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Carrier Micro - Page 8

Forum Index > StarCraft 2 HotS
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btd978
Profile Joined April 2011
United States17 Posts
September 17 2012 04:13 GMT
#141
wow, thank you for this. show it to browder
gg
figq
Profile Blog Joined May 2010
12519 Posts
September 17 2012 04:27 GMT
#142
I imagine Nony nailing this on the door of Blizzard like a Martin Luther.
If you stand next to my head, you can hear the ocean. - Day[9]
-orb-
Profile Blog Joined September 2007
United States5770 Posts
September 17 2012 04:29 GMT
#143
Excellent video. Very well laid out with every micro trick explained clearly. I hope this illustrates to blizzard what they did not understand before.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
whatthefat
Profile Blog Joined August 2010
United States918 Posts
Last Edited: 2012-09-17 04:31:25
September 17 2012 04:31 GMT
#144
How could Blizzard be so far off the mark on this?

Why did they just resign themselves to the position that "the Carrier has no place in the game because its role is already filled by other units"? Why was there never an analysis like this conducted to look at what might lie at the heart of the differences between BW and SC2? It would not be particularly difficult to implement these AI changes. I just can't fathom why Blizzard didn't play around with these settings when it was clear that the Carrier was struggling.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2012-09-17 04:40:38
September 17 2012 04:37 GMT
#145
This is brilliant. Good job NonY. I echo what whatthefat has said.
On September 17 2012 11:57 LaLuSh wrote:
It's not that they wouldn't implement these things if they could, it's probably just that they can't without meddling with the engine.

It's how they've always made their games. They code the engine, finish most of the core work, and then at the end of the production cycle they hold a short beta test to iron out the kinks (bugs, balance, various other minor changes).

This might've worked out in the past (mostly through luck), but I believe it's an archaic way of approaching game design for competitive games. Had they showcased Starcraft II earlier in its production cycle, I believe there would have been a fair chance of the engine being rewritten.

Let's be frank: the only one in Blizzards developing team who might have had an idea of the many nuances that made awesome micro possible in Brood War would have been David Kim. I'm not sure as to when they hired him, but I sort of doubt he would have felt comfortable schooling a team of senior programmers/designers even if he happened to be there from the beginning of SCII's development.

The only reason moving shot doesn't exist in the same capacity as before, for example, is because of an engine coding decision. Where before in BW a unit would forcefully be made to travel in the direction it would be firing -- in SCII they were made to revolve around their axis while acquiring a target (and while revolving they will keep gliding in their original direction).

Units like the vulture, which had a wide allowed arc of attack and a short attack animation would therefore make a spasming motion while attacking (if not for the move command snapping them out of their coded behavior of travelling towards the target they're firing at, they would turn around and glide towards the enemy).

In contrast, we have SC2. Where phoenixes, corruptors, vikings etc will turn around their axis ("locking on to the target") while gliding backwards/whichever direction they were traveling prior to the issuing of the attack command. The problem being that they subsequently can't be "snapped" out of their behavior.. As far as I can tell, the unit coming to a stand still has a lot to do with it facing one direction, while simultaneously moving in another direction upon the completion of the animation.

The SC2 engine won't let the unit continue its motion unless it, at the end of the attack animation, faces the same direction in which its already gliding (the only circumstance where a crude form of moving shot is made possible in SCII). Sometimes when you chase one muta with another muta travelling in a very very very straight line, you can actually keep up with the muta you're chasing. But if the muta you're chasing/controlling so much as moves a couple of degrees from a straight alignment during the attack animation, the muta will no longer be facing in the exact direction in which its gliding. This is where the engine intervenes (a mutalisk moving in a direction it's not facing? This must be corrected before we can allow it to continue moving!).

This is why, in a pro game, when you see a large flock of mutas chasing another flock of mutas, you will see the mutas which revolve around their axis the most during the attack animation lag behind the most after being issued a move command following said attack animation.
I'm pretty certain people could make it work - it's just that most people who have attempted to do this don't understand just how carrier micro works.
Administrator~ Spirit will set you free ~
MavercK
Profile Joined March 2010
Australia2181 Posts
September 17 2012 04:46 GMT
#146
On September 17 2012 13:31 whatthefat wrote: "the Carrier has no place in the game because its role is already filled by other units"?


i dont believe them anymore when they say this. it sounds far too much like an excuse. one they aren't even consistent with.
i get really frustrated thinking about why they cut the lurker, because it overlapped with the baneling?.
then they add the swarm host... when we have the broodlord already and that isn't overlapping roles?
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Kovaz
Profile Joined October 2010
Canada233 Posts
September 17 2012 04:48 GMT
#147
After toying around in the editor a bit, I think it may be possible for to do this stuff through the editor. I don't understand how everything works well enough to do it myself, but I'm curious if the 'Attack Redirect' ability, which essentially redirects a bunker's attack move command to the marines/marauders inside, could be modified to do the same for carriers. At the very least, it's a start.

After that, maybe you could somehow add a validator that doesn't let interceptors reenter the hangar as long as the carrier is moving? idk if that's even possible though, it might require a full-on redesign of how carriers launch interceptors.

As for interceptors being clickable, that one's for sure doable. You just need to go the unit and uncheck the 'unselectable' and 'untargetable' flags, and then either A) Blizzard (or someone who knows how to create models) needs to create and interceptor model that has attach points or B) you need to add a dummy model that has attach points that is invisible.

Hopefully I'm not wrong in assuming that we can in fact add this stuff ourselves. At least the retargeting thing should be doable, and maybe that's enough to make carriers cool again.
Sprouter
Profile Joined December 2009
United States1724 Posts
September 17 2012 04:49 GMT
#148
nony should make more videos explaining BW mechanics! <3
Firenza
Profile Joined October 2011
United States51 Posts
September 17 2012 04:55 GMT
#149
This was a really fantastic post. I never played BW competitively, but I remember the idiotic frustration of using the reaver. When people exalt it I just sort of groan to myself and think, "bad pathing should not be part of a unit's balance." It makes me want to defend SCII more vigorously, even as I do understand that I'm truly not "getting it" because I wasn't into competitive BW.

This post is the opposite of that. These concerns make so much sense, and I don't think they're based on buggy AI whatsoever. I basically don't play Protoss, and so I didn't even realize until now that the SCII carrier couldn't switch targets within leash range. That's so awful that I can't believe it wasn't corrected in the WoL beta. I also fully support the idea of instant deployment being micro-based rather than research based. Just typing that sentence makes me finally understand the old-timers here when they complain about BW unit design vs SCII unit design. And if you do have instant deployment as a micro-based ability, I could see regenerating interceptors as a potential upgrade instead. The ability to target your own interceptors is definitley the most minor issue, and the one I would qualify as the most buggy. The point is that the opponent needs to click on the big thingy in the back instead of A-moving against interceptors; it's to create AI target confusion, not micro-based target confusion.
Brett
Profile Blog Joined October 2002
Australia3823 Posts
September 17 2012 05:26 GMT
#150
Great discussion going on in here. Hopefully Blizzard is actually reading.
Flamingo777
Profile Joined October 2010
United States1190 Posts
September 17 2012 05:33 GMT
#151
Great video nony, this is exactly how the argument should be presented.
Meteo Rain
Profile Blog Joined February 2011
Finland98 Posts
September 17 2012 05:44 GMT
#152
supporting the idea!
I have lost my phone number, can I have yours?
derElbe
Profile Joined February 2009
Germany571 Posts
September 17 2012 05:45 GMT
#153
watch this please blizzard
Hoejja - Bisu - Leenock - TLO
Falling
Profile Blog Joined June 2009
Canada11607 Posts
Last Edited: 2012-09-17 05:53:58
September 17 2012 05:53 GMT
#154
On September 17 2012 11:57 LaLuSh wrote:
It's not that they wouldn't implement these things if they could, it's probably just that they can't without meddling with the engine.

It's how they've always made their games. They code the engine, finish most of the core work, and then at the end of the production cycle they hold a short beta test to iron out the kinks (bugs, balance, various other minor changes).

This might've worked out in the past (mostly through luck), but I believe it's an archaic way of approaching game design for competitive games. Had they showcased Starcraft II earlier in its production cycle, I believe there would have been a fair chance of the engine being rewritten.

In regards to that, I kinda like how open to the community the developers of Grim Dawn are during development. It's not that they have no vision of the project and are just following the whims of their forum users, but they soliciting feedback even at the early stages. Who knows, maybe it'll be no better than Diablo 3, but it'll be an interesting proof of concept on how to make a computer game with community input. I guess to some extent DOTA 2 is that as well given that they're including LAN of all things.

Just typing that sentence makes me finally understand the old-timers here when they complain about BW unit design vs SCII unit design.

Hoorah
Sometimes it feels like we're speaking a foreign language.
ModeratorWake me up when Trump's term is finished. Slava Ukraini.
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
September 17 2012 05:59 GMT
#155
whatthefat said it well, truly there could be something to be done about this, and there really isn't too much of an excuse because this carrier micro would only help out both the competitive and casual scene.

Also I would also be up for Nony explaining BW mechanics as well, this was very enlightening. I don't think I disagreed with a single point he made there, down to the fact that I didn't understand the intricacies of carrier micro but as a fan could tell who had good or bad carrier micro and whatnot. So good :D
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2012-09-17 06:09:27
September 17 2012 06:05 GMT
#156
Never knew about this, this just makes BW that much deeper for me now wow :O

Now I get why carrieres aren't used in SC2. Thanks for the insight


On September 17 2012 13:55 Firenza wrote:
This was a really fantastic post. I never played BW competitively, but I remember the idiotic frustration of using the reaver. When people exalt it I just sort of groan to myself and think, "bad pathing should not be part of a unit's balance." It makes me want to defend SCII more vigorously, even as I do understand that I'm truly not "getting it" because I wasn't into competitive BW.

This post is the opposite of that. These concerns make so much sense, and I don't think they're based on buggy AI whatsoever. I basically don't play Protoss, and so I didn't even realize until now that the SCII carrier couldn't switch targets within leash range. That's so awful that I can't believe it wasn't corrected in the WoL beta. I also fully support the idea of instant deployment being micro-based rather than research based. Just typing that sentence makes me finally understand the old-timers here when they complain about BW unit design vs SCII unit design. And if you do have instant deployment as a micro-based ability, I could see regenerating interceptors as a potential upgrade instead. The ability to target your own interceptors is definitley the most minor issue, and the one I would qualify as the most buggy. The point is that the opponent needs to click on the big thingy in the back instead of A-moving against interceptors; it's to create AI target confusion, not micro-based target confusion.


:D Remember it's the old timers who are the hungriest for a successor to BW. Nobody enjoys bitching.
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 |
NotJumperer
Profile Blog Joined July 2005
United States1371 Posts
September 17 2012 06:06 GMT
#157
--- Nuked ---
Non0
Profile Joined April 2010
United States100 Posts
September 17 2012 06:17 GMT
#158
Pleaaaaaaase! Changes like this would make sc2 SO much more exciting to watch. Thank you for the demonstration, I hope Blizzard pays attention.
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
September 17 2012 06:19 GMT
#159
On September 17 2012 15:06 Jumperer wrote:
MORE VIDEOS NONY. TELL 'EM BLIZZARD ABOUT BW MECHANICS.


minus the caps I think this post is pretty awesome!
A series about BW mechanics like hold micro, Hell even Friendly Spidermines would be cool to go over since most people here don't know about them.
I am Godzilla You are Japan
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
September 17 2012 06:20 GMT
#160
I think you should show this post directly to Blizzard to make sure that they notice.
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