23:37 Freakling wrote:
On October 16 2018 21:53 rand0MPrecisi0n wrote:
On October 16 2018 20:51 Freakling wrote:
On October 16 2018 20:24 Bonyth wrote:
By the way guys, not sure if you noticed but all that kept Mini from winning the game on Circuit Breakers was reaver bug. It wanted to give the tank on the ramp a melee shot, rather than a normal one.
Another pimpest play from Mini there, he dropped the reaver for a split of second, so the tank actually shot once and the reaver didn't take the damage. That was super good. But yeah, then the bug happened.

This is more or les accurate. There is a region constellation at that ramp that reduces effective Reaver range to about 5 (instead of 8) for units placed as they were in that game. Would he have moved the Reaver down only a few pixels (towards the Supply Depot), it would have fired at the tank.


How would one go about analysing this type of stuff? Thanks!


The root of the problem is that Scarabs are units that can only travel over passable ground. So to ensure that things like cliffs and other major terrain obstacles do not cause Reavers to shoot out Scarabs that will just run around erratically and then dud out (because there is no or only a very indirect path between the Reaver and the target) the Reaver attack is coded to use pathfinding distance instead of simple radial distance in its attack range check. The algorithm that determines ground traveling distance is just a very rough heuristic, though. Across multiple regions it seems to use pathfinding node-to-node distance instead of actual unit positions or linear distances, so if the nodes of semi-adjacent regions (regions in close proximity, but separated from each other by at least one interjacent region/node) are spaced out too far the engine considers that as a long travel distance. This is how far I understand it so far. For the exact algorithmic details I guess I'll have to delve into the OpenBW code at some point :\
Example for the instance that caused the bug in this particular game (I think what Bonyth is referring to is the scene at about 0:51:30, at least that's what caught my attention):
+ Show Spoiler [show image] +
[image loading]

I marked the approximate unit positions and highlighted the relevant region nodes.

Thats a thread that shouldve been discussed way more than it is, not only that but changes shouldve been made long time ago.
Ive lost not one game because of the broken ai of the reaver, reaver bugs even on flat ground trying to melee attack... When we are talking about profesional scene and sports, its unacceptable spoiled game design causing bugs to be a win or lose factor in competition, it should be fixed. Its unfair that these flaws harms one race and spare others. No other race is affected more by bugs, than the Protoss does and its not like the Protoss race is the most dominant or has more titles in tournament than zerg or terran, its quite the opposite.
Reaver AI needs to be fixed as much as dragoon ai. Ive seen jangbi lose game on stream, simply because his dragoons dont follow his commands and cant get up a ramp, he did his best to save them, but tank fire has no mercy, then he had to gg... Or the bug when you click dragoons to go to certain spot on an flat ground and just as they reach the destination, half of them starts going in every possible direction, one of them get a shot from a tank then all the group of goons going into tank fire. Its a common thing seen hundreds and hundreds of times in all situations and games. And player have to watch out if the goons going to bug or not rather than doing his macro or whatever he needs to do at that time. I dont know if these questions were risen by the korean progamers, but the game from today was serious alarm that something needs to be fixed.

And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.


Dragoons have by far the worst combination of size, attack animation and proyectile damage. Pathfinding *may* be the same, but no other unit (mass produced or not) has it that hard to perform. Thats no myth.


1. Goliaths.
2. BW is designed for you to fix "bad AI". Basically if you control every dragoon individually, you'll get the job done. Now its up to you if you can actually do that or not.


Controling every dragoon indivivtually sounds ridicilous to me, struggling to fight with goon AI while my opponent execute attack and make a macro round or drop me in the mineral line. If game is played on normal or fast speed yeah maybe its worth doing it.
jello_biafra
Profile Blog Joined September 2004
United Kingdom6635 Posts
October 17 2018 17:14 GMT
#185
On October 18 2018 02:06 Aminus wrote:
What about the stop dragoon bug that appeared in 1.16 patch, is that thing fixed in remastered?


I think that bug has been around from the beginning. But no, unfortunately it hasn't yet been resolved in remastered.
The road to hell is paved with good intentions | aka Probert[PaiN] @ iccup / godlikeparagon @ twitch | my BW stream: http://www.teamliquid.net/video/streams/jello_biafra
outscar
Profile Joined September 2014
2832 Posts
October 17 2018 17:45 GMT
#186
Waah, Mini is an embarrassment, how he knocked off Larva last season and came this far on this one? I prefer Rain, BeSt, Snow or even Stork anyday vs. FlaSh than him. Hope Shuttle will take a game or maybe on lucky day two games with turtling. Then it's God vs. AlphaGo rematch (judging Last 4-0'ed JD EffOrt has no chance) - these both have unsettled business when first Last trashed him 3-0 and then got trashed 0-3 by him.
Unimpressed FlaSh picture is gold btw.
sunbeams are never made like me...
SlayerS_BunkiE
Profile Blog Joined May 2009
Canada1707 Posts
October 17 2018 20:11 GMT
#187
Whatever happened to protoss being the 1a2a3a race? Now its the one that needs the most babysitting?
iloveby.SlayerS_BunkiE[Shield]
Freakling
Profile Joined October 2012
Germany1529 Posts
Last Edited: 2018-10-17 20:51:14
October 17 2018 20:28 GMT
#188
On October 18 2018 01:04 Athinira wrote:
Show nested quote +
On October 17 2018 08:29 Freakling wrote:And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.

No they're not.

The thing about Dragoon pathfinding is that the size of the unit itself actually changes when they move, because the legs were designed to take up space as well, and they extend when the unit moves. This sometimes causesin the unit the come on top of themselves or other units, which creates the equivalent effect of a worker drill.

This was explained by a Starcraft programmer in an interview once.
Source? Or show me one instance where Dragoons stack just by themselves (hint: they don't). I am sure you misunderstood something (and I mean: absolutely, 100% sure!).

Seriously, I actually figured out the probable original source of this particular bullshit speculation some time ago. Day9 asserted it in one of his podcasts and it became very prominent for some reason (my personal best guess is that people actually want to believe it because Dragoons, or Goliaths for that matter, "look" retarded due to their walking animations, so they are inclined to assume there is some kind of "physical reality" to what is actually just a sprite animation).

For the engine the Dragoon is but a 32x32-pixel-sized collision box moving at a constant speed, nothing more.

On October 18 2018 02:06 Aminus wrote:
Show nested quote +
On October 18 2018 01:04 Athinira wrote:
On October 17 2018 08:29 Freakling wrote:And this is where you are just wrong. "Retarded Dragoons" is but a myth. Pathfinding is exactly the same for all units - they are all on a bad trip.
As for Reaver jams: Demanding a change is cheap and simple. Actually fixing the issue probably not. What would be your solution? You'd have to implement a better heuristic for ground distance calculations, but only specifically for Scarabs, because otherwise you'd completely change all pathfinding.

No they're not.

The thing about Dragoon pathfinding is that the size of the unit itself actually changes when they move, because the legs were designed to take up space as well, and they extend when the unit moves. This sometimes causesin the unit the come on top of themselves or other units, which creates the equivalent effect of a worker drill.

This was explained by a Starcraft programmer in an interview once.

Thats probably the reason why goons does that bug i talked about earlier and their inabillity to walk up ramps normally.
Are you talking about vortices now (also a general, not a Dragoon-specific, bug!) or just the usual bumper cars (again: all units do that, Dragoons can sometimes wander off quicker because they have no turn animation and therefore no delay before changing directions)

In the meantime we have tanks who can break the physics and can go into each others body no problem.
Your misunderstanding seems to stem from the fact that you seem to ascribe some sort of physical reality to mere sprites.

They appear to be the same size of a dragoon even they are not the same size actually...
For the Engine Dragoons and Tanks actually have exactly the same collision size…

Giving opinion that something needs to be fixed is what community should do, job of the developers is to fix that.
What exactly?

What about the stop dragoon bug that appeared in 1.16 patch, is that thing fixed in remastered?
This is also not a Dragoon specific bug, so you should better call it "attack freeze bug". It's only most likely to occur with Dragoons because they have the longest pre-attack animation of all units.
They said they'd fix that with the first release of RM, but then apparently retracted, probably because the "fix" actually did not address the problem or had some other unwanted consequences for gameplay.
EndingLife
Profile Blog Joined December 2002
United States1594 Posts
October 17 2018 20:39 GMT
#189
I've had the most problems with dragoons out of any of the unit in the game. Not so much with pathing or them getting stacked on a ramp, but simply them stopping after firing. It happens to me pretty often when chasing a scouting scv.
I've noticed it happens more when you press attack and click on the scv, not so much when you press attack and click the ground near an scv. The dragoon simply stops and if you click attack somewhere else, it refuses to move.
I usually press stop and click directly on the ground to the right and left of the dragoon quickly to get it unstuck.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
October 17 2018 20:40 GMT
#190
On October 18 2018 05:39 EndingLife wrote:
I've had the most problems with dragoons out of any of the unit in the game. Not so much with pathing or them getting stacked on a ramp, but simply them stopping after firing. It happens to me pretty often when chasing a scouting scv.
I've noticed it happens more when you press attack and click on the scv, not so much when you press attack and click the ground near an scv. The dragoon simply stops and if you click attack somewhere else, it refuses to move.
I usually press stop and click directly on the ground to the right and left of the dragoon quickly to get it unstuck.

I've this happen with marines before for similar reasons. Thankfully, it's a quick fix ^^
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
machinus
Profile Joined January 2010
United States291 Posts
October 18 2018 04:39 GMT
#191
On October 17 2018 11:55 Athinira wrote:
While this series was a big disappointment, I'm looking forward to Flash vs Shuttle.

Back when i was getting into watching StarCraft games, i watched Flash playing the 2009 GOM TV Intel Averatec Classic Season 3. While Flash pretty much steamrolled the entire tournament, losing only 1 map to Iris/Berserker in the final (earning him a score of 14-1 in the tournament), i remember his first map against Shuttle in the quarter-finals on Heartbreak Ridge. Basically, the entire map got mined out more or less before Shuttle finally threw in the towel. One of the absolutely best Macro games i have ever seen. Semi-final against JulyZerg was also really good, with Flash almost getting killed by an early ling-rush, only to stage a comeback against July.

Too bad the VODs of these games doesn't exist anymore But I'm really hyped for the semi between those two!


Really? We have lost vods from as recently as 2009?

No one has the Averatec games?
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
Last Edited: 2018-10-18 04:43:19
October 18 2018 04:43 GMT
#192
Depends on your definition of recently since that's over 9 years ago. Having said that, I'm sure someone still has them saved on a hard drive somewhere.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
machinus
Profile Joined January 2010
United States291 Posts
October 18 2018 04:50 GMT
#193
On October 18 2018 13:43 BigFan wrote:
Depends on your definition of recently since that's over 9 years ago. Having said that, I'm sure someone still has them saved on a hard drive somewhere.


I would consider 2009 to be recent, of course. I have to accept that early BW games will be lost, like those from pre-Boxer era.

But 2009? Those were broadcast everywhere and I'm sure re-cast on Youtube in English. How could we lose them?
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50121 Posts
October 18 2018 05:52 GMT
#194
its odd that season 3 is the only one you can't find.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
MattRz
Profile Joined April 2011
Chile1680 Posts
October 18 2018 15:26 GMT
#195
Just watch the whole series, besides game two, this was quite an embarrassment.
Never interrupt your enemy when he is making a mistake ♞
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
October 19 2018 04:27 GMT
#196
Guys I found out the way for Effort and Shuttle to beat the Terrans Last and Flash.

They have to merge to become the Protoss/Zerg Hybrid race lol. It is the only hope of beating tesagi lol.

Just think about it lol:

Dragoons, Psi Storms, DTs, Reavers, Speed Shuttles, Carrier tech, Stasis and Recall
Combined with
Lurker expand, lategame Ultralisks, Dark Swarm, Plague, Doom Drops, Muta harass, and lategame Broodlings

*Evil Grin
Miragee
Profile Joined December 2009
8509 Posts
October 19 2018 10:50 GMT
#197
Yeah, covering enemy siege tanks and vultures in swarms so your dragoons can't do damage and then storming your own lings sounds like a great idea!
Alpha-NP-
Profile Blog Joined September 2008
United States1242 Posts
October 19 2018 14:15 GMT
#198
Or Lurkers hitting your own Zealots lol.
Barneyk
Profile Joined November 2008
Sweden305 Posts
October 19 2018 17:44 GMT
#199
On October 19 2018 23:15 Alpha-NP- wrote:
Or Lurkers hitting your own Zealots lol.


Does Lurkers have ally-splash? I though they didn't...
nah
sM.Zik
Profile Joined June 2011
Canada2547 Posts
October 19 2018 17:57 GMT
#200
On October 20 2018 02:44 Barneyk wrote:
Show nested quote +
On October 19 2018 23:15 Alpha-NP- wrote:
Or Lurkers hitting your own Zealots lol.


Does Lurkers have ally-splash? I though they didn't...


Lurkers do have allied players splash, but no splash to your own others units.
Jaedong Fighting! | youtube.com/ZikGaming
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
October 21 2018 03:22 GMT
#201
Early-game, photon cannons would be great defense against bio... reavers would then end bio as a viable choice past 6:30. Late-game, being able to recall defilers + zealots + cracklings + lurkers straight into the T main... nydus canals shuttling the P army around from base to base to defend... carriers plus storm plague plus ultra crackling... not sure how T is supposed to fight at that point
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