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Carrier Micro - Page 9

Forum Index > StarCraft 2 HotS
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Prev 1 7 8 9 10 11 33 Next All
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
Last Edited: 2012-09-17 06:39:26
September 17 2012 06:24 GMT
#161
The programming solution should be rather simple actually, and shouldn't involve tweaking the underlying engine or breaking the general unit behavior.

First they need to make Interceptors an actual unit - which should be simple enough, given that there's already a class for similar type of "swarm" units (Broodlings, Locusts). That way, Carriers would need range 8 to release Interceptors on a target inititally, but Interceptors themselves have a normal unit behavior and can be ordered to attack at maximum leash range once they're already out.

Also, didn't SC2BW already make Carriers (and most other units) control like in Brood War? That should be evidence enough that "it's complicated" is just a copout reason to not make the changes.
darkyaourt
Profile Joined April 2011
France28 Posts
September 17 2012 06:37 GMT
#162
Thank you for this video. As someone who did not really play brood war it is awesome to discover this type of things. Plus the carrier seems to work only when catching your opponent by surprise right now so it clearly needs some change.
EchOne
Profile Blog Joined January 2008
United States2906 Posts
September 17 2012 06:49 GMT
#163
Thank you for the video and clear, in-depth explanations. I've been going about carrier micro incorrectly all along and this discussion of its particulars should help me use their full potential in BW. I hope these or similar intricacies make their way to SC2 as well.
面白くない世の中, 面白くすればいいさ
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
September 17 2012 07:03 GMT
#164
On September 17 2012 15:24 Talin wrote:
The programming solution should be rather simple actually, and shouldn't involve tweaking the underlying engine or breaking the general unit behavior.

First they need to make Interceptors an actual unit - which should be simple enough, given that there's already a class for similar type of "swarm" units (Broodlings, Locusts). That way, Carriers would need range 8 to release Interceptors on a target inititally, but Interceptors themselves have a normal unit behavior and can be ordered to attack at maximum leash range once they're already out.

Also, didn't SC2BW already make Carriers (and most other units) control like in Brood War? That should be evidence enough that "it's complicated" is just a copout reason to not make the changes.


in the SC2BW mod Carriers don't work like they do in BW I just tested it so they might not even have known about it or a way to make it work.
I am Godzilla You are Japan
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
September 17 2012 07:09 GMT
#165
wow even after all these BW years I didnt know about that carrier micro o.o

man, mind blown, and once again missing BW

thanks nony~
You can type "StarCraft" with just your left hand.
HaruHaru
Profile Blog Joined November 2009
United States988 Posts
September 17 2012 07:09 GMT
#166
Blizzard needs to add back these little micro tricks that were in BW into HOTS. Bugs/tricks like vulture micro, mutalisk stacking, etc were what made BW so amazing to watch.
Long live BroodWar!
The_Frozen_Inferno
Profile Joined September 2012
Canada98 Posts
September 17 2012 07:19 GMT
#167
Greetings TL.

As you can plainly see from my post count, this is the first time I've felt compelled to post in here, though I've been coming here for a long while now for the epic SC2 coverage.

As a map maker who works on an expanded melee map called SC2+: Bizarro World, I'm reasonably familiar with the data editor. I had no idea what BW carrier micro really was - and subsequently was just buffing the numbers on the carrier to make it actually fun to play with (though I can't guarantee anything about real balance)

After seeing this thread, I think I finally know what people mean when they talk about BW carrier micro.

And I believe I have successfully created a decent work-around solution for target switching in the leash zone completely within the data editor (meaning that in principle, Blizzard could do this without any hardcoding changes).

-> search for the map named "Bizarro Carrier" on NA.
I set it up with two planetary fortresses and 2 carriers for P1 to play around with (you can ignore all the other game changes - this is just about the carrier micro right now)


If anyone is wondering about how the standard carrier's weapon actually works - it's actually a relatively complex affair. It also uses utilizes a few opaque, hard-coded ability/effect types with relatively limited customization options. A lot of its particular behaviours can't be directly controlled. (for anyone else interested, the brood lord weapon is even more complicated than the carriers)

For example, if you've ever played Star Battles, you'll notice that you can't launch your interceptors while your ship is moving. As cool as it would be to launch on the move, you simply can't do it.

As far as I can tell, this is a limitation of the game engine itself. A unit cannot use two 'active' abilities at the same time.(eg. the medivac cannot Move and use Heal simultaneously)

I speculate that an incredibly elaborate trigger could handle it, but that's neither here nor there since Blizzard won't put triggers in their maps.

At this moment in the middle of the night, I haven't any solid idea how to mimic the continuous deployment.

In Bizarro World, I ladder more than I make custom maps
Mr_Z
Profile Joined June 2011
South Africa88 Posts
September 17 2012 07:24 GMT
#168
Finally I can see why the SC2 Carrier sucks so much in comparison to the BW Carrier, thank you Tyler. Now for everybody to link this to blizzard
Always last :(
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
September 17 2012 07:33 GMT
#169
Great insights, I hope that Blizzard seriously considers this and doesn't brush it off as another "you want BW, then go and play BW" argument
"See you space cowboy"
TaShadan
Profile Joined February 2010
Germany1981 Posts
Last Edited: 2012-09-17 07:48:09
September 17 2012 07:37 GMT
#170
its not only the carrier... but non bw players hardly know about this and most of the actual blizzard guys never worked on bw and have no clue about it
Total Annihilation Zero
bgx
Profile Joined August 2010
Poland6595 Posts
Last Edited: 2012-09-17 07:53:32
September 17 2012 07:52 GMT
#171
Community is wiggly excited about BW micro :p Will the temple of Browder fall?
Stork[gm]
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
September 17 2012 08:06 GMT
#172
On September 17 2012 10:20 Ooshmagoosh wrote:
Show nested quote +
On September 17 2012 10:06 NEOtheONE wrote:
On September 17 2012 09:57 a176 wrote:
if toss can go mothership with regularity in sc2, they can definitely try for carrier switches

but i still wonder about corrupter counter


Leash range > corruptor range so it would make for some really epic micro battles.


They're going to have to do something about Fungal Growth...it already makes TvZ a pain in the butt. It's hard to handle 20+ corruptors shift-clicked onto your carriers when you can't move your junk at all.


Perhaps Blizzard could design Fungal Growth to work differently on capital ships. 10-20% speed/dmg(from original dmg) reduce short period of time so that carriers can still move when in effect of fungal. Smaller units Fungal works as normally.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
September 17 2012 08:09 GMT
#173
On September 17 2012 17:06 Too_MuchZerg wrote:
Show nested quote +
On September 17 2012 10:20 Ooshmagoosh wrote:
On September 17 2012 10:06 NEOtheONE wrote:
On September 17 2012 09:57 a176 wrote:
if toss can go mothership with regularity in sc2, they can definitely try for carrier switches

but i still wonder about corrupter counter


Leash range > corruptor range so it would make for some really epic micro battles.


They're going to have to do something about Fungal Growth...it already makes TvZ a pain in the butt. It's hard to handle 20+ corruptors shift-clicked onto your carriers when you can't move your junk at all.


Perhaps Blizzard could design Fungal Growth to work differently on capital ships. 10-20% speed/dmg(from original dmg) reduce short period of time so that carriers can still move when in effect of fungal. Smaller units Fungal works as normally.

Phase shield kinda deals with that in HotS.
Administrator~ Spirit will set you free ~
rotinegg
Profile Blog Joined April 2009
United States1719 Posts
September 17 2012 08:22 GMT
#174
THANK YOU! FINALLY A PRO HAS SPOKEN OUT

unbreak the carrier now, blizzard
Translator
Gefrierbrand
Profile Joined November 2011
Germany3 Posts
September 17 2012 08:22 GMT
#175
Well done, sir.. After 2 years of StarCraft 2 someone finally found the reason why carriers suck in StarCraft 2...
Angra
Profile Blog Joined May 2009
United States2652 Posts
September 17 2012 08:33 GMT
#176
I argue for implementing ALL BW mechanics in HOTS beta.
Andre
Profile Blog Joined August 2009
Slovenia3523 Posts
September 17 2012 08:46 GMT
#177
If blizzard reads this and implements what Nony presented then carrier will be a unit to be feared again.

It makes you wonder though, how hard would it be to do this so that it would function in the same manner as in BW. BW's engine is outdated and made of old coding methods but it's still such a beautiful thing, I wonder how much of the carrier's mechanics were intended to truly work as they do.
You must gather your party before venturing forth.
Fus
Profile Joined August 2010
Sweden1112 Posts
September 17 2012 08:46 GMT
#178
I think blizzard should empliment things like this to SC2, i love it!
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
winthrop
Profile Blog Joined December 2010
Hong Kong956 Posts
September 17 2012 08:56 GMT
#179
so in starcraft 2 the carrier bug is fixed.
dont whine
Incredible Miracle
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
September 17 2012 09:12 GMT
#180
On September 17 2012 17:46 Andr3 wrote:
If blizzard reads this and implements what Nony presented then carrier will be a unit to be feared again.


It would be feared against Mech and BL armies that don't have many infestors. Marines and Fungal do insane dps vs interceptors. These abilities just give Carriers a fighting Chance.
I am Godzilla You are Japan
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