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Korean Blue Post Translations (11/04/09)

Forum Index > SC2 General
Post a Reply
1 2 3 4 Next All
n00bonicPlague
Profile Joined August 2008
United States197 Posts
November 04 2009 06:10 GMT
#1
Since late September there has been a fair amount of blue posts over on the Korean SC2GDF. One of our staff members over at SC:Legacy had posted an article providing translations of these posts as well as some thoughts about the information. The full article can be found here. The following is a summary of the info in the main article.

GHOST ABILITIES:
— Nuclear Launch
— — Area-based large area of effect.
— — Launches a nuke from a Silo to the painted target or area.
— — Takes a few seconds to hit.
— Snipe
— — Target-based single unit effect.
— — Costs 25 energy.
— — Deals 45 damage to selected biological unit.
— — Ignores armor.
— — Has virtually no cooldown.
— EMP Shot
— — Area-based (medium?) area of effect.
— — Costs 100 energy.
— — Removes energy from all units within an area.
— — Deals a fixed amount of damage to shields within an area.
— — Decloaks all cloaked units for 5 seconds including passive cloaks like DT.
— Cloak
— — switched-based single unit effect (Ghost).
— — Costs initial 25 energy.
— — Removes fixed amount of energy each second.

PROTOSS SHIELD REGENERATION:
The out-of-combat "super-regen" has been removed, and shield regeneration has returned to the same slow rate found similarly in SC1. The rate is the same for all shielded units.

MAP SIZE AND CAMERA LIMITS:
Available map dimensions start from 32 and move all the way up to 256 at intervals of 8 (32, 40, 48, ......, 240, 248, 256). Also, camera limits may be set up so that there is terrain outside of the playable map area for the sake of aesthetics. A map with the dimensions 256x96 and the camera limit of 240x80 will have terrain for all 24576 squares of the map but will only allow units to move and buildings to be built on the inner 19200.

MISCELLANEOUS INFO:
Comic Contest prize package always includes beta invitation. In game help is set to F11. Not sure about minimum computer spec requirements, but multiple quality levels for graphics and audio will be available for adjustment. Please tell us about your ideas for contests or polls and we'll send them to the proper staff. Computer AI difficulties will vary from those that will make noobs rofl all the way to those that will make Boxer sit in a corner and cry.

And as always, all things are subject to balance and/or change.
Beta = 04/01/10
konadora *
Profile Blog Joined February 2009
Singapore66153 Posts
Last Edited: 2009-11-04 06:20:38
November 04 2009 06:19 GMT
#2
ghost sounds fucking imba now lol

Computer AI difficulties will vary from those that will make noobs rofl all the way to those that will make Boxer sit in a corner and cry.

T___T
POGGERS
VorcePA
Profile Blog Joined August 2008
United States1102 Posts
November 04 2009 06:23 GMT
#3
On November 04 2009 15:19 konadora wrote:
Show nested quote +
Computer AI difficulties will vary from those that will make noobs rofl all the way to those that will make Boxer sit in a corner and cry.

T___T


I only have this to say: FUCKING PROVE IT!

+ Show Spoiler +
Without making the computer cheat
Shitposting
Trowabarton756
Profile Blog Joined May 2008
United States870 Posts
November 04 2009 06:25 GMT
#4
On November 04 2009 15:23 VorcePA wrote:
I only have this to say: FUCKING PROVE IT!

+ Show Spoiler +
Without making the computer cheat


+1, ive heard that about many games and yet I don't "shudder" when I play the computer.
http://www.teamliquid.net/video/streams/Trowabarton756
thopol
Profile Blog Joined May 2008
Japan4560 Posts
November 04 2009 06:25 GMT
#5
Despite only damaging shields a fixed amount, EMP sounds better than before. Scan included? Ghost is god vP
Whiplash
Profile Blog Joined October 2008
United States2928 Posts
Last Edited: 2009-11-04 06:26:36
November 04 2009 06:26 GMT
#6
ghost is def an anti caster role type unit, although i am kind of disappointed that they nerfed toss shields.
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
n00bonicPlague
Profile Joined August 2008
United States197 Posts
November 04 2009 06:26 GMT
#7
On November 04 2009 15:19 konadora wrote:
ghost sounds fucking imba now lol

Yeah, lol.

What pisses me off the most is the removal of the out-of-combat regen rate for Protoss shields. Do you think it's some sort of cheap attempt to provide the energy tension they want vs Proton Charge? All I see happening is Protoss players just building more Obelisks and using PC just like they always have.
Beta = 04/01/10
justiceknight
Profile Blog Joined May 2008
Singapore5741 Posts
November 04 2009 06:27 GMT
#8
Quote: So that players can increase their skill steadily, I think the computer difficulty should be divided into 6 stages: Beginner, Intermediate, Advanced, Expert, Semi-Pro, and Pro.

We plan to include difficulty as low as beginner-friendly up to difficulties where players will have no idea how to fight back.


wow wtf so i can get to face jd /flash/ bisu in SC2?????

Heyoka
Profile Blog Joined March 2008
Katowice25012 Posts
November 04 2009 06:28 GMT
#9
On November 04 2009 15:23 VorcePA wrote:
Show nested quote +
On November 04 2009 15:19 konadora wrote:
Computer AI difficulties will vary from those that will make noobs rofl all the way to those that will make Boxer sit in a corner and cry.

T___T


I only have this to say: FUCKING PROVE IT!

+ Show Spoiler +
Without making the computer cheat


On one hand, its really not impressive when the AI is mining twice as fast and has full map vision. On the other hand, time spent on making a cool AI is potentially time spent away from other aspects of the game so I am kind of in the middle about this.
@RealHeyoka | ESL / DreamHack StarCraft Lead
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
November 04 2009 06:34 GMT
#10
Show nested quote +
Where are we supposed to use Snipe’s 45 damage… Besides Marines, Reapers, and Zerglings there isn’t anything that dies in one hit… This isn’t sniping at all…


In my opinion, because it only costs 25 energy it feels reasonable.

And because there’s almost no cooldown, you could hold down Shift and ‘click click click’ with your mouse and even bring down a Marauder with ease. I think the ability isn’t in a bad state, and the energy cost or damage for Snipe might change in the future.

I think this needs to be said. Also, if you snipe really fast, it'd be MGS? /runs

------
I only have this to say: FUCKING PROVE IT!

4 (6 now) pool vs 14CC

Frankly, the only way for SC2 to be consistently competitive without cheating is to patch the hell out of it with every game play revolution, at minimum.
ArvickHero
Profile Blog Joined October 2007
10387 Posts
November 04 2009 06:56 GMT
#11
This is a lot better than the english blue posts imo..
Writerptrk
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
November 04 2009 07:03 GMT
#12
On November 04 2009 15:27 justiceknight wrote:
Show nested quote +
Quote: So that players can increase their skill steadily, I think the computer difficulty should be divided into 6 stages: Beginner, Intermediate, Advanced, Expert, Semi-Pro, and Pro.

We plan to include difficulty as low as beginner-friendly up to difficulties where players will have no idea how to fight back.


wow wtf so i can get to face jd /flash/ bisu in SC2?????



No, no, no. JD/Flash/Bisu are but noobs in front of the PRO AI. AI next bonjwa.
But seriously, this statement better not be made with the intentions of giving the AI unfair advantages such as extra resources, vision, etc like someone else mentioned (which is what is done in WC3). That would just feel so gimmicky....
Zona
Profile Blog Joined May 2007
40426 Posts
November 04 2009 07:16 GMT
#13
Well honestly an AI could micro to an extent impossible for humans, and have an extreme edge against human players without "cheating" (extra resources or maphack), depending on how much more effective well-micromanaged units are. Considering Brood War as we have it now - AI's could make queens, dark archons, etc very effective, and in masses too. With perfect moving shots, some units become more powerful. Perfect lurker splits, maneuvering to spread damage (having a different mutalisk 'in front' each attack), perfect mine defusing, and so on.
"If you try responding to those absurd posts every day, you become more damaged. So I pay no attention to them at all." Jung Myung Hoon (aka Fantasy), as translated by Kimoleon
Polar_Nada
Profile Blog Joined June 2008
United States1548 Posts
November 04 2009 07:50 GMT
#14
On November 04 2009 16:16 Zona wrote:
Well honestly an AI could micro to an extent impossible for humans, and have an extreme edge against human players without "cheating" (extra resources or maphack), depending on how much more effective well-micromanaged units are. Considering Brood War as we have it now - AI's could make queens, dark archons, etc very effective, and in masses too. With perfect moving shots, some units become more powerful. Perfect lurker splits, maneuvering to spread damage (having a different mutalisk 'in front' each attack), perfect mine defusing, and so on.

thats a hella load of math formulas O___O
[ReD]NaDa and fnaticMSI.SEn fighting~! ::POlar @ UC Irvine::
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
November 04 2009 07:56 GMT
#15
I'm all for a crazy AI as long as it doesn't cheat

and a big wtf to the ghost, I can't believe it can also uncloak units even if it is only 5 seconds.
Guess using the ghost will be quite fun.
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
konadora *
Profile Blog Joined February 2009
Singapore66153 Posts
November 04 2009 08:09 GMT
#16
On November 04 2009 16:03 EtherealDeath wrote:
Show nested quote +
On November 04 2009 15:27 justiceknight wrote:
Quote: So that players can increase their skill steadily, I think the computer difficulty should be divided into 6 stages: Beginner, Intermediate, Advanced, Expert, Semi-Pro, and Pro.

We plan to include difficulty as low as beginner-friendly up to difficulties where players will have no idea how to fight back.


wow wtf so i can get to face jd /flash/ bisu in SC2?????



No, no, no. JD/Flash/Bisu are but noobs in front of the PRO AI. AI next bonjwa.
But seriously, this statement better not be made with the intentions of giving the AI unfair advantages such as extra resources, vision, etc like someone else mentioned (which is what is done in WC3). That would just feel so gimmicky....

yeah, wc3 ai (even with 2x income and full vision) is pretty retarded, I can win with undead (or any race for that matter)
POGGERS
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
November 04 2009 08:14 GMT
#17
I'm pretty sure I've seen mentions of the most difficult AIs having unfair advantages.

I can't see how it could be that difficult any other way really. Most of the AI design is going on now and during beta, so how could they possibly get the AI gameplay to that level of near-perfection when the AI designers themselves don't know how the balance changes, build orders and metagame are going to evolve during the game's lifetime?
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Konni
Profile Blog Joined February 2003
Germany3044 Posts
November 04 2009 09:08 GMT
#18
They could if they were using some machine learning algorithms and one central AI. This would be quite difficult to implement though and I doubt they're doing it. But this way the AI would learn BOs and micro tricks just as any other bnet player. A supernatural infinitive fast learning player that is, a player with the experience of many thousand games played a day.
Darth_Ihsahn
Profile Joined June 2007
Mexico138 Posts
Last Edited: 2009-11-04 09:25:13
November 04 2009 09:24 GMT
#19
Thats like Skynet playing SC2 on bnet servers
What does not kill you makes you stronger.
konadora *
Profile Blog Joined February 2009
Singapore66153 Posts
November 04 2009 09:38 GMT
#20
On November 04 2009 18:08 Konni wrote:
They could if they were using some machine learning algorithms and one central AI. This would be quite difficult to implement though and I doubt they're doing it. But this way the AI would learn BOs and micro tricks just as any other bnet player. A supernatural infinitive fast learning player that is, a player with the experience of many thousand games played a day.

and one day, machines rule the world
POGGERS
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