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Carrier Micro - Page 17

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chocopaw
Profile Blog Joined May 2011
2072 Posts
September 17 2012 22:22 GMT
#321
It saddens me that I actually completely forgot about the second micro mechanic (interceptors not fully returning to moving carriers). Two and a half years of s2 is a long time.

Great video Tyler, thanks for this post! It will probably won't even have to be nerfed since it's single target burst damage, and the OPness of direct ports from bw to sc2 mostly revolves around splash damage. I hope Blizzard implements this, it might "save" the unit in and on itself. If it still sees too little play one could think about proposed changes like making interceptors free and so on.
http://twitter.com/lechocopaw
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 17 2012 22:25 GMT
#322
On September 18 2012 06:50 juicyjames wrote:
Dustin Browder's specific response

Show nested quote +
We have seen the video. We are very focused on Heart of the Swarm units right now and we don't know what the Carrier will be doing in the beta with all of the new units available on the Stargate. Will it see more use? Less use? We aren't going to make any changes immediately but we will certainly discuss it.

Thank you for the post and thanks to the maker of the video.

Dustin Browder's general response

Show nested quote +
We're seeing some community discussion on units that we shipped with Wings of Liberty. Examples include:
  • Carrier
  • Thor
  • Void Ray
  • Ghost

While we are very willing to change these units down the road we are not focused on them for the next few weeks. We are very interested in what kind of strategies we are introducing with the new beta units as well as what types of balance problems we are creating.

Obviously you can post on any subject you like and if you want to talk about older units feel free. We will definitely read your posts on older units. But we probably won't make balance or design changes of any significance to older units anytime soon. Once we stabilize the balance on the new beta units we will take a look to see what changes make sense to older units.



A bit dissapointting but hopefully it'll eventually happen.
MMA: The true King of Wings
KissKiss
Profile Joined July 2010
United Kingdom136 Posts
September 17 2012 22:28 GMT
#323
Wait what, there are Carriers in SC2? I don't think I ever seen any. May as well be a new HoTs unit for all the use its got so far :3

And yah, great video. Was frustrating to hear they were considering removing the Carrier when they hadn't really given it a good showing. Carriers and Arbiters were the reason I played Protoss in BW...I play Zerg in SC2.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
September 17 2012 22:29 GMT
#324
On September 18 2012 07:25 SarcasmMonster wrote:
Show nested quote +
On September 18 2012 06:50 juicyjames wrote:
Dustin Browder's specific response

We have seen the video. We are very focused on Heart of the Swarm units right now and we don't know what the Carrier will be doing in the beta with all of the new units available on the Stargate. Will it see more use? Less use? We aren't going to make any changes immediately but we will certainly discuss it.

Thank you for the post and thanks to the maker of the video.

Dustin Browder's general response

We're seeing some community discussion on units that we shipped with Wings of Liberty. Examples include:
  • Carrier
  • Thor
  • Void Ray
  • Ghost

While we are very willing to change these units down the road we are not focused on them for the next few weeks. We are very interested in what kind of strategies we are introducing with the new beta units as well as what types of balance problems we are creating.

Obviously you can post on any subject you like and if you want to talk about older units feel free. We will definitely read your posts on older units. But we probably won't make balance or design changes of any significance to older units anytime soon. Once we stabilize the balance on the new beta units we will take a look to see what changes make sense to older units.



A bit dissapointting but hopefully it'll eventually happen.


I'm not sure I like their ideas there. I understand they have to balance the new units, but how can they balance them if they're not working in synergy with the older units?

Carriers are like the core airtoss unit, without them working properly, how can they even begin to buff/nerf the tempest?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Quotidian
Profile Joined August 2010
Norway1937 Posts
September 17 2012 22:31 GMT
#325
Dustin Browder is proving, yet again, that he just doesn't get it. It would probably take them less than a day to get this in the game if they made a real effort. But they want a narrow-minded focus on new units, which obviously neglects that old units will also be used in the expansion. Focusing on fixing old units isn't trivial. The real problem is, the Carrier should've been fixed two years ago. Everything seems to take ages at Blizzard. For instance, there seems to be very little new art or UI improvements. When you contrast this with Valve's work on Dota2 and the pace they're going at, it leads me to think there are some serious inefficiencies in Blizzard's process
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
September 17 2012 22:47 GMT
#326
On September 18 2012 07:03 Cabinet Sanchez wrote:
Show nested quote +
On September 18 2012 05:55 Falling wrote:
On September 18 2012 05:07 niteReloaded wrote:
On September 17 2012 05:21 Liquid`NonY wrote:
Continuous deployment of interceptors while moving I think is really really cool but is the easiest thing to classify as a buggy behavior. I hope we can get it though because it takes so much attention and skill to use effectively. It is very strong but becomes incredibly difficult to do as soon as your opponent forces action in two places at once. So the players are countering each other by doing increasingly difficult strategies and that is AWESOME. The protoss player got the carriers knowing they'll be sufficiently effective ONLY IF he can pull off this micro. The enemy's response is not to bang his head against this really strong micro but rather to split the protoss's attention, punishing him for having tunnel vision on his carriers. Someone is gonna make a mistake and miscalculate and that's how the game should be decided.

If the continuous deployment of interceptors ISN'T in the game, then interceptor healing is pretty much just a straight buff. There isn't really any tension if both things aren't in the game.

See, concepts like 'tension' are beyond a brain like Dustin Browder's, I think stuff of that level doesn't even cross his mind.

I bet if he reads this, he'll start wondering and ask himself... "Which part of SC2 covers this tension Tyler talks about, lasers or rocks? What should we do to get more tension.... Hm, let's buff rocks."

I think that's a little unfair. If this thread is any indication, there have been sudden revelatory 'aha' moments for several people. And this is after a couple years of people trying to explain how carrier micro works and getting dismissed as 'elitists.' What it took was a very concise compare/contrast video demonstration by Tyler. If that can happen with people on this thread, there's no reason why it can't happen with Blizzard.


Exactly, the dismissive, aggressive nature of the posts were always frustrating. Also the BW enthusiasts are sometimes just stark raving fucking mad. Yes skill is important but there comes a point where compromise is insane.


I don't understand - compromise between skill and what else exactly?

Liimiting how many units you can select or buildings is just nuts for example. Yet I saw people push for that and they wondered why the new people hated the idea.


And yet every design team that worked on a Blizzard RTS pre-Browder & co has made a conscious design decision to keep the limit on control groups. I'm pretty sure there's a lot of people that could vouch for their sanity.
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
September 17 2012 22:50 GMT
#327
yup. focusing on fitting new units into an existing, screwed up balance environment is a retarded idea. You can't practice specific design at this stage, you have to be holistic and tweak a load of things at the same time to encourage a 'kind' of gameplay.

Once that kind of gameplay is established THEN you can make little individual tweaks here and there to balance that gameplay/meta. Changing carriers from situational A move units to legitimate units is not a 'minor tweak', and if they adjust them as such they'll need to go back and re-tune everything from the mothership core to the tempest due to the ripples that will cause. Best do it now, not later.
Poisonous Sheep counter Hydras
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2012-09-17 23:00:36
September 17 2012 22:55 GMT
#328
To make Interceptors mimic the BW AI - Go to Unit Tab > Interceptors > Combat Tab > Set the "Default Acquire Level" to "Offensive" instead of None.

Then click on the Carrier - Set the "Minimum Scan Range" to 16. Finally go to the rightmost tab on the weapon, and under "Target Sorts" add "TSPriority" (make sure TSPriority is the topmost one) and "TSDistance" (this makes it so the Interceptors automatically go after anything that is attacking, then if there are the same, they go after the nearest target)
(Overall what the changes do is make the Interceptors automatically attack every enemy within 16 range. That also means that as long as there are enemies present, the Interceptors will never return to the Carrier unless you move out of the "16 leash" range distance or you press stop.)

There you go. Carrier Brood War style!

Additionally, if you want to keep SC2 Interceptor AI but allow an upgrade that upgrades the Interceptor into BW AI + Show Spoiler +
First give the Interceptors a behavior that has "Passive Flag" on it "after" the above changes are made (give the behavior to the interceptor of course). Passive makes it so the interceptors won't auto acquire (it will still attack anything the Carrier attacks; again this should be done after the above changes).

Once the upgrade is researched, you could have a validator disable the buff and thus enabling BW Interceptor AI for the Carrier. You'd need a Validator that checks if an upgrade is "not" researched.

So - make a requirement that has "this upgrade is complete" under "use", make a Validator that does "not" have "Find" check and make it target that requirement, then add that Validator under "Disable" to the Behavior with the passive flag on it, finally add the behavior to the interceptor.


As for Interceptors not returning while Carrier is moving? Hmm this one is a bit tricky. One idea I can think of is while the Carrier is moving at 70% speed or higher for 5 seconds [after 5 seconds past, the behavior removes itself and applies another behavior that only remains active while the carrier is moving] using a behavior that checks to see if validator is present (Carriers slowly accelerate and deaccelerate to and from their max speed), they get a buff which disables the Intercept effect that has delay, and enables another effect that has Carrier launching interceptors with no delay.

That's really similar.

Also, you can make interceptors regenerate health in the cargo too by making it so a behavior is added to interceptors that grants regen while interceptors are in cargo.

This works similar to the bunker (bunkers actually adds a behavior that grants +1 range when units are in the cargo).
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
SarcasmMonster
Profile Joined October 2011
3136 Posts
September 17 2012 23:06 GMT
#329
On September 18 2012 07:55 Goldfish wrote:
To make Interceptors mimic the BW AI - Go to Unit Tab > Interceptors > Combat Tab > Set the "Default Acquire Level" to "Offensive" instead of None.

Then click on the Carrier - Set the "Minimum Scan Range" to 16. Finally go to the rightmost tab on the weapon, and under "Target Sorts" add "TSPriority" (make sure TSPriority is the topmost one) and "TSDistance" (this makes it so the Interceptors automatically go after anything that is attacking, then if there are the same, they go after the nearest target)
(Overall what the changes do is make the Interceptors automatically attack every enemy within 16 range. That also means that as long as there are enemies present, the Interceptors will never return to the Carrier unless you move out of the "16 leash" range distance or you press stop.)

There you go. Carrier Brood War style!

Additionally, if you want to keep SC2 Interceptor AI but allow an upgrade that upgrades the Interceptor into BW AI + Show Spoiler +
First give the Interceptors a behavior that has "Passive Flag" on it "after" the above changes are made (give the behavior to the interceptor of course). Passive makes it so the interceptors won't auto acquire (it will still attack anything the Carrier attacks; again this should be done after the above changes).

Once the upgrade is researched, you could have a validator disable the buff and thus enabling BW Interceptor AI for the Carrier. You'd need a Validator that checks if an upgrade is "not" researched.

So - make a requirement that has "this upgrade is complete" under "use", make a Validator that does "not" have "Find" check and make it target that requirement, then add that Validator under "Disable" to the Behavior with the passive flag on it, finally add the behavior to the interceptor.


As for Interceptors not returning while Carrier is moving? Hmm this one is a bit tricky. One idea I can think of is while the Carrier is moving at 70% speed or higher for 5 seconds [after 5 seconds past, the behavior removes itself and applies another behavior that only remains active while the carrier is moving] using a behavior that checks to see if validator is present (Carriers slowly accelerate and deaccelerate to and from their max speed), they get a buff which disables the Intercept effect that has delay, and enables another effect that has Carrier launching interceptors with no delay.

That's really similar.

Also, you can make interceptors regenerate health in the cargo too by making it so a behavior is added to interceptors that grants regen while interceptors are in cargo.

This works similar to the bunker (bunkers actually adds a behavior that grants +1 range when units are in the cargo).


Smart stuff. But I don't think implementation is the tricky part, convincing Browder is.
MMA: The true King of Wings
i)awn
Profile Joined October 2011
United States189 Posts
Last Edited: 2012-09-18 00:18:35
September 17 2012 23:06 GMT
#330
While I don't mind waiting a couple of weeks to see the change happening, Powder's statement on "we need to know what the carrier will be doing first" is totally unacceptable. Whatever the carrier will be doing, it should get this change, it's that simple and that important. We don't want to even know what the current Carrier will be doing, we only want to know what the modified one will be doing. Moreover, tweaking the new units should be done around this new modified carrier not the current one. Following this route might introduce the need to tweak the new units twice, once around the current carrier and then around the new one.

Please someone put this on the battle.net forums in the relevant thread, I don't have a character on NA.
gh0un
Profile Joined March 2011
601 Posts
September 17 2012 23:17 GMT
#331
Dustin demonstrates once again that he just doesnt get it.
Why is such an incompetent guy even employed at blizzard escapes my mind.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
September 17 2012 23:35 GMT
#332
On September 18 2012 08:17 gh0un wrote:
Dustin demonstrates once again that he just doesnt get it.
Why is such an incompetent guy even employed at blizzard escapes my mind.

Here's a frightening thought: what if he's the smartest guy in the room
FuGGu
Profile Joined March 2012
United States176 Posts
September 17 2012 23:36 GMT
#333
Absolutely worth trying out in the beta! I think it'd be good for the game! Great post Nony!
i)awn
Profile Joined October 2011
United States189 Posts
September 17 2012 23:36 GMT
#334
On September 18 2012 08:35 floor exercise wrote:
Show nested quote +
On September 18 2012 08:17 gh0un wrote:
Dustin demonstrates once again that he just doesnt get it.
Why is such an incompetent guy even employed at blizzard escapes my mind.

Here's a frightening thought: what if he's the smartest guy in the room


I'm really scared now.
FuGGu
Profile Joined March 2012
United States176 Posts
September 17 2012 23:43 GMT
#335
On September 18 2012 08:17 gh0un wrote:
Dustin demonstrates once again that he just doesnt get it.
Why is such an incompetent guy even employed at blizzard escapes my mind.


Agreed. After watching David Kim and Dustin Browder's interview, I was shocked at alot of their responses...it just didn't seem like they knew alot about competitive play or paid much attention to community feedback. I get they want to assess community feedback and game ideas slowly, but what SERIOUS reason do they have for not remodeling the way the carrier attacks? This is especially obnoxious because the game is in beta right now, and it's a PERFECT time to implement it!
Koriel
Profile Joined September 2012
United States19 Posts
September 17 2012 23:59 GMT
#336
On September 18 2012 08:43 FuGGu wrote:
Show nested quote +
On September 18 2012 08:17 gh0un wrote:
Dustin demonstrates once again that he just doesnt get it.
Why is such an incompetent guy even employed at blizzard escapes my mind.


Agreed. After watching David Kim and Dustin Browder's interview, I was shocked at alot of their responses...it just didn't seem like they knew alot about competitive play or paid much attention to community feedback. I get they want to assess community feedback and game ideas slowly, but what SERIOUS reason do they have for not remodeling the way the carrier attacks? This is especially obnoxious because the game is in beta right now, and it's a PERFECT time to implement it!


I was very glad when I saw the latest HOTS patch notes and thought that with the return of the carrier they had also decided to put some thought into how they could make it work. It seems like that was not the case, which is unfortunate.
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
September 18 2012 00:05 GMT
#337
hmm why cant they just see this carrier change as something similar to what they are doing to the hydra? Browders question of "what will happen now that weve introduced the new units" can be answered by anyone here : the carriers' still not going to get used, and why would it? (and no, that situation where you have half the map against zerg doesnt count) Which unit of the new units actually promotes the carrier of being taken back from under the dust?

Bit disappointed, but atleast we know they are aware of it. If they'd make the change later id still be glad, but if they didnt id like a good reason for it.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
September 18 2012 00:10 GMT
#338
I just despise the fact that it is up to Blizzard to feed us information of what to do with the newly arrival of units. Come on man, we are NOT some 5 years old that follows set of instructions, we are perfectly capable of identifying the units and perform innovative tasks with it.

Give us something cool, and we'll work around. Don't give us a mundane unit and instruct us its functions.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
September 18 2012 00:13 GMT
#339
I tried implementing Goldfish's method, but unless I did it wrong, I don't think this brings back BW micro.

In fact, what this does is automize the re-targeting of interceptors onto new targets after the main target dies while you're in leash range. So, the carrier doesn't need to enter range 8 to retarget things to keep attacking at range 12 (that is to say, no micro needed).

Ironically, if you do go and manually try to give an attack order while in leash range, the carrier will move back to range 8 in order to change targets. So, it's actually more effective to not micro your carriers.


As for the interceptors staying external while the carrier is moving, I'm not sure it can be done with the data editor. The ability that controls the 'fires them one at a time' or the 'interceptors appear all at once at the target' behaviour is actually the same ability that controls the leashing and building of the interceptors themselves.

Because you can't dynamically change that value, to change between those types of behaviours seems to require having 2 separate hangars. At best, you'd have 2 sets of 8 interceptors, but only able to employ either set at any one time (not sure how to get that working yet). But then you'll also be able to lose one set, but continue firing with the other. Which would be odd if you're only supposed to actually have 8 interceptors.


As for the bunker-like buff to heal, it's actually the load command itself that confers the buff to the unit. But the carrier doesn't use a load command - it uses a special 'arm magazine' type ability to recall and leash units. I don't actually know if there's a validator type to check for 'in magazine' status. The game might not even recognize the units as 'in' the carrier - rather, they're actually just sitting there by the carrier (normally hidden inside of the carrier's model, but floating there nonetheless).

So, the implemenation I think would still be pretty tricky. One should not underestimate the hard limitations of the data editor concerning this opaque ability. Maybe ask SoulFilcher, MavercK, Xenox, etc. to chime in with any ideas.


tl;dr: Even if this was possible, all of this is moot if DB doesn't implement the changes or tweak the game engine. Argue eloquently TL and fight for the carrier we all want!
In Bizarro World, I ladder more than I make custom maps
Zer atai
Profile Joined September 2011
United States691 Posts
September 18 2012 00:28 GMT
#340
Thanks Tyler for writing this. Very informative
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